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== Wargear == *'''Cybork Body''': 6+++ Feel No Pain - simple and straightforward. ** Does not stack with any other similar ability, so don't bother if you're taking Snakebites or a Painboy. It's too unreliable to be worth taking. === Infantry Weapons=== ==== Choppy Weapons ==== These are all the melee weapons for our Infantry models. This is NOT the Index Choppy Weapons List, which includes only the Big Choppa and the Power Klaw. *'''Attack Squig''': The Warlord's best friend. S4 AP-1 D1, can make 2 extra attacks with this "weapon". Best part is: it's free! *'''Big Choppa''': A significantly superior Power Maul, with S+2 AP-1 D2 for only 5 points. It is quite a nice upgrade to S7 for Nobz and to S8 for Warbosses (S9 with Might is Right), especially as it does not confer the -1 to hit of the conventional Power Klaw. AP-1 is quite decent for maiming things that are not TEQ or vehicles, too. *'''Burna''': A Burna can be used in melee as a Power Stabba. *'''Choppa''': The Orky Chainsword, Classic Free Attack<sup>TM</sup> and all. Your bread and butter, and what makes both Stormboyz and Boyz so good. **Most of your Nobz can now ditch their Slugga to go full on melee with an extra Choppa along side your main weapon! *'''Da Vulcha's Klaw''': Zagstruk legs, S+2 AP-3 Dd3, can only be used to make 3 attacks. *'''Gork's Klaw''': New Ghazzy's personal weapon. It now does AP-4 and flat 4 damage now, as well as x2 strength. *'''Grabba Stikk''': Only for Runtherd. A Choppa that gives +1S. *'''Grot-Prod''': Only for Runtherd. A Big Choppa with only D1. *'''Killsaw''': Trades out the 1D3 damage of the Klaw for a flat 2 damage and AP-4. If you can somehow take two, they give you an extra attack. Better than its chainfist counterpart since Orks don't have a weapon that deals a flat 3 damage. Now available in pairs to a wide range of Nobz, including Nob Bikers and your Stormboyz' Boss! Bring a hurricane of BZZZZZZZZZZ to your enemy's gunline at maximum speed! *'''Kustom Klaw''': Ghazzy's weapon before he got updated. A PK with no -1 to hit and flat 3 damage instead of d3. *'''Mork's Teeth''': Snikrot's knives. SUser AP-1 D2. *'''Power Klaw''': Still our Swiss Army Knife after all these years. Will [[rip and tear]] gits of all sizes, doing the exact same as before at the same point cost. The con this edition is that a PK reduces the user's To Hit roll by -1. * '''Power Stabba''' The very Orky and very awesome version of a power weapon, available to almost every Nob, including Stormboyz and Boyz Boss Nobs. For 3 points you now have AP-2. This is cheap, effective, and makes your three S5 attacks waaaaay better. Conversion opportunities galore. Seriously, use the ripped off arm of a Space Marine that's still holding his power weapon! The original bit is in the Nob kit if you want to use it, it's one of the Cybork bitz, namely the harpoon arm. *'''Tankhammer''': Tankbustas' weapon. You only get one attack with this weapon, if you hit you cause d3 mortal wounds, but the bearer is slain. *''''Urty Syringe''': For Painboys and Grotsnik himself. An extra attack that wounds non-Vehicle or Titanic models on a 4+, AP0 D1. *'''Waagh Banner''': A Big Choppa with no AP. *'''Weirdboy Staff''': A Big Choppa with Dd3 instead of flat 2 (making it worse against anything with 2 wounds, and equal against anything else). ==== Shooty Weapons ==== These are all the range weapons for our Infantry models. This is NOT the Index Shooty Weapons List, which includes only the Shoota, Kustom Shoota, Kombi-Skorcha and Kombi-Rokkit and neither the Codex Shooty Weapons List which includes the same except for the Shoota. *'''Big Shoota''': An Assault 3 Heavy Stubber. Not as good as a Deathspitter anymore, but