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Warhammer 40,000: Kill Team (HoR)/Tactics/Orks(8E)
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==Armoury== *'''Iron Gob/Bionik Skull''': An extra attack on the charge is one thing that'll be always welcome. This is your job, after all. *''''Eavy Armor''': A 4+ save is better than what you get in most cases. Especially since Mega Armor is gone for your boss. *'''Pretty Kolour Shield''': A refractor field in all but name. A 5++ like anyone else. *'''Stikkfrags''': Makes your stikkbombs S4 in the event that you need them to be strong. *'''Cybork Body''': Same as before, it's a 6+++ feel-no-pain variant. *'''Blackstab Longtoof's Brand Camouflage''': In the event that you don't wanna be a kommabdo, this lets you remain able to benefit from their extra cover bonus. *'''Grippo Bootz''': Gives a chance of a mortal wound on the charge. Pretty much a deadlier Iron Gob. *'''Mikrobrew Fungus Beer''': Gives a last-minute save for your model if they're about to die, but it won't save them from anything else. If you save this for your boss, do be wary that this might not save them from the weight of attacks against him...or because it only works on a 5+. *'''War Paint''': Cheap and can mess with nerve checks, as each kill in melee counts as double. Definitely keep on the choppiest model of the team. *'''Grappling Hook''': Pretty much lets you ignore vertical movement. Auto-take depending on the map. *'''Bionik Eye''': Ignoring penalties on shooting pretty much limit this to your lootaz and flash gitz. *'''Bionik Arm''': Re-roll one attack out of a flurry for 3 points makes this pretty much a steal. *'''Bionik Leg''': 5 points for 1" of movement? Pass. The second upgrade giving another inch is a bit more enticing, but still annoying. *'''Personal Tellyporta''': Gives you a teleport-shunt like the terminators. Shoving 2d6" in a single direction is pretty nifty for a hasty retreat, and it's good for a charge. *'''Bosspole''': '''IRRELEVANT'''. References a rule the Nob Boss no longer uses. *'''Lookout Grot/Squig''': If targeted by anything that can target characters, this has a chance to force a re-roll. Could be just the thing to ruin a Scout for you. *'''Attack Squig''': Brought back from the Index, you get one free basic attack. Alongside the wargear included in the Codex, every list has their own list of extra Wargear for your models. The Orks have an abundance of awesome gear for their Team Leaders, but not a lot for their Core... Which doesn't matter much, as they ''are'' just cannon fodder, after all. ===Kustom Biz=== Gives you some direct upgrades for your models. Comes in multiple flavors. ====Melee Bitz==== *'''Extra Stabby''': Cheap-ish add-on for +1 AP. *'''Extra Choppy''': 4 points for a point of damage. Acceptable. *'''Squig Poison''': Your choppy bit always wounds on a 3+ (Except on vehicles), and if they already could you get a re-roll to wound. Very welcome for a prolonged fight against Primaris and other beefy boys. *'''Rokkit-Klaw/Rokkit-Saw''': Removes the penalty to hit on Killsaws and Power Klaws. You may now rely on them as your prime instruments of pain and death. *'''Hackier''': Choppa/Big Choppa only. Adds one extra attack on the choppa, which can turn the model into a true whirlwind of attacks. *'''Threadkutta''': 10 points lets you force enemies to re-roll Invulns. Hooray. *'''Ded Killy''': Negates any save-after-saves like Disgustingly Resilient. Well worth it if combined with something to guarantee the blows like Squig Poison. *'''Daemonik Thirst''': Hijacking daemon weapons actually improves your charges. Now whenever you toll a 1 or 2 for charge distance, it's automatically a 3. Well, this is the natural state of the ork, so it's worth it to guarantee the charge bonus. ====Ranged Bitz==== *'''More Dakka''': Guns with Assault/Heavy 2 or higher only. Two more shots on that shoota might not sound like much, but then why aren't you throwing it on a Flash Git so he pretty much has a guaranteed chance of hitting someone? *'''Penetrata Rounds''': +1 AP for your gun. *'''Bigga Bore''': +1 S for the gun. *'''Gitfinda''': +1 BS for your gun, which can make for some actually effective Ork shooting. Maybe even [[Ork Snipers]]... *'''More Kombi''': Lets you make combi-weapons out of anything. No, seriously, anything...well, except other Kombi-weapons, so no triple-kombis. *'''Portyble''': Lets a heavy gun move and fire without issue. Totally worth it on the one loota with a gun you badly need. *'''Promethium Squig Fuel''': Skorchas/Burnas only. Adds +1 to wound, which does more than the Bigga Bore will. *'''Deep Pockitz''': Unavailable to weapons with random shots. Your ork can now overwatch twice, which is great for shootas. *'''Autoslugga''': Turns your slugga into a 5-shot slugga. That's pretty freaking crazy there, and then to stack that on top of your swings? Best of luck, whoever's on the receiving end. *'''Extra Snazz''': Snazzguns only. Your Snazzgun now triggers the extra shot on a 3+, meaning more bullets all the time. *'''Fragga Rounds''': Assault weapons without random shots only. An extra point of BS within half the gun's max range is usually where your charging range is, and unless you've got some lootas or dedicated shoota boys, that tends to be charging range.
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