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== Psychic Disciplines == <tabs> <tab name="Power of the Waaagh! Discipline"> This is the psychic discipline table your Weirdboys can use. You can either roll randomly, or choose one. Don't forget every psyker also automatically knows Smite.(WHAT DA ZOG?! WHERE IZ POWER VOMIT?!) The best in the list are typically Da Jump > Warpath > Fists of Gork; if you're taking more than 3 powers, you should probably start duplicating powers for redundancy. Bear in mind each Weirdboy can use a second power if there are 20 friendly orks nearby. But no bonuses to casting sadly. #''''Eadbanger (WC 5)''': Targets any enemy unit within 18". If you can ''beat'' their Toughness on 1d6, they eat 1d6 mortal wounds, but no more than 1 model can die to this - a second model will drop to 1 wound remaining, and then any remaining mortal wounds are lost. #* Only better than Smite against Toughness 2 or less, and remember, the target unit needs multi-wound models in it to really suffer from this, meaning no unit in the game is worth casting this against. Hard pass. #'''Warpath (WC 6)''': A friendly {{W40kKeyword|<KLAN> Core/Character}} unit within 18" increases the Attacks stat of each model by 1 until your next Psychic phase. #* This is very good, especially on big boyz units. Meganobz or even Ghazzy will not scoff at extra attacks either. Overall very universal and there are very few situations you will not cast it on something. #* Combo with Da Jump and potential 150A (on wAAAAAGH!!! turn) is nice indeed. #'''Da Jump (WC 7)''': A friendly {{W40kKeyword|<KLAN> CORE}} unit within 12" is removed from the table, and set back up anywhere more than 9" from enemy units. This used to be objectively one of the best Psychic Powers in the entire game. Now with the very low chance of succesful charge it' s useful mostly on the shooting units. #* Put any CORE unit you like in charge range of anything on the board - and with ''''Ere We Go!''', you have a 48% chance to make the charge. Which is pretty bad. Also because Da Jump itself only has about a 50% chance to be cast it definitely makes no sense to build a gameplan around Da Jumping anything. Old times of Da Jumping boyz are definitely gone. #* You can also use this to pull ranged units like Lootas out of melee if they get caught. They count as having moved, but it's better than using a Fall Back move and not being able to shoot at all that turn. #* Because this does not happen in the movement phase, several skills and stratagems designed to punish deep strikers do not apply. #'''Fists of Gork (WC 6)''': A friendly ''visible'' {{W40kKeyword|ORKs}} {{W40kKeyword|CHARACTER}} model within 12" gains +2 Attacks and Strength until the next psychic phase, improving to +3 if you rolled an 11+ on the psychic test. More effective than Warpath on characters, but ultimately Warpath is more versatile. Can be absolutely hilarious when slapped onto a melee-oriented Warboss or Ghazz. #* ''Stacks'' with Warpath, if you find yourself in a situation where it makes sense to do so. #* You might consider adding a dedicated Weirdboy to put this on your killiest Boss. #* Works on {{W40kKeyword|GRETCHIN}} characters! You know you want to. #'''Da Krunch (WC 6)''': Targets an enemy unit within 18" of the user. Roll 1d6 for each model in the unit, inflicting a mortal wound for each 6 rolled, adding +1 to the roll if you rolled a 9+ when casting. Sadly, all the options for going again with this power have vanished, exchanged for making it slightly easier to cast in your pursuit of flattened hordes. #* Skip this - you need to target a unit of 11+ models to beat Smite, at which point you should be solving your problems with Boyz. #'''Jabbin' Fingerz (WC 6)''': One visible enemy unit within 18" of the Psyker gets -1 to hit until your next psychic phase. #*Inarguably excellent, but hard to support grabbing over Da Jump and Warpath. If you have two Weirdboys, this can be very good on your second one. </tab> <tab name="Beasthead Discipline"> This is the discipline Wurrboys and Kill Rigs take. Roar of Mork and Squiggly Curse are the best powers for the Kill Rig you probably took - use Squiggly Curse or Smite (or both) for murder depending on battlefield conditions, and use Roar of Mork to help prevent something you want to murder from either escaping or charging you before you can charge it. With the Kill Rig, Frazzle seems like another no brainer due to its massive footprint. #'''Roar of Mork (WC 6)''': One visible enemy unit within 18" of the Psyker gets -2 to advance and charge rolls, plus the Psyker gets an 18" aura that gives -1 Leadership to all enemy units. #* Debuffing enemy mobility means you can g #'''Frazzle (WC 6)''': Roll 1d6 for every enemy unit within 9" of the Psyker; they take 1d3 mortal wounds on a 4+. #* So slightly more than 2/3 of the time, every unit within 9" takes on average 1 mortal wound. You need 3 units in the bubble to surpass Smite, ''and'' you're forced to split the mortal wounds across multiple units - you're better off with Squiggly Curse. #*The Kill Rig's enormous base and already impressive datasheet make this a solid pick for drifting straight into a group of enemies and rolling the dice. Give it the Scorched Gitbonez to really ensure you can get those d3 autohitting lascannon shots. #'''Bitin' Jawz (WC 6)''': Pick a visible enemy model within 18" of the Psyker and draw a line between the two of them: every enemy unit touched by the line (including the model picked at the beginning) suffers a mortal wound. #* Worse than Frazzle, on average - the same odds of going off and the same number of wounds per target unit, but an 18" line is usually fewer units than an 18" bubble. Hard pass. #'''Spirit of Gork (WC 6):''' One visible Squig unit within 12" of the Psyker gets 1 extra bite attack from its Squigs, and a 6 to wound inflicts a mortal wound ''on top'' of whatever damage it initially deals. #*The wording of this power states that the unit gets an extra attack from ''each'' of the biting "weapons" that the unit is equipped with. A unit with three Squighog Boys would have three Squighog's Jaws, adding three attacks, and so on. #'''Beastscent (WC 5):''' One enemy unit within 18" of the Psyker doesn't get any cover benefits against attacks from {{W40kKeyword|Beast Snagga}} units until your next Psychic phase. #* This is primarily useful if you find yourself needing to ignore Dense Cover, simply because -1 to hit is a much bigger deal to you than +1 to enemy saves. It does debuff a target unit instead of buffing a target unit, so your Beast Snaggas can stay embarked and still get the benefits when they shoot your chosen target, but Beast Snaggas are uniformly better in melee than at range, and if they do shoot, they want to shoot a monster or vehicle, which usually won't have cover. #* Has some utility for your Kill Rig, because it's a WC 5 power like Smite is, meaning a Rig can try this and Smite for maximum odds of buffing the Wurrtower. #'''Squiggly Curse (WC 7):''' Pick an enemy unit within 12" of the Psyker and roll 1d6 for each model in the unit (maximum of 6): the unit takes a mortal wound for each 4+ roll, plus if at least one model dies every other enemy unit within 6" of that one takes a mortal wound. #* Worse than Smite against the target unit, but if you get even one spillover mortal wound, you're doing better than Smite, with the major caveat of your damage being split across multiple units. The best offensive power in this discipline. #* You should generally skip this - too hard to successfully cast for a rather minor benefit. </tab> </tabs>
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