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=== HQ === *'''[[Big Mek]] (Legends)''': Nob mechanic. Can replace its Slugga with anything from Souped-Up or Choppy Weapons lists, or a Kustom Force Field. Additionally, he has access to the Killsaw. Note that he can replace ''both'' the slugga and the Choppa with a souped-up or Choppy weapon. Not point-efficient, but FUN nonetheless. Comes with the '''Big Mekaniak''' rule, allowing a friendly Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}} (there is nothing that states you cannot repair units with fly) within 3" of the Big Mek to regain D3 Wounds at the end of the movement phase (Better than Mek's 1 Wound repair). Taking a Grot Oiler automatically increases this roll by 1 once per battle. A vehicle may only be repaired once per turn. The rules require the Big Mek model to be "on the tabletop" to elect a vehicle within 3" to be repaired, so he can't use it inside transports. *'''Big Mek with Kustom Force Field''': Like the Big Mek above, but comes with an obligatory Kustom Force Field but with the same points as a choppa slugga mek. **'''Kustom Force Field''': 5++ only against shooting, units must be '''wholly''' within 9" of the Mek to benefit from it. ***This upgrade benefits smaller units more often than larger ones. It's a 9" bubble measured from the 1.5" base of a Big Mek means you have an effective diameter of approximately 22" - almost 2 feet of board space. Move your Big Mek before moving other units, to keep models inside the bubble. If Big Mek is embarked in a transport only the transport gets the benefit. If the base of one model is partially outside the aura it doesn't protect any of the unit. Keep this in mind when removing casualties - killing off the one or two guys outside the field will let you make that 5++ for the remaining wounds. ** Also note he is Back in codex category not relegated to legends like previously. *For some reason, it only affects the guys that are in the same clan. Makes no sense logically. *'''Big Mek in Mega-Armour''': A heavier, slower, more armoured version of the Big Mek. Comes with an extra wound, a Kustom Mega-Blasta and the option to take the Tellyport Blasta. Unless you absolutely need a Tellyporta Blasta there is little reason to take him. For CC you got Warbosses and for protecting your assets with KFF normal one is quite enough provided some bubblewrapping is done. And the regular one has better movement. Furthermore, this guy currently cannot dual-wield Killsaws. **'''Tellyport Blasta''': This thing has an interesting way of instantly killing its victims. Any model that is wounded, but not killed by this gun, is instantly killed at the end of the shooting phase if the Ork Player rolls higher than that model's wound characteristic on a D6. It is quite nice albeit somewhat situational having a little bit of extra dread for those super beefy characters that has fewer than 6 wounds, but not that reliable overall. Note that this weapon simply slays the victim, not wounds them. So guys like Yarrick and Guilliman will stay down. *'''Big Mek on Warbike (Legends)''': Same as a normal Big Mek, except with the movement and guns of a Warbike. Comes with 1 additional toughness and wound. This Big Mek comes with the '''Big Biker Mekaniak''' rule, which means that he can only repair friendly Ork Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLES}} (there is nothing that states you cannot heal repair units with fly) within 1", and only if he didn't move more than 5" that turn. Also doesn't have the ability to take a Grot Oiler. Mostly useful for precise positioning of KFF and slightly longer base. Movement limit on fixing vehicles makes the normal Big Mek waaaay superior in that duty (and he can actually ride in those vehicles). **...But now that you can't use a Big Mek to repair a vehicle when embarked, you need to keep it outside to be effective. This makes the BMonW much more useful as it can actually keep up with your vehicles, although you can still only repair if you moved 5". **One tactic to make the Deffskulls warlord trait viable is to give this guy two Kustom Mega Blastas, and watch as he melts enemy characters dumb enough to get close to him. With re-rolling one hit, wound, and damage roll, you can really put the hurt on some characters. *'''Big Mek with Shokk Attack Gun''': Proof that GW doesn't understand statistics or that none of the rules creators actually play Orks. No longer has the random table to roll on. Instead, this gun fires D6 shots at a Strength of 2d6 and an AP-5. Any roll of an 11 or higher makes each shot cause D3 Mortal Wounds. No longer has a chance of accidentally vaporizing your Big Mek. On paper these changes seem nice; unfortunately this weapon is a prime example of the victims of template removal. With BS5+ the Big Mek will, on average, only end up with one hit each time he fires, and that hit may not even