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==Supplements== ===Waaagh! Ghazghkull=== This book was originally released as a pre-order bonus back when the Codex was released. It was eventually re-released later on, to fall slightly further in line by adding an Ork Decurion, but it's otherwise pointless. *'''Biggest an' Da Bestest''': Independent characters must issue and accept challenges. Additionally, if the warlord successfully kills a character in a challenge he can reroll to-wound rolls for the rest of the game. This shit sucks. Orks have access to wound rerolls on our warlord traits and with the lukky stik. You never want to be forced to take a challenge you can't win with your warlord. Some say it's the orky way to blindly accept challenges. I say it's even orkier for the big boss to shove a few boyz in front to deal with a formidable opponent before it's your turn to krump em (kunnin eh?). *'''Da Boss iz Watchin'''': Units with this rule in mobs get +2 on Mob Rule rolls, but if they roll Breaking Heads or Squabble, they take d3+3 S4 AP- hits. Yeah, you better pray that you pass morale, because the price for failing got much higher. **''''Alternative take'''' This is kinda a blessing for larger units since they no longer can roll a 1 so they don't flee as fast. ***''''Alternativer take'''' This does more bad than good. Sure, your units of 10+ boys won't run from shooting, but you'll never roll a 1 to stay locked in combat, and units of less than 10 boyz have a 1/6 chance of passing on the table (must roll a 1 to get a breakin eads result), and if they do they take a bigger beating. This rule alone is enough to forgo the great waaaagh! detatchment all together. Such fucking bullshit. Also, you gain "The Great Waaagh!", which allows your warlord to declare a Waaagh! every turn, including the first. Use Council of the Waaagh! as your Command choice, use Ghazkull as your warlord, and huzzah! you have a warboss with a 2++ every turn including the first! Now go and kill a Daemon Prince every turn! (Prices start at 1053 points with no upgrades whatsoever.) ===Warlord Traits=== #'''Supa Shootist''': Warlord has BS3. [[Ork Snipers|ORK SNIPERZ]]!!!!! WOO!! in all honesty, it's better than nothing... #'''Waaagh-mongerer''': Warlord and unit get Crusader. Neato since it means you can run a bit further when you Waaagh!. #'''Madboy''': Warlord gets Rage. #'''A Kunnin' Plan''': Warlord and his unit get Outflank. Neat tactic if you need to surprise someone with a big mob of boyz sandwiching them, especially if you add in Snikrot's formation. Even better, stick your Warlord in a STOMPA and have it come in behind Guard players' enemy lines and watch them panic. #'''Kallin' in a Favour''': One weapon the Warlord gets (that's not from the Kustom Gubbinz list) gets Master-Crafted. Considering how craptacular Orks are with guns, you're better off putting it on a melee weapon. #'''Dead 'Ard''': Warlord has FNP. Awww yea, (Unless you already bought Da Supa-Cybork upgrade. There's no mention on the FNP stacking, making this combo a washout) ===Orkimedes' Kustom Gubbinz=== Unlike artifacts from the normal Ork book, you can (presumably) stack Orkimedes artifacts together, however only the formations and detachments from the supplement can use the Gubbinz and, as pointed out above, that's a questionable decision. The wording of the newer version of the supplement specifically states that you can use both vanilla ork dex artifacts as well as the waaaugh! ghazghkull artifacts: so do not feel limited to using one set over the other. *'''Choppa of the Ragnarork''': A '''MURDA CHOPPA''' (+2S, AP5) that gets better the more you kill. At the end of every assault phase where the wielder gets a kill it gains +1S and -1AP, maxing out at S+6 AP1, and this stays the entire game. HOLY CRAP YOU BETTER PROTECT THIS GIT! Run any character who takes this with some other squad level character so that he does not get challenged and forced to fight with a AP5 weapon against a Space Marine Captain or sit that turn out and not kill anything to get a better choppa. **'''Alternative take''': This weapon is a lot of fun to play with and watch as it gets stronger, but the thing really is terrible. To max out this weapon you have to be in close combat for at least 2-4 turns, possibly not killing anything with its weak base stats, causing the weapon to not get any stronger. By the time you do manage to make this weapon useful and dead-killy, it will almost be the end of the game. This weapon would be far better if it got better for each kill made, instead of getting at least 1 kill in the turn. *'''Big Bosspole''': Bearer and his unit get Fearless, which is a good thing if you have a unit chock full of boyz. Brutal synergy with the Green Tide formation available from this Book. *'''Da Supa-Cybork''': User gets FNP (5+), Relentless, and eternal warrior. Give it to a big mek with a shokk attack gun to shokk on the go! Fluffy but waaaaaay too expensive. Might be useful if you're really afraid to loose your boss to ID (In which case, it's probably better to just choose Ghazzy and the Waaagh! every turn formation for an 2+/2++/5+++ EW strikes at initiative monster for around the same price as a kitted out warboss with this). *'''Da Killa Klaw''': It's a daemonic Power Klaw that's Dead Killy. Seriously. Like the Black Legion's Hand of Darkness, you can exchange all your melee attacks for one ID hit. Better make sure you can survive long enough to make this shit work. **'''Extended Opinion''': The only thing interesting about this item is giving it to a Warboss that already has a Power Klaw so he can get that +1 attack for two weapons. At S10, you are already insta-killing most stuff anyway, and the stuff you aren't is taking one hell of a beating when you swing. Honestly, Headwoppa's Killchoppa is far better than this item because it is cheaper, lets you keep all your attacks which can cause instant death, and lets you actually make use of that initiative 4. Put him on a bike and watch him drive with those 2 hellhuge klawz! *'''Mega Force Field (Big Mek only)''': Essentially an improved Kustom Force Field that works on a 4++ instead of a 5++, and does not require replacing the Big Mek's Slugga. The same issues with the KFF are here too, but the Mek can at least take a Shokk Attack Gun with this, if you care more about HQ slots rather than point efficiency. *'''Kill-Dakka''': This gun is weird. It's got 6 different firing modes, with one that gets selected before deployment. Overly expensive for the results, but pretty damn fun. (Has some pretty nice synergy with a flashgit Battle Wagon Big Mek, also extremely fluffy in this formation). # 24" S7 AP4 Heavy d3+1 shots. Basically an autocannon with up to 4 shots. Great if you get this with Mega-armor. # Assault 1 Flamer with S5 AP4. Meant to make dead blobs. # 24" Assault 3 S6 AP4 shoota. Well, you just got a heavy bolter. # 24" Assault 1 S2d6 AP4 Zzap gun. # 24" Assault 1 S6 AP5 Blast. # 24" Assault 1 Sd6 APd6 Bubblechucka Large Blast.
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