you can Advance and still shoot it. Range 36" Assault 3 S5 AP0 D1. *'''Blitz Missile''': Zagstruk Mini-Missile Launcher. Range 18" Assault 1 S6 AP-1 Dd3. *'''Burna''': The little brother of an actual flamer. Range 8" Assault d3 S4 AP0 D1. *'''Da Rippa''': Badrukk's big ass weapon. Range 24" Heavy 3 S7 AP-3 D2 or you can get +1 S and D but you risk a mortal wound on one or more hit rolls of 1. *'''Dakkagun''': This one is actually not for our Infantry models, but Bikes are not vehicles either, so here they are. Basically a Big Shoota with Range 18", all Warbikes come with two of these. *'''Deffgun''': Lootas' weapon. Range 48" Heavy d3 S7 AP-1 D2, use the same d3 roll for the entire unit. *'''Grot Blasta''': Gretchins's pistol. Range 12" Pistol 1 S3 AP0 D1. *'''Kombi-Rokkit''': A Kombi-Weapon made from a Shoota and a Rokkit Launcha. The new rules for Kombi-weapons allow these weapons to see a lot more use, as anyone who takes these doesn't have to be so tight-arsed about firing their anti-tank weaponry anymore. Unfortunate with Orky BS it is hard to justify the expense. **It's important to note that thanks to DakkaDakkaDakka!, extra shots generated with the Shoota can be used with the Rokkit Launcha profile. ***Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur *'''Kombi-Skorcha''': New Kombi-Weapons rules help here too, especially since the auto-hitting Skorcha isn't affected by the -1 To Hit for firing both weapon profiles. Notably, you can Advance and still spray flames and bullets. Skorcha's profile: Range 8" Assault d6 S5 AP-1 D1. **DakkaDakkaDakka! works here too, as any 6 that you get from your Shootas can generate an extra hit from the Skorchas. ***Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur *'''Kustom Mega-Blasta''': The Orky equivalent of Plasma Guns. Orks of course ''only'' fire on the maximum charge (sayf-dee, wotz dat?), so you'll always be taking Mortal Wounds on 1's to hit. S8 AP-3 Dd6 means this packs a fierce punch. *'''Kustom Mega-Slugga (Legends)''': A Plasma Pistol by any other name. As above, but Pistol-class (Range 12" and you can shoot it in melee). Spannas (Index only), Big Meks (Legends) and Meks only. *'''Kustom Shoota''': Essentially an Ork Storm Bolter. It is very cheap at 2 points and with 4 strength 4 shots you will usually hit at least once with Ork BS. Warbosses, Big Meks and Meganobz can use this. Nobz can use it too thanks to the Index, it's funny how the lore on page 35 says Nobz have them but GW forgot to include them in the Codex rules. *'''Rokkit Launcha''': One of the best weapon options at S8 AP-2 D3. Short range (24") compared to almost all other missile/rocket weapons in the game. Can blast holes in almost anything, but generally it's a single shot at BS5+. Tankbustas special rule to re-roll against Vehicles can make this a devastating weapon. *'''Mork's Roar''': Updated Ghazzy's personal gun. It is a quad heavy bolster, or a quad big shoota with an AP of -1, or 6 shootas with an extra strength and ap and 36" range. *'''Pair of Rokkit Pistols''': Only for Tankbustas. Basically 2 Rokkit Launchas with one less S and Range 12", but being Pistols you can shoot them in melee. *'''Shokk Attack Gun''': Still the same and still disappointing. Range 60" Heavy d6 S2d6 AP-5 Dd6. If the S roll is 11+ each hit causes d3 mortal wounds in addition to normal damage. *'''Shoota''': Basic Bolter-type gun. 18" Assault 2 S4 AP0, which means you can Advance and still shoot with a -1 to Hit penalty. Inferior to almost all other armies' basic rifle (see a trend here?), but massed fire can produce some results. Generally Slugga+Choppa is the preferable load-out for Boyz, but it's not bad on Evil Sunz or Bad Moons. *'''Slugga''': It's a Bolt Pistol. Always remember to