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===Saga of the Beast=== *'''Da Biggest Boss (1 CP)''': Before the battle, select one Warboss model, add 1 to its wounds and attack characteristic, and it gains a 4+ invuln save. Only once per battle, and cannot be used if the army includes Ghazghkull. ** Right now best stratagem in the book. Put it on warboss or better yet warboss on warbike or warboss in mega armor (Legends mind you) stock killa klaw in there give him brutal but cunning and for 1 CP you have character that is Ghazghull Trakka level of kiliness while not sacrificing ability to hide behind other units, to be healed with up to 6 W per turn or use all the strategems like fight again one. All of this for 1/3 of price of a big guy. Arguably better than Ghazghull himself. But not as cool. ** Stack with squig-hide tires kustom job and this guy will get anywhere you want and murder anything. *** Sadly can't use a kustom job due to not having the vehicle keyword- the disappointment! *'''Da Burnin' Highway (1 CP)''': Use on a {{W40kKeyword|KUSTOM BOOSTA-BLASTA}} in the shooting phase to upgrade the following characteristics of it's burna exhausts:10" assault 3 S5 AP-1 until the start of your next turn. *'''Da Kleverist Boss (1 CP)''': Before the battle, select one Big Mek model, add 1 to its wounds and attack characteristic, and change its weapon skill to 2+. Only once per battle, and cannot be used if the army includes Mek Boss Buzzgob. ** Nice buff but ultimately CP are needed elsewhere since your big mek will be typically protected from harm. *'''Dreaded Death Machine (1CP)''': When a {{W40kKeyword|DEFF DREAD}} fights, gain an extra attack for each kill until of turn. Extra attacks don't generate more. *'''Grot Bumper (1 CP)''': Used during your opponent's shooting phase when a ranged attack successfully wounds a Boomdakka Snazzwagon. The saving throw is automatically passed. Can only be used once per unit. ** A little ambiguous. Is it usable only if there is potential save or when enemy Ap strips as completely to? (Answer: Yes) Overall situational since Boomdakka is hardly high priority target. *'''Hit 'em Harder (1CP)''': When a {{W40kKeyword|MEGANOBZ}} unit fights, it's weapons get +1D until end of phase. *'''Flyin' 'Eadbutt (1 CP)''': At the end of the movement phase, select a flyer. It immediately crashes and burns. Obviously this destroys the flyer, but on the bright side it's certainly an Orky way to make a nearly-dead Dakkajet useful. ** Actually using this on dakkajet is a waste since you are sacrificing entire shooting phase. ** Mediocre at best. Only efficient way to use it is on Burna bomber that already dropped its payload and is in range of some key enemy character that is sitting on up to 3 wounds and doesnโt have FNP. Or 2 or 3 elite enemy units. Usually not worth the points though. **can be used to gave a +1 save to a unit thanks to "Loot it!" For the vehicle keywords of dakkajets, but stay on the lookout for the mortal wounds output. Also it will cost 2 CP. *'''Full Speed, Ladz! (1 CP)''': After charging with an {{W40kKeyword|ORK BIKER}} or {{W40kKeyword|DEFF-KILLA WARTRIKE}}, add 1 strength to the unit until end of turn. *'''Klever Spanner (1 CP or 2 CP)''': Before the battle, pick a Loota or Burna Boyz unit (paying 2 CP if there's more than 10 models in it). As long as that unit has at least one Spanner, it can roll an additional die and discard one when determining how many shots their deffguns or burnas fire. ** Anyone using lootas will want this, even at 2 CP and with sacrificing one loota to be a spanner it increases their potential immensely. *'''Kustom Job (1 CP)''': Before the battle, your army can have one additional kustom job. Each unit can only have one kustom job, and every kustom job must be unique. ** Well this one can easily cost you 10+ CP before battle starts. Some are meh some very good. Pick your favorite and go to kustom section p :). *'''Patch Up (1CP)''': For a turn, pick a Gargant and double its wound count for its damage table. *'''Speshul Shells (2CP)''': Increase the range of a {{W40kKeyword|FLASH GITZ}} unit by 12" in the shooting phase. *'''Squig Bombs (1CP)''': Add 1 to the rolls for the {{W40kKeyword|BLITZA-BOMMER}} boom bombs. *'''Temperamental Shokk Drive (1CP)''': Use after a {{W40kKeyword|SHOKK-JUMP DRAGSTA}} shoots. It advances with a 4+ (tellyports). *'''Unstoppable Momentum (2CP)''': If an {{W40kKeyword|ORK}} unit from your army charges and deals MW, if it's no longer within 1" of an enemy, charge again. **Layman's version: If you kill something by charging it, charge again. *'''Wildfire (1CP)''': When a {{W40kKeyword|BURNA-BOMMER}} drops bombs, choose another enemy unit within 6". Roll d6 per model (up to 10), each 5+ deals MW. Isn't affected by Arsonists.
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