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=== 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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