shoot in CC. Hitting on 5+ is not that great, but those few free wounds are always a good thing. Doubling down on the buckets of S4 dice the enemy has to make saves against is critical to Orky success. Dubiously useful on Overwatch. *'''Snazzgun''': Flash Gitz' shiny weapons. Range 24" Heavy 3 S6 AP-2 D2. *'''Squig Bomb''': Tankbustas' kamikaze Squigs. Range 18" Assault 1 S8 AP-2 Dd6. Can not target models with FLY, after firing it the bearer (the Squig) is slain. *'''Stikkbomb''': Common grenade for almost every unit. Range 6" Grenade d6 S3 AP0 D1. *'''Tankbusta bomb''': Don't let its name fool you, this grenade is carried not only by Tankbustas but also Boyz and Kommandos have them. Range 6" Greande d3 S8 AP-2 Dd6. *'''Tellyport Blasta''': For Big Meks with Mega Armour. Range 12" Assault 3 S8 AP-2 D1. After an unsaved wound, if the target is still alive you roll a d6, if the roll is greater than the targets Wound Characteristic it's slain. *'''Twin Big Shoota''': Yes! You guessed it! a Big Shoota with double the shots and double the price. === Vehicle Weapons === ==== Choppy Weapons ==== *'''Buzz Saw''': First of your 3 choices for your Killa Kan: S+2 AP-2 D2, it gives an extra attack. *'''Deffrolla''': Battlewagons hit on 2+ in close combat with this? With AP-2 and D2? We can run over guys again! It might be decent idea to stick a Battlewagon into CC with something that is not dedicated vehicle killer after emptying its embarked infantry. It will be stuck, but it will be protected from shooting. *'''Dread Klaw''': Deff Dread's standard weapon for 15pts. Sx2 AP-3 D3, gives you an extra attack using this profile. Very effective at crumpin' almost everything. *'''Dread Saw''': Deff Dread's other close combat weapon at 10pts. S+4 AP-2 D2, gives you an extra attack using this profile. Good for medium to heavy infantry, not too good at killing tanks. *'''Drilla''': The second choice for Killa Kans: S+1 ap-4 D2, on a roll of 6 to wound it causes an extra mortal wound. *'''Grabbin' Klaw''': Hits only once, but at -3 AP and D3 damage. *'''Kan Klaw''': Your third choice for Killa Kans, the classic one, like a Dread Klaw, but it increases your Killa Kanz Strength by 3 (to S8) instead of doubling it and no extra attacks. *'''Kill Saw''': for Deff Koptas, Sx2 AP-4 D2, -1 to hit. *'''Klaw of Gork (or possibly Mork)''': A huge Klaw for your Gorkanaut (or possibly Morkanaut). Comes with 2 attack profiles: **'''Crush:''' Sx2 AP-4 D6 Dmg. Hits like a tonne of bricks. **'''Smash:''' Doesn't boost the Naut's Strength, only has an AP of -2, but it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, ''tripling'' your Attack output. *'''Mega-Choppa''': A Stompa's go-to carving weapon. Like the Klaw of Gork (or possibly Mork), it comes with 2 attack profiles: **'''Smash:''' Sx2 AP-5 D6. This is for, obviously, smashing other huge, armored foes such as Knights, Baneblades, or Gorka/Morkanauts wot dat triez to look more flash. **'''Slash:''' S User AP-2 D2. Gives 3 attacks for each Attack roll (multiply Attack stat by 3 for each Slash). This is for crumpin' tiny gitz that try to climb up ya feetz. *'''Nose Drill''': for your new Scrapjet, S+2 AP-2 Dd3. *'''Saw Blades''': for some of the new Buggies, S+1 AP-1 D1. *'''Snagga Klaw''': for your Deffkilla Wartrike, S+2 AP-2 Dd3, you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new "Da Killa Klaw" *'''Spinnin' Blades''': D3 hits for each attack with this weapon, at +1 Strength. Deffkopta use only, good for mowing down Guardsmen or Guardians in small numbers. *'''Wreckin' Ball''': Gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you're running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent's shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don't expect the