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=== Vehicle Weapons === <tabs> <tab name="Choppy"> These are all the melee weapons for our {{W40kKeyword|Vehicle}} models. *'''[[Miscellaneous_Weapons#Deffrolla|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. *'''[[Power_weapon#Dread_Klaw|Dread Klaw]]''': Deff Dread's standard weapon. Sx2 AP-3 D3, gives you an extra attack using this profile. Very effective at krumpin' almost everything, and 9th allows you to take [[rip and tear|four of them]] again. *'''[[Miscellaneous_Weapons#Grabbin'_Klaw|Grabbin' Klaw]]''': Hits only once, but at -3 AP and D3 damage. *'''[[Power_weapon#Kan_Klaw|Kan Klaw]]''': 9th Edition simplified Killa Kans back to having only one weapon, so now all the [[Miscellaneous_Weapons#Drilla|drills]] and [[Miscellaneous_Weapons#Buzz_Saw|buzz saws]] have the same profile. It increases your Killa Kanz Strength by 3 (to S8) instead of doubling it, but still hits at AP-3 and 3 damage. *'''[[Power_weapon#Klaw_of_Gork/Mork|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. *'''[[Chain_Weapon#Mega-Choppa|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 D9. This is for, obviously, smashing other huge, armoured 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 krumpin' tiny gitz that try to climb up ya feetz. *'''[[Miscellaneous_Weapons#Nose_Drill|Nose Drill]]''': For your new Scrapjet, S+2 AP-2 Dd3. *'''[[Miscellaneous_Weapons#Saw_Blades|Saw Blades]]''': For some of the new Buggies, S+1 AP-1 D1. *'''[[Power_weapon#Snagga-Klaw|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" *'''[[Miscellaneous_Weapons#Spiked_Ram|Spiked Ram]]''': For some of the other Buggies that don't get Saw Blades, a Special Rule rather than a weapon, inflicts D3 Mortal Wounds on a 4+ against one enemy unit within 1" after it finishes a charge move. *'''[[Miscellaneous_Weapons#Spinnin'_Blades|Spinnin' Blades]]''': 3 hits for each attack with this weapon, at +1 Strength and AP -1. Deffkopta use only, good for mowing down GEQs. *'''[[Miscellaneous_Weapons#Wrecker|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 armour 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. </tab> <tab name="Shooty"> *'''[[Grenades_&_Explosives#Bigbomm|Bigbomm]] (Legends)''': Droppables for Warkoptas, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to five dice, and inflict a Mortal Wound for each 5+. *'''[[Shootas'an_Dakkas#Big_Shoota|Big Shoota]]''': Range 36" Assault 3 S5 AP0 D1. **'''[[Combi-weapon#Twin-Linked_Shoota|Twin Big Shoota]]''': Get 6 instead of 3 shots. *'''[[Grenades_&_Explosives#Boom_Bomb|Boom Bomb]]''': Droppables for Blitza-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to twelve dice, counting each {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}} as three models, and inflict a Mortal Wound for each 4+. *'''[[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, and it has '''Blast'''. 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). **9E has shifted around the way this gun's randomied by having three random profiles. The first profile is a Heavy 3d3 blast with S6 AP-2, more prone to crush guardsmen and inconvenience marines. The second profile is a Heavy d6 blast with S8 AP-3 D3, making it more in line to crush marines of any sort and potentially harm tanks. The third profile is a single S10 AP-4 D3+d3, meaning its favored prey is more a tank or monster. *'''[[Grenades_&_Explosives#Burna_Bomb|Burna Bomb]]''': Droppables for Burna-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to ten dice, +1 to any rolls against {{W40kKeyword|INFANTRY}}, and inflict a Mortal Wound for each 5+. *'''[[Grenades_&_Explosives#Burna_Bottle|Burna Bottles]]''': Boomdakka Snazzwagon's