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== Gubbinz == 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. *'''Waaagh! Banner''': A 0-1 hardcapped item, you know what this does. Once per game orks within 12" gets +1WS and +1A, so bring it for your choppy boyz. Melee lists are not something everyone can do easily in Kill Team, but Orks are one of the few lists who are pretty decent at it, so if you feel like making an all melee-list, grab some Nobs of varying colours, some 'Ardboyz (Because regular Sluggas will be mauled before they can get a hit in most of the time) and this beauty on a Boss Nob in the thick of it and wreck face. *'''Moar Powa!''': Guns get +1S and Gets Hot. If it had Gets Hot before, they now can get it on a roll of 2 or 1. This isn't strictly necessary for any build, as Orks usually focus on more shots rather than higher strength shots, and as a lot of our weapons are fairly powerful already, the need for this one isn't too obvious. One ranged weapon in codex does benefit from it greatly - flashgit's snazzgun. STR6 means you get to deny FNP on T3 models and reliably wound tougher opponents like marines. Also a flashgit with juiced up snazzgun becomes a soft vehicle counter(and a fairly accurate one, for an ork). Statistically your snazzgun will vent in your arms every second shooting phase, resulting in quick death of it's owner since Flashgits are stuck at 6+ save. So get it on Kaptin with 4+ cape save, bring a mekboy with Moar Dakka to reroll 1's or at least get some ammo runts, you greedy git! And remember what Mekboss Unkla` Ben once said: "With Moar Powa comes moar responsibility... That, or enjoy your stupid gob melting inevitability!" *'''Buzzer Squig Stikkbomb''': ORKY BEES! A strange Haywire Grenade, except instead of Haywire, it forces targets to take a Pinning Test at -2I. It's a fun tool to mess with people at least, but unreliable, and if your enemy ends up ducking behind cover even more, it will be hard to kill the git. Have some charging Ork at hand when this happens. *'''Thudbomb''': It's a Krak Grenade. Go wild. Buy one, buy more, it's not barred by the rules governing grenades. === Leaders Only Items === *'''Sniffer Squig:''' If your enemies are trying to avoid fighting, this is the stuff. It makes infiltrators unable to be placed within 24" and negates hiding when within 12" of the model. Keep in mind, the Sniffer Squig is its own model and must be kept close to the Leader at all times - These ranges do NOT go from the Leader himself! *'''Bosspole:''' Re-roll a 1-3 roll on the Mob Rule Table. Simple, effective, cheap. Keep in mind that you'll now squash a git more often, so bring more gits to even it out. *'''Rok Solid:''' The model never suffers Concussive and Strikedown. Those USRs are so rare in the main game that it's not very useful, and in Kill Team they are even MORE useless. If you are facing an Astra Militarum Commander with the Vostroyan Shotgun it's useful, but it's otherwise waste of points. Has a fun name though. *'''Trophy Rack:''' Gains Fear. Meeeeeh. If you can find something that gives a nerf to enemy Ld it might be fun, but the [[Dark Eldar]] use it better. === Boss Nob Only Items === *'''Metal Skull''': +1 T and gains the ability to do a single attack in melee that forces the enemy to make a Toughness Test or take an unsaveable wound. T5 is really freaking tough to deal with in Kill Team, but it's still 20 points, so if you buy it you can't take that squad of Sluggas you might want... Which you do. *''''Ard Case''': Plain Feel No Pain. Good. It'll will make some enemies simple pushovers and is trolly as hell for enemies dedicated to a few big hits rather than many small ones. Never, ever combine with the Metal Skull and a Mega-armour - Just don't. (Reverse psychology HO!) *'''Spikey Bitz''': Hammer of Wrath. Really not necessary for any git other than Mega Armoured Nobs who might want to poke an eye out before everyone get to chop him. Also, way to steal the Chaos Marines' MO. *'''Meaner an' Greener''': Doubles your Inspiring Presence range. You might ask yourself - why? All Orks are stuck at Ld 7 (aside from Grots), so this