Trukk to survive the Dread's turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot. ==== Shooty Weapons ==== *'''Big Shoota''': Range 36" Assault 3 S5 AP0 D1. **'''Twin Big Shoota''': get 6 instead of 3 shots. *'''Bubblechukka''': [[Recursion|A game inside a game.]] Distilling the Orks' random-table '''FUN''' (individual definitions of FUN may vary) down to a single weapon. Roll 1D6 for the number of shots, Str, AP and damage respectivly. You re-roll the dice every time you fire it. Still more useful than last Edition. Note that you have to pick the target you're shooting before you know the stats of the weapon, which makes this thing a risky affair. Its total lack of reliability is quite terrible (though very amusing). *'''Burna Bottles''': Boomdakka Snazzwagon's grenades. Range 6" Grenade 2d6 S4 AP0 D1, ignores cover. *'''Burna Exhaust''': Kustom Boosta-Blasta's burnas. Range 8" Assault d3 S4 AP0 D1, autohits. *'''Deffkannon''': Stompa's big gun. Range 72" Heavy 3d6 S10 AP-4 Dd6. *'''Deffstorm Mega-Shoota''': Gorkanaut's main gun. Range 36" Heavy 18 S6 AP-1 D1. *'''Grot Blasta''': GW decided that, for some strange reason, some vehicles needed a Range 12" Pistol 1 S3 AP0 D1 that hits on 4+. *'''Grotzooka''': Only for Killa Kans. Range 18" Heavy 2d3 S6 AP0 D1. *'''Kannon''': Your day-to-day cheap-as-chips Kannon. Shells come in familiar Frag and Krak varieties, although the Frag equivalent is S4 rather than 3. *'''Killa Jet''': it can be used either as a skorcha (though it's called burna) or as a multi melta: range 8" Assault 2 S8 AP-4 Dd6, if the target is within 4" roll 2 dice for damage and keep the highest. *'''Killkannon''': Range 24" Heavy d6 S8 AP-2 D2. *'''Kopta Rokkits''': Exactly the same as Rack of Rokkits just with a different name, basically a Twin Rokkit Launcha for your Koptas. *'''Kustom Mega-Blasta''': Standard ork Plasma Rifle. Range 24" Assault 1 S8 AP-3 Dd6, bearer suffers a mortal wound on a roll of 1 to hit. *'''Kustom Mega-Kannon''': A giant D6-shot Dd6 overcharged plasma gun. Mortally wounds itself on hit rolls of 1, because Orks don't fire plasma guns on low power. Definitely the best choice for Mek Gunz, and taking advantage of Grots' BS4 a gun-line of these can threaten Terminators, Dreadnoughts, and other Heavy Infantry/Lighter Vehicles. Wimp out of late-game one-dozen-boyz VS 3-terminator brawls via disengaging, and have Mek Gunz loaded with these babies take care of the big, mean 2W 2+ Save kanned humies. *'''Kustom Mega-Zappa''': Morkanaut's main gun. Range 36" Heavy 3d3 S8 AP-3 D6, on one or more rolls of 1 to hit the bearer suffers a mortal wound. *'''Kustom Shokk Rifle''': The Shokk Attack Gun's baby brother and the Shokkjump Dragsta's signature weapon. Assault 2, 24", S8 AP-3 D6 D, user takes a mortal wound on a hit roll of 1 but causes a mortal wound on wound rolls of 6+. Basically a stronger plasma gun, and the Dragsta's improved BS makes sure it can actually hit reliably. *'''Lobba''': Similar to other races' Mortars: Heavy D6 and indirect fire. The Lobba, however, has an above average Strength of 5 that should help offset your gunners' terrible BS (even if it's still AP0). Ignoring line of sight helps with positioning it tremendously. *'''Mek Speshul''': Boomdakka Snazzwagon's main gun, Range 24" Assault 9 S5 AP-2 D1. *'''Rack of Rokkits (Legends)''': also known as Twin Rokkit Launcha, you get 2 shots instead of 1. *'''Rivet Kannon''': Kustom Boosta-Blasta's main gun, Range 36" Assault 6 S7 AP-2 D2. *'''Rokkit Kannon''': Megatrakk Scrapjet's main gun, Range 24" Assault 2d3 S8 AP-2 D3. *'''Rokkit Launcha''': Range 24" Assault 1 S8 AP-2 D3. *'''Shotgun''': Range 12" Assault 2 S3 AP0 D1, +1 to hit if the target is within 6". *'''Skorcha''': Range 8" Assault d6 S5 