give you a good chance of wounding. If you take this you have a serious gambling problem. Though it does sport one of the longest ranges (60") in the entire codex. ** Give him the souped up shokka relic, and you have a very slim chance of doing a minor ''216 wounds''...72 of them being mortal wounds. Then you can shoot again with the Dread WAAAGH! stratagem. ** Relic version available if you take Dred Mob specialist detachment is actually worth exactly SAG points. It is not worth spending extra CP or two (if you go for multiple relics) so unless you ate taking dread mob either way we still do not have SAG worth taking. And of course why can have only one that way. Shock attack gun can be comboed insanely well, as a bad moons big mek with the relic, warlord trait, more dakka, and kustom ammo, this guy can delete things as big as knights in a single go (saying that rolls would have to be insane) or struggle to kill 5 guardsmen. It is random as hell which is awesome and very ORKY! ** Big downside is that you have to select a target first so you cannot choose your target based on the strength rolled. (not true!!! see faq) *'''[[Deffkilla Wartrike]]''': The shiny new cousin to the Warboss on Warbike, which allows all {{W40Kkeyword|Bikers}} and {{W40Kkeyword|Vehicles}} who share his Clan to charge after advancing. Stompas can benefit from this- need to say more? ** Yes possibly, he is not the cheapest and most of his cost is probably rooted in the above speedwaaagh! rule but he also has his jet gun thing, which is a two melta shots likely hitting on 6s. His melee damage is similar to a PK in ap and damage. He only gets +2 strength but does have reroll to wound, so basically a not as good PK. He does throw down 6 S5 boom stick shots with +1 to hit at half range. It seems this guy works best as the linchpin of a speed mob (big surprise), he is proper tough and quite fast, though his damage potential can vary and may be less than what you would expect. ** Some crazy things can be done with this guy. Consider running him as Deathskulls and running a Dredd Mob with him at its centre (Deathskulls is the way to go for a Dredd mob as all deff dreds become individual units after deployment and each get the rerolls) Then, give him the deathskulls relic to allow him to fix stuff and also give him the warlord trait “follow me lads” so that you can keep any unruly Killa Kans from running away. - added bonus - caste the Fists of Gork psychic power on him and watch him Krump everything. *'''[[Warboss]]''': This Orky beat-stick automatically comes with a Kombi-Rokkit, PK and two sluggas (double shots while in melee lol), probably you want to change the Kombi-Rokkit for a Kombi-Skorcha if you have the points or for the very cheap Kustom Shoota (2pts). He has a high strength value and the option to replace his Power Klaw with a Big Choppa. He also has access to an Attack Squig (Costs 0 pts so take it). ** Comes with the '''WAAAGH!''' ability (which is written as [[HERESY| Waaagh!]] in the book), which allows friendly {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} [[Fail|within six inches of him]] to charge in the Charge Phase, even if they'd already advanced. ** He has the '''Breakin' Heads''' rule, which allows nearby units of the same {{W40kKeyword|<CLAN>}} to count as having passed a failed morale check at the cost of suffering D3 Mortal Wounds. This is to save units that aren't able to benefit from Mob Rule, such as grots or lone units at low model counts. *'''Warboss in Mega-Armour (Legends)''': Like the big man above, only with a slightly reduced movement speed, an additional Wound and a sweet 2+ save. He comes with a Power Klaw by default, so no skimping on the points. For some reason, he can't take two Killsaws. Armor save is good to protect against snipers. ** This guy still doesn't have a model. Most people use conversions based on the Ghazghkull Thraka or the Ironjaws Megaboss model. ** He can take a Kombi-Skorcha which doubles as a Shoota (at BS 6+ if used with Skorcha) and a Skorcha. Great for softening up units before a charge. Or if you want to make him as cheap as possible he can swap his gun for a basic Shoota (half the shots of the kustom shoota, but it's free). ** The reduced movement speed is pretty negligible; a Warboss shouldn't be footslogging unless he's babysitting a 30+ mob of Boyz (in which case the armour is a waste of points), and you have a number of transports and stratagems to get him where he needs to be. ** The Mega-Armour boss costs 120 points at the bare minimum, versus an 80 point normal PK Warboss. Is half as much again worth the added protection of 1 more wound and a 2+ save? Probably not on it's own. But the armour's value goes up the more you invest in the boss wearing it, If he's your warlord with '''Follow Me, Ladz!''' or any other aura trait, he goes from being spammable to a unique lynchpin in your army, which