grenades. Range 6" Grenade 2d6 S4 AP0 D1 '''Blast''', ignores cover. *'''[[Flamer#Burna_Exhaust|Burna Exhaust]]''': Kustom Boosta-Blasta's burnas. Range 8" Assault d3 S4 AP0 D1, autohits. *'''[[Shootas'an_Dakkas#Deth_Kannon|Deffkannon]]''': Stompa's big gun. Range 72" Heavy 3d6 S10 AP-4 Dd6 '''Blast'''. *'''[[Shootas'an_Dakkas#Deffstorm_Mega-Shoota|Deffstorm Mega-Shoota]]''': Gorkanaut's main gun. Range 36" Heavy 18 S6 AP-1 D1. *'''[[Shootas'an_Dakkas#Grot_Blasta|Grot Blasta]]''': GW decided that, for some strange reason, some {{W40kKeyword|VEHICLES}} needed a Range 12" Pistol 1 S3 AP0 D1 that hits on 4+. *'''[[Missile_Launcher#Grot_Bomms|Grot-Guided Bomm]] (Forge World)''': Range 72" Heavy 2d6 S8 AP-3 D2, can target hidden units, and's fired at BS2+. *'''[[Shootas'an_Dakkas#Grotzooka|Grotzooka]]''': Only for Killa Kans. Range 18" Heavy 2d3 S6 AP0 D1 '''Blast'''. *'''[[Mek_Gunz#The_old_Big_Gunz|Kannon]]''': Your day-to-day cheap-as-chips Kannon. Shells come in familiar Frag and Krak varieties, although the Frag equivalent is both '''Blast''' and S4 rather than 3. *'''[[Multi-Melta|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. *'''[[Shootas'an_Dakkas#Killkannon|Killkannon]]''': Range 24" Heavy d6 S8 AP-2 D2 '''Blast'''. *'''[[Combi-weapon#Rack_of_Rokkits|Kopta Rokkits]]''': 2D3 Rokkits and Blast (basically a Rokkit Kannon but Heavy instead of Assault), meaning it's devastating against vehicles and heavy infantry alike. Only offset by that orky BS5+. *'''[[Plasma#Kustom_Mega-Blasta|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. *'''[[Plasma#Kustom_Mega-Kannon|Kustom Mega-Kannon]]''': A giant D6-shot Dd6 overcharged Plasma Gun with '''Blast'''. 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. *'''[[Plasma#Kustom_Mega-Kannon|Kustom Mega-Zappa]]''': Morkanaut's main gun. Range 36" Heavy 3d3 S8 AP-3 D6 '''Blast''', on one or more rolls of 1 to hit the bearer suffers a mortal wound. *'''[[Warp_Weapons#Kustom_Shokk_Rifle|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. *'''[[Tractor_Weapons#Lifta-Droppa|Lifta-Droppa]] (Forge World)''': The weaponised tractor beam returnth! Range 48" Heavy 1d6 '''Blast''', auto-hits and inflicts a Mortal Wound for each shot if 2d6 equals or exceeds the target's Strength. Average roll of 7 means this can deal with most things. *'''[[Tractor_Weapons#Lifta-Droppa|Stompa Lifta-Droppa]] (Forge World)''': Slightly different to the smaller Battlewagon-mounted version. Range 48" Heavy 4d3 AP-4 D1d3+3, roll 3d6 if you hit and successfully wound if the roll's higher than the target's Toughness. Average roll of 10 or 11's equal to or higher than anything in the game, even a [[Warlord Titan]]'s only T9. *'''[[Mek_Gunz#The_old_Big_Gunz|Lobba]]''': Similar to other races' Mortars: Heavy D6 '''Blast''' 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. *'''[[Shootas'an_Dakkas#Mek_Speshul|Mek Speshul]]''': Boomdakka Snazzwagon's main gun, Range 24" Assault 9 S5 AP-2 D1. *'''[[Combi-weapon#Rack_of_Rokkits|Rack of Rokkits]] (Legends)''': also known as Twin Rokkit Launcha, you get 2 shots instead of 1. *'''[[Shootas'an_Dakkas#Rattler_Kannon|Rattler Kannon]] (Forge World)''': Warkopta's signature gun, but also available for Meka-Dreads, Range 24" Heavy 2d6 S5 AP-2 Dd3. *'''[[Shootas'an_Dakkas#Rivet_Kannon|Rivet Kannon]]''': Kustom Boosta-Blasta's main gun, Range 36" Assault 6 S7 AP-2 D2. *'''Boombits (Forge World)''': Identical statwise to the Lobba in almost every way, except a shorter range of only 12", and auto-hit instead of ignore line of sight. *'''[[Missile_Launcher#Rokkit_Kannon|Rokkit Kannon]]''': Megatrakk Scrapjet's main gun, Range 24" Assault 2d3 S8 AP-2 D3 '''Blast'''. *'''[[Missile_Launcher#Rokkit_Launcha|Rokkit