AP-1 D1, autohits. *'''Skorcha Missiles''': Range 24" Assault d6 S5 AP-1 D1, ignores cover. *'''Smasha Gun''': D3 shots that wound if you equal or beat their T on 2d6 instead of rolling normally. Obliterates T6 and below, becomes ineffective at about T9 and up (and obviously can't hurt anything with a T>12). Statistically, compared to a regular D6 roll, this works out at the same wound probability vs T10 as an S5 weapon (6+ on 1d6, 16.67%) - but conversely, against T4, you've got better odds of wounding than a 2+ on 1d6 (~91% compared to 83% - it's halfway to the 97% chance for 2+ with a reroll) and you're at better odds than a 3+ on 1d6 against T6. On top of this it has the best non-random AP in the army (-4) and has Damage d6. *'''Snagga Klaw''': Range 8" Assault 1 S4 AP0 D1, you can re-roll to wound. *'''Squig Launcha/Heavy Squig Launcha''': The signature weapon of the Rukkatrukk Squigbuggy, armed with a variety of squigs for a surprising degree of versatility. The first number for the number of shots fired is for the regular Squig Launcha, and the second number is for the Heavy Squig Launcha- the rest of their stats are identical, and all squigs share a 36" range. However, it's important to note that the Heavy version gains +1 to hit thanks to the vehicle's Grot Gunner, while the regular Squig Launcha uses BS 5+. **'''Bile Squig''': Assault d6/2d6, S- AP0 1D, wounds everything but vehicles and Titanic units on a 4+. Your answer to stuff like Death Guard and Tyranid monsters. **'''Bitey Squig''': Assault 1/2, S5 AP-3 2D. Simple, but solid against two-wound infantry such as Terminators. **'''Boom Squig''': Assault d3/2d3, S7 AP-1 d3D. Kind of like an autocannon, but with a chance to fire more shots (guaranteed to do so if used with the Heavy Squig Launcha) and deal more damage. *'''Stikkbomb Chukka''': Range 12" Assault d6 S3 AP0 D1, can only be used if there is a unit embarked. *'''Stikkbomb Flinga''': Range 12" Assault 2d6 S3 AP0 D1. *'''Stikksquig''': same as the Stickbomb with a different name. *'''Supa-Gatler''': Stompa's gatling. Range 48" Assault 3d6 S7 AP-2 D1, see Psycho-Dakka-Blasta in the Stompa section. *'''Supa-Rokkit''': Stompa's missile. Range 100" Heavy d6 S8 AP-3 Dd6, one use only. *'''Supa-Shoota''': our flyers' basic gun, Range 36" Assault 3 S6 AP-1 D1. *'''Tellyport Mega-Blasta''': Range 24" Assault 3 S8 AP-2 Dd3, if the target suffers an unsaved wound and survives roll a d6, if it's greater than the target's Wound Characteristic it is slain. *'''Traktor Kannon''': No longer specifically targeted at flyers. Now this weapon is a strength 8 -2 D6 damage beast that hits automatically. If targeting a {{W40kKeyword|VEHICLE}} with {{W40kKeyword|FLY}} you may roll 2d6 and pick the highest when rolling for damage, the flyer will also explode without needing to roll. ** Can wreck havoc against Tau gunline making their vehicles (all of which have FLY) damage their not-at-all-gundam suits as well as their surrounding infantry screens. *'''Twin Boomstick''': Range 12" Assault 2 S5 AP0 D1, if the target is within 6" you get +1 to hit. *'''Wazbom Mega-Kannon''': Range 36" Heavy d3 S8 AP-3 Dd6, bearer suffers one mortal wound on one or more hit rolls of 1. *'''Wing Missiles''': Megatrakk Scrapjet's secondary gun, Range 24" Assault 1 S8 AP-2 D3, +1 to hit vehicles and -1 to hit anything else. *'''Zzap Gun''': 2d6 Strength, rolled on every shot. Normally does 3 Damage, but if you get an 11+ on the Strength roll, it inflicts four mortal wounds instead - three to the target and one to itself. If you're feeling lucky, consider keeping a Mek with a heavy weapon nearby to fix the damage (buy him a snazzy shoota so he can join in the long-range blasting).
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