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=== Ork Wargear === *'''[[Grot#Battlefield_Roles|Ammo Runt]]''': A single miniature with a Gretchin stat line that follows the Ork you bought him for, that can't be targeted by enemy shooting but can get caught in Blast markers and other templates. Once per battle, one Ork model in base contact with this guy can re-roll one To-Hit dice in the shooting phase, after which the Ammo Runt is removed, and this doesn't count for Morale or Victory Points. *'''[[Squig#Attack_Squig|Attack Squig]]''': A single miniature with a Squig stat line that follows the Ork you bought him for, roughly equivalent to a [[Human]] with S and T 3 and two WS3 attacks at I4. *'''[[Choppa#Choppa|Choppa]]''': Your basic [[Sword|sword]], much more nasty back in the olden days of yore. This thing limits an opponent's saving throw to 4+, making [[Space Marine]]s that much more easy to puncture. *'''Big Horns/Iron Gob''': Two different upgrades with the same effect, +1 Ld for your Warboss or Nob. The two can't be combined for +2 [[Fail|unfortunately]], so you can't sport both a pair of horns and a metal jaw. Remember that when assembling your minis'. *'''[[Cyborks|Bionik Arm]]''': For when you design your Ork right after playing [[/v/|Assassin's Creed]]. The Bionik Arm can incorporate all manner of built-in weapons, with examples given such as small pistols, retractable blades, or even cages containing live and [[Rage|livid]] wild animals. Whichever one you choose is purely cosmetic, as they all give the same bonus of a single automatic melee attack at S4 and I6, and the target of this attack must be in base contact with the wielder. Additionally, it counts as a regular CCW, and can't be taken with Mega Armour. *'''[[Cyborks|Bionik Bonce]]''': Because who doesn't want to cosplay as the Big G? Bestows +1 to your current armour save, which obviously can't be combined with Mega Armour. *'''Bosspole''': Bought for a Nob but can be carried by one of his Boyz or Grots if he's in a mob, allows you to re-roll any Leadership tests if you fail on the first try. *'''[[Flamer#Burnas|Burna]]''': Can be fired in the shooting phase as an Assault 1 template weapon, or swung in the assault phase as a Power Weapon, but not both in the same turn. *'''[[Cyborks|Cybork Body]]''': Your 5++ Invulnerable Save for anyone that wants it. Give it to your Nobz along with Mega Armour and they can [[Pretend|pretend]] they're [[Terminators]]. *'''Dok's Tools''': Limited to healing ONE Ork miniature per turn at the end of the enemy shooting phase, but even models reduced to zero wounds can be brought back if the dice gods be with ye. A roll of 1 results in the Mad Dok actually injuring his patient further, whilst a 6 returns a single wound, and anything else means nothing happens. *'''[[Carapace Armor|'Eavy Armour]]''': Gives your Ork a 4+ Armour Save, which can combine with the Bionik Bonce above for a 3+, and if you do this you should totally give him Space Marine [[Pauldrons]]. *'''[[Runtherd_Equipment|Grabba Stik]]''': A tool to increase the range of your Runtherd's melee attacks, allowing him to attack enemy models up to 2" away in close combat, but he can't use any other special weapons like Choppas. *'''[[Grot#Battlefield_Roles|Grot Orderly]]''': A single miniature with a Gretchin stat line that follows the Ork you bought him for, each one in base contact with a Mad Dok gives +1 on their Dok's Tools roll up to a maximum of +3. Overenthusiasm on the Grot's part however means that a roll of 1 before bonuses always fails. *'''[[Grot#Battlefield_Roles|Grot Oiler]]''': A single miniature with a Gretchin stat line that follows the Ork you bought him for, each one in base contact with a Mekboy gives +1 on their Mek's Tools roll up to a maximum of +3. Overenthusiasm on the Grot's part however means that a roll of 1 before bonuses always fails. *'''[[Mek_Gunz#The_old_Big_Gunz|Kannon]]''': Heavy gun capable of firing one of two ammo types over 36"; S5 Heavy 1 Blast Frag Rounds, or S8 Heavy 1 Krak Shells. Frags are fired like ordnance, rolling a Scatter dice and 1D6, and moving the Blast marker that many inches in the direction indicated, but if a Hit and a 6 are rolled then a [[Grot#Battlefield_Roles|Gretchin Krewman]] is killed. Kraks count as ordnance against vehicles, rolling 2D6 for armour penetration and picking the highest, and penetrating hits roll on the Ordnance Damage table. *'''[[Combi-weapon#Orks|Kombi-Weapons]]''': A regular Shoota with another gun bolted on to it, usually either a Skorcha or a Rokkit Launcha, which can only be fired once per battle. The Shoota may be upgraded with Kustom