Launcha]]''': Range 24" Assault 1 S8 AP-2 D3. *'''[[Shootas'an_Dakkas#Shoota_Kannon|Shotgun]]''': Range 12" Assault 2 S3 AP0 D1, +1 to hit if the target is within 6". *'''[[Tractor_Weapons#Shunta|Shunta]] (Forge World)''': Range 24" Heavy 1 S8 AP-2 D2, if a vehicle's wounded by this then it can't Advance during its next turn, would be good for keeping enemy armour out of range so they couldn't shoot back, but hampered by short range itself. *'''[[Flamer#Skorcha|Skorcha]]''': Range 12" Assault d6 S5 AP-1 D1, autohits. *'''[[Missile_Launcher#Skorcha_Missile|Skorcha Missiles]]''': Range 24" Assault d6 S5 AP-1 D1 '''Blast''', ignores cover. *'''[[Grenades_&_Explosives#Bomm|Small Bomms]] (Forge World)''': Droppables for Fightas and Fighta-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to five dice, and inflict a Mortal Wound for each 6+. *'''[[Tractor_Weapons#Smasha_Gun|Smasha Gun]]''': D3 shots that wound if you equal or beat their T on 2d6 instead of rolling normally, and now have '''Blast''' too. 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 alongside the Big Zzappa (-4),and has Damage d6. *'''[[Power_weapon#Snagga-Klaw|Snagga Klaw]]''': Range 8" Assault 1 S4 AP0 D1, you can re-roll to wound. *'''[[Squig Launcha]]/[[Squig_Launcha#Heavy_Squig_Launcha|Heavy Squig Launcha]]''': The signature weapon of the Rukkatrukk Squigbuggy. Sadly the different Squigs are gone. The launcher now comes as an 18" Assaut D6 S5 AP-2 D2 weapon. The Heavy version doubles range and shots and gains +1 to hit thanks to the vehicle's Grot Gunner, while the regular Squig Launcha uses BS 5+. *'''[[Stikkbomb_Launcha|Stikkbomb Chukka]]''': Range 12" Assault d6 S3 AP0 D1 '''Blast''', can only be used if there is a unit embarked. *'''[[Stikkbomb_Launcha|Stikkbomb Flinga]]''': Range 12" Assault 2d6 S3 AP0 D1 '''Blast'''. *'''[[Squig#'Sploding_Squig|Stikksquig]]''': Same as the Stikkbomb with a different name. *'''[[Shootas'an_Dakkas#Supa-Gatler|Supa-Gatler]]''': Stompa's gatling. Range 48" Assault 3d6 S7 AP-2 D1, see Psycho-Dakka-Blasta in the Stompa section. *'''[[Missile_Launcher#Supa-Rokkits|Supa-Rokkit]]''': Stompa's missile. Range 100" Heavy d6 S8 AP-3 Dd6 '''Blast''', one use only. *'''[[Shootas'an_Dakkas#Supa_Shoota|Supa-Shoota]]''': Our flyers' basic gun, Range 36" Assault 3 S6 AP-1 D1. *'''[[Warp_Weapons#Tellyport_Blasta|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. *'''[[Tractor_Weapons#Traktor_Kannon|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 T'au gunline making their vehicles (all of which have FLY) damage their not-at-all-gundam suits as well as their surrounding infantry screens. *'''[[Shootas'an_Dakkas#Boomstikk|Twin Boomstick]]''': Range 12" Assault 2 S5 AP0 D1, if the target is within 6" you get +1 to hit. *'''[[Plasma#Kustom_Mega-Kannon|Wazbom Mega-Kannon]]''': Range 36" Heavy d3 S8 AP-3 Dd6 '''Blast''', bearer suffers one mortal wound on one or more hit rolls of 1. *'''[[Missile_Launcher#Rokkit_Launcha|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. *'''[[Missile_Launcher#Rokkit_Launcha|Wing Rokkits]] (Legends)''': Fighta's and Fighta-Bommer's secondary weapons if they don't go for Small Bomms. Identical statwise to the Rokkit Launcha in literally every way. Don't know why they didn't just give the aircraft a Rokkit Launcha? *'''[[Zzap_Weapons#Zzap_Gun|Zzap Gun]]''': Range 36" 2d6 Strength, rolled on every shot. Normally does 3 Damage with AP-3, 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). *'''[[Zzap_Weapons#Big_Zzappa|Big Zzappa]] (Forge World)''': Range 36" 2d6 Strength like its mini-me above, but with AP-4 and D4, the best non-random Damage in the army. </tab> </tabs>
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