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=== Heavy Support === *'''[[Battlewagon]]''': Lacks '''Ere we Go!''' and '''Mob Rule'''. Good for transporting 20 Boyz (or 10 Meganobz) and then running enemies over. It's best taken with either a Deff Rolla or bare bones. They are a "hard as nails transport", however at ~140-200 points, you are paying a lot for just a heavy transport. On a good note, The Deffrolla hits on 2s. Its rules let it shoot all its weapons at "normal" BS of 5+ but this does not transfer to its occupants.(see FAQ) Every weapon on the 'Wagon is an optional extra: **''''Ard Case''': It'll be more durable(+1 T), but your passengers can't shoot. More of a sidegrade. **Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option leaving the other two as dead weight. Choppy Battlewagon should be used to ferry models, and turn into a dead killy moving obstacle afterwards. ***'''Deff Rolla''': It's AP-2, and any attacks with it are at +3 to hit. 19 points isn't the cheapest, but compared to the cost of the 'Wagon it's not expensive either. ***'''Grabbin' Klaw''': You can only make one of your attacks with this each Fight, it's using your base WS of 5+, and it's only marginally better than the roller in damage terms. It is only 5 points though. ***'''Wreckin' Ball''': The cheapest melee weapon at only 3 points. You're limited to only making three of your attacks with it though, and since your WS is 5+ you aren't that likely to hit anything. **Big Gunz: You get space for either a Killkannon, Kannon or Zzap Gun, plus a Lobba if you want it. They're all Heavy and BS 5+. '''Mobile