makes the protection much more valuable. And of course, the Mega-Armour helps a lot when you're trying to survive long enough to bring Da Killa Klaw into combat, especially against an opponent who's seen how much damage it can do. *'''Warboss on Warbike ''': Another variant of the Warboss, this one is tooled up with a big Warbike, granting this beast of an Ork an additional Wound and the obligatory +1 to Toughness. The bike comes armed with a pair of Dakkaguns, allowing this Warboss to spit out six S5 shots per turn to the footslogging Warboss' four S4 attacks, and has a Movement Speed of 14". Comes with almost the same options and abilities as the other two Warbosses, except that when he buys something from the Shooty Weapons list it's ''in addition'' to his default Dakkaguns rather than a replacement for them. ** His mobility is his strong point, allowing him to keep up with massed Bikers and can also precisely place himself between several footslogging units to maximize the number of Boyz affected by his '''WAAAGH!''' Can keep up with Stormboyz and gives them a max a guaranteed (12+6+2d6)" max 30" range on the re-rollable charge while having some of them blown up. If you are using Evil Sunz you are looking at a (15+6+2d6)" with casualties or a still very respectable (15+3d6)" (both with re-rolls). ** As of the FAQ/Errata, '''Bikes''' are now affected by the bikerboss' '''WAAAGH!''' which would allow both himself and the bikes nearby to benefit from the Waaagh rule. ** He is also a good choice to support Stormboyz. He can keep up with them, making them able to advance and then charge. It is important because the Deffkila Wartrike cannot do that. ** Seriously consider this HQ if you play Evil Sunz. With the bonus to move-advance-charge the average Ork Boyz threat up to 19" (6" move + 4"average advance + 8"average charge range + the 1" melee range). ** Despite every other biker character being moved to legends, the Warboss is still a valid option in matched play due to a Warboss on bike still available from Forge World. *'''[[Weirdboy]]''': Nob psyker. Has a melee weapon staff S +2 and Damage D3. Has the '''Waaagh! Energy''' rule which adds an additional point to psychic tests for every 10 friendly Ork models (counts vehicles but not Gretchin) within 10" up to +3. It's one of the most consistent psyker units in the game, but the downside is its prone to Perils of the Warp. They are limited to a max +3 limit. Keep a painboy nearby for a 6+ FNP and heal the damage from perils. They can manifest only a single power per turn. Unless you use the Warphead stratagem for 1cp. ** '''Da Jump''' allows them to teleport entire {{W40kKeyword|INFANTRY}} units across the field, following normal deep strike rules. And it can be used turn 1. ** If the older model doesn’t strike your fancy, then the Orruk Weirdnob from AoS is a perfect substitute. ==== Special Characters ==== *'''[[Boss Snikrot]]''': Clan {{W40kKeyword|BLOOD AXE}}. Can infiltrate like Kommandos, and if they're Blood Axes gives them re-roll for melee hit rolls of 1, which at their 3+ WS is almost giving them an extra attack. He makes close enemy units add 1 to their Morale tests, not very useful. He's not threatening enough to fight alone, unless he's hunting lone and weak characters or shooty units (Don't waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise he should be in melee. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 70 points. Take him and some Weirdboyz if you want to limit the HQ Tax. ** He also gets +1 to wound rolls in melee against units wholly inside terrain. *** Don't make him your warlord. The CP refund is best for a guy in the back (like that one mek nobody notices) *'''[[Boss Zagstruk]]''': Clan {{W40kKeyword|GOFF}}. He is a named Stormboy with 6W and 7A (6 standard plus Choppa) 3 of which can be made with Da Vulcha's Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz he moves 12" and can advance 6" instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok's Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game). ** Overall decent character, but his rule for supporting Stormboyz could be better. ** It might be good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing enemy to split fire (and potentially waste shots) while retaining ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units (since they are fast attack, not troops, you can bring maximum of 3 units since the Big FAQ) and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 "free" Command Point. ** Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18" S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz. ** Still very cheap at 88pts. *'''[[Ghazghkull Mag Uruk Thraka]]''': Clan {{W40kKeyword|GOFF}}. NEW MODEL IS HERE!!! DA BIG ORK IS REAL!!! The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice and has been fully revamped as of Saga of the Beast. His fluff now portrays him