Jobs. *'''[[Plasma#Kustom_Mega-Blasta|Kustom Mega-Blasta]]''': Orky Plasma Cannon goodness, on a To Hit roll of 1 scores a wound/glancing hit on the Ork/vehicle carrying it. *'''[[Big Mek#Equipment|Kustom Force Field]]''': Your 5++ Cover Save for all models that fit within a 6" bubble around the model carrying the thing, so you don't need to fit the whole mob in for it to take effect, but only the miniatures within the field will benefit. *'''[[Warhammer 40,000/Tactics/Orks(8E)#Terrain|Kustom Job]]''': Comes in three flavours; [[MOAR DAKKA|More Dakka]], [[Shooty|Shootier]], and [[Shootas'an Dakkas#Snazzgun|Blasta]]. More Dakka makes your Shoota or Slugga Assault 2 instead of Rapid Fire or Pistol, but Sluggas can still be used in melee. Shootier makes your Shoota or Slugga S5 instead of S4. And finally Blasta makes your Shoota or Slugga AP3 at 12" range, and AP2 at 6" range, but like the Mega-Blasta above, on a To Hit roll of 1 it scores a wound/glancing hit on the Ork/vehicle carrying it. *'''[[Mek_Gunz#The_old_Big_Gunz|Lobba]]''': A weapon with a Guess range of 48" and S and AP 5. It's a barrage weapon so roll a Scatter dice and 1D6, and moving the Blast marker that many inches in the direction indicated, but on a Hit and a 6 a [[Grot#Battlefield_Roles|Gretchin Krewman]] is killed. *'''[[Power_Armour#Ork_Armour|Mega Armour]]''': Gives your Ork a 2+ Armour Save, and comes with a Shoota and a Power Claw as standard. The wearer always moves as if travelling through Difficult Terrain so 1D6 random movement, but if actually travelling through real Difficult Terrain gains no additional penalty. Mega Armour built-in weapons may not be exchanged for different ones, but the Shoota can be upgraded to a Kombi-Weapon or a Kustom Shoota. Mega Armoured models can't use Jump Packs, Bikes, Bionik Arms or Bonces, Frag or Krak Stikkbombz, or Tankbusta Bombz, and can't Infiltrate. *'''Mega Boosta''': Allows Mega Armoured models to re-roll their movement dice. *'''[[Miscellaneous_Weapons#Mek's_Fixa|Mekboy's Tools]]''': Limited to fixing ONE Ork vehicle per turn at the end of your movement phase, and the Mekboy can't shoot or assault in the same turn. A roll of 1 results in the Mekboy actually damaging his ride further, whilst a 6 repairs either a single weapon or the engine, and anything else means nothing happens. *'''[[Flamer#Skorcha|Skorcha]]''': Can be fired in the shooting phase as an Assault 1 template weapon, swaps around the S and AP of the Burna. *'''[[Squig#Squighound|Squighound]]''': A single miniature with a Squig stat line that follows the Ork you bought him for, weaker than an Attack Squig by two Initiative, one Attack, and one Leadership. If one is in base contact with a Slaver, they may re-roll Leadership or Morale tests for their Gretchin mob or Big Gun battery. *'''[[Grenades_&_Explosives#Stikkbomb|Super Stikkbombz]]''': A bundle of Krak Stikkbombz strapped together, rolling an armour penetration of 10+2D6, but if a double is rolled the user suffers an automatic wound with armour save allowed. *'''[[Stikkbomb_Launcha|Stikkbomb Chukka]]''': A bit of kit that allows an Ork in Mega Armour to use Frag Stikkbombz, but if they do they can't use their Power Klaw in melee and must fight at base Strength. *'''[[Grenades_&_Explosives#Tankbusta_Bomb|Tankbusta Bombz]]''': Function like Krag Stikkbombz but double the D6 roll for armour penetration. *'''[[Choppa#Big_Choppa|'Uge Choppa]]''': Reduces an enemy's maximum save to 4+ just like a regular Choppa, but gives you +2S in exchange for forcing you to strike last. *'''[[Miscellaneous_Weapons#'Urty_Syringe|'Urty Syringe]]''': Always wounds on a 4+ regardless of Toughness, but doesn't affect vehicles, [[Tyranids]], [[Daemons]], Aeldari, [[Wraithguard]], or the [[Khaine#The_Avatar_of_Khaine|Avatar]], so don't bring it against Aeldari, is what we're saying. *'''[[Nob#WAAAGH!_Banner_Bearer|Waaagh! Banner]]''': Can be carried by the Warboss himself if he doesn't trust any of his men to do it. If a mob has at least one model within 12" of the banner, they may re-roll their '''Power of the Waaagh!''' test when charging. *'''[[Zzap_Weapons|Zzap Gun]]''': Auto-hits with random 2D6 Strength and AP2, though an 11 or 12 results in no shot fired and one Gretchin Krewman is killed. Against vehicles, it adds 2D6 for armour penetration. *'''[[Makari|Banna Wava]] (Chapter Approved 2001)''': A single miniature with a Gretchin stat line that follows the Ork you bought him for, he's just there to carry your Nob's Bosspole or Warboss's Waaagh! Banner, but he can also take a Grot Blasta for a bit of additional firepower.
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