is a washout. Well, leader's posspole allows to reroll 1-3 mob rule checks within Inspiring range. Combine it with Kaptin's hat and you get a very stubborn ork mob. As a bonus, it allows gretchins to roam further without getting mindlocked. === Kaptin Only Items === *'''Kaptin's Sword''': Power Sword with the ability to let all friendly models in the same combat as the wearer re-roll all Morale tests in that phase. Sweet, but take it mainly for AP 3, though rerolling Morale is helpful to avoid getting your gitz krumped prematurely. Kaptins are also good with shooty lists rather than crumby lists, as he has a lot of synergy with Flash Gitz, so reaaally think hard if you need it. *'''Kaptin's Hat''': Hats make you a better leader, so it gives a straight-up 1+ Ld... Well, combined with the Sword it can allow you to really hold those gits in place so you won't need to hit them too often, and if you are keeping Flash Gitz around, keeping them from tasting dirt is a good thing, so they can keep the Snazzguns roaring. *'''Kaptin's Cape''': 4+/6++ Armour, for 10 pts. Rad. The Kapin can't actually buy 'eavy armor, so the Cape is the only way you can upgrade his otherwise pathetic 6+ save. And if he's your leader, you are going to want some extra armor. *'''Kaptin's Booty''': This wargear allows for one "booty" counter to be placed on one model or Squad on the enemy team - Your Kaptin and his Flash Gitz all gain Hatred against that sorry model, for when you ''really'' need to make sure they die on the first charge. I'm sorry if I sound like a broken record, but Kaptins are really not melee models, so Hatred is not the most fantastic thing, and especially not for Flash Gitz - Seriously, who would want to have Flash Gitz ''charge''? === Mek Only Items === *'''Mega-Rumblah''': Replaces his overwatch with a 3" radius of difficult terrain. Shame that it doesn't hurt, but it'll stall like hell and will allow you Mek to stay close to the front lines. Keep in mind that the Mek Boss has the stats of a Nob, and so isn't too tempting to charge, so regular Meks might be better off with this. *'''Bouncy Shield''': A 5++ invul that bounces any shots that aren't blasts or templates towards another unengaged unit. This is a neat bonus, but don't forget that blasts and templates WILL hurt you. Funny as hell if used right, it does need you to stay within firing range and often more than what's advisable. No matter what, its basically our Refractor Field and it isn't even too expensive for that. *'''More Dakka!''': Gives models within 6" re-rolls on 1 to-hit. Not shabby, but it's a good support. Though this sound really meager, it's one of the best things to put on your Mek or Mek Boss - put a Mek with this between some Shoota squads and watch as their volume of fire suddenly ups a little bit. Try to use it with Flash Gitz as well for maximum carnage. *'''Boom Time!''': If the Mek ever dies, he drops a small blast where he was that gives a S3 AP- hit to everyone inside. Pretty useless, as you won't want your Mek to be that close to anything. It could be a fun upgrade for a non-serious game: Mek Boss geared for melee with Boom Time to give that last FUCK YOU before departing. *'''Kustom Tellyporta''': Exchanges charging to get a 2d6" shunt in any direction. Nice escape plan and great for support Meks - That Trukk is too far away? ZZAP. Enemies closing in? WUOP. Need to climb a building without using I? SPROING. *'''Pokkit Rokkit''': A Pistol-ranged blast weapon that has only one use. Useful if you wanna surprise an unaware foe, but is it really worth that? Note that it has the Flamer special rule. Use it to punish clumped up infantry or set important enemy models on fire and slow them down to a crawl, so your own heavy hitters can finish him off with a charge. === Meganob Only Items === *'''Kustom Generata''': Gives a 5++ Invul, but if he ever rolls a 1 on that save, kaboom! - Small Blast, S3 AP- hits all around. This doesn't remove the save though, and if you are in combat (which you should be with Meganobs) it's basically Boom Time! without the main requirement - death.
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