as having survived decapitation--courtesy of a Mr. Ragnar Blackmane of the Space Wolves--and features him stitched up and piloting a massive new suit of Mega Armor equipped with "Looted Macro Capacitors." Crunchwise, he sports an array of even more powerful rules than before (or in some cases exactly the same as before)! Firstly, he comes with a statline closer to that of a fucking ''Redemptor Dreadnought'' than a Warboss and carries the {{W40kKeyword|MONSTER}} Keyword as a result. His new weapons include the Mork's Roar (a freakin' Quad Heavy Bolter), Gork's Klaw (a 4 Damage Chainfist with no penalty to Hit) and... Stikkbombs? Sure, why not. Being the '''Prophet of Gork and Mork''' not only grants him a 4++ invulnerable save, but also ensures he can only suffer a maximum of 4 damage in a given phase (Shooting, Psychic and Assault). This gives him survivability for two to three turns despite having over 10 wounds but it also means enemy will not waste more shots on him than necessary to do those 4 wounds. Ghazzy can also now be taken with any {{W40kKeyword|ORK}} army without preventing Clan Kulturs, though he can't benefit from any Kultur but his own, just like Shadowsun's new rules. His good ol' '''Great Waaagh!''' does the same thing as a regular '''WAAAGH!''', except that it grants {{W40kKeyword|ORK INFANTRY}}) units within 6" an extra Attack as long as they charged that turn (note this rule is exactly the same as before but unlike that one Ghazzy himself do not benefit from it as he is not {{W40kKeyword|INFANTRY}}) . This is the second-best buff in the Ork army after the WAAAGH!!! Banner. It is still only medium weight due to working mostly on big hordes of Boyz, and only on the charge instead of all the time. He can further buff any Ork you take with Da Boss is Watchin', which is '''Breakin' Heads''' but for all {{W40kKeyword|ORKS}}. However, you're ''still'' going to take him as {{W40kKeyword|GOFFS}}, not just to maintain his Kultur, but because he grants all {{W40kKeyword|GOFF}} units within 6" of him a re-roll of 1s to Hit with Melee attacks. ** Overall Ghazghkull is now in a curious place. As a {{W40kKeyword|CHARACTER}} now with more than 10 Wounds, he can and obviously ''will'' be targeted by everything on your opponent's board right from the get go. In addition, being a {{W40kKeyword|MONSTER}} now means the only way to get him anywhere in a hurry is your Tellyporta Stratagem. On the flip side, he is a mortal terror when it comes to dealing out damage and his ability to hardcap the damage he takes each phase will ensure that unless you're opponent is hyper aggressive with the Psychic Powers and closing into Melee, he will be difficult to delete outright. Ghazzy's no longer just a flat upgrade to a normal Mega-armour Warboss, but now something more akin to a Dreadnought or a Carnifex, and should be used accordingly. Time will tell how well this works out for him. ** {{W40kKeyword|MONSTER}} keyword might prove to be a big handicap to him as he is unable to gain most synergies with the rest of the army. Only 4 srategems work for him at all, Painboys cannot heal him outside use of medisquig strategem... on top of that his main aura ability was not upgraded in any way. And with his new speed he will be around the same speed of the boyz that will be advancing and charging around him. But he might Not if you advance him. ** His Great Waaagh! Ability has been FAQ’d to include {{W40kKeyword|MONSTER}}. This allows him to advance and charge with the rest of the Boyz. Hilariously, this also means that the buff extends to Squiggoths. Use that as you will. *'''[[Makari]]''': Clan {{W40kKeyword|GOFF}}. HOLY FUCK IS HE BACK. He's a modestly tough grot with 4 Wounds, and thanks to his 2+ invuln, he will be tanking everything. Stick with some other grots because he'll let any such mob within 12" use his less-than-stellar Ld6 to keep in the fight. Perhaps the most baffling piece of gear he has is his stabba, a piddly CCW using his S3 and 4+ WS, but if he rolls a 6 to hit that's an automatic d3 Mortal Wounds - Enough to down Primaris and Custodes. Honestly his best use might be just to tank Overwatch with that 2++ save. As an added bonus, if he's within 3" of his best pal Ghazzy, he gains a 6+ Feel No Pain aura for all GOFFS nearby, as well as a boost to his Movement speed which lets him to keep up da boss. ** Question remains if his fnp ability works for Ghazghull before or after prophet ability of limiting wounds received to 4. If it is before it is quite useless and not worth taking in comparison to standard painboy, if it is after it is worth taking on top of painboy becouse it might let Ghazzy live another turn. *'''[[Kaptin_badrukk|Kaptin Badrukk]]''': Clan Freebooterz with {{W40kKeyword|FLASH GITZ}} keyword. Gives all nearby FLASH GITZ rerolls on 1's to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do ''not'' want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn't get the same '''Gun-Crazy Showoffs''' rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you're bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1's may be worth it. ** His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him re-roll one To-Hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt). *'''[[Grukk Face-Rippa]] (Open Play, White Dwarf 454)''': Clan {{W40kKeyword|GOFF}}. Face-Rippa's back, baby! One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, he's a {{W40kKeyword|GOFF}} Warboss with an extra wound and attack, as well as a 5++ Invulnerable Save and 5+ '''Feel No Pain''' roll from his '''Too Tuff for Deff''' rule. His unique Power Klaw Git-rippa is AP -4 instead of -3, has a fixed 2 Damage instead of a random D3, and can re-roll any and all wound rolls, even successful ones. So it’s basically just a Killsaw which re-rolls wounds. His previous Warlord Trait Bellowing Tyrant has been replaced with a new one, Foul Temper, which gives him +3A when he has less wounds than he started with, giving him 8 swings with Git-rippa once he's been injured! Whilst he doesn't have a points value anymore and is resigned to open play, he has the same Power Level as a generic Warboss, so there's no reason for a {{W40kKeyword|GOFF}} player NOT to bring him instead. *'''Skrak's Skull-Nobz (Open Play, White Dwarf 454)''': Clan {{W40kKeyword|GOFF}}. '''Grukk's Meanest Ladz''' - literally, it says so in their rules, so it must be true! One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, they're a named {{W40kKeyword|GOFF}} Nobz mob lead by Skrak Head-Smasha which take up a HQ slot instead of your crowded Elites, what's not to love! They have +1WS compared to regular Nobz, get +1A when hanging out with the ol' Face-Rippa, and Skrak comes with a nice [[hat]] that inflicts a single mortal wound if it hits. Slightly more costly in open play than a regular Nobz mob, +1 Power Level, and lose access to a Cybork Body, but it clears your Elites section for more important stuff, so that could be a price worth paying. *'''[[Goff Rokker]] (Open Play, White Dwarf 454)''': Clan {{W40kKeyword|GOFF}}. Party time, excellent! Whilst he isn't named like other Special Characters, his rules say you can still only have one of him per army, so I figured I'd put him here. One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, he's a {{W40kKeyword|GOFF}} {{W40kKeyword|CHARACTER}} Nob with a Rokker Shoota, which functions as an Assault 4 Shoota with slightly longer (i.e. Bolter) range and one better AP, and a Rokker Choppa which is just a +1S Choppa, but none of that stuff is why you take him. No, you take him for his '''Musik''' rule. This allows him to perform one of two songs, and he can choose to change which song he's playing every BATTLE ROUND. ''' 'Eavy Metal''' playing in the background inspires {{W40kKeyword|GOFF INFANTRY}} within a 6" bubble to trigger additional hits from their '''No Mukkin' About''' kulture on a 5+ instead of a 6+. That one's nice, but also not why you take him. Tuning into '''Goffik Rock''' on the Trukk radio is what you should be doing, which throws {{W40kKeyword|GOFF INFANTRY}} within earshot (aforementioned 6" bubble) into a rage and gives them +1S! Boyz become S5, Nobz are S6, Warbosses throw down at S7! We can only pray to Gork (or possibly Mork) that GeeDubs gives this guy a points value in the future. *'''Ork [[Mek Boss Buzgob]] (Forge World)''': Clan {{W40kKeyword|GOFF}}. A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repair boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he's just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead. **Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ'd Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn't orks have a blender as a melee weapon? *'''[[Zhadsnark]] Da Ripper (Forge World)''': Clan {{W40kKeyword|EVIL SUNZ}}. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK 'Da Pain Klaw' hits on 2+ unlike a regular Warboss' 3+, is AP -4 instead of -3, and deals a mortal wound to {{W40kKeyword|INFANTRY}} and {{W40kKeyword|MONSTER}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6" rather than having to roll for distance when Advancing, which gives him an impressive 21" move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for <s>11</s> 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). Guy is a deal. On the down side; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on {{W40kKeyword|INFANTRY}}! **'''Forge World FAQ (as of 2018-11-02)''' - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you'll have to take the Wartrike. ** After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior. **GW hates orks and has now removed the warboss on Warbike as of 10/08/20 (Munitorum Field Manual 2020). Zhad is again the best/only option if you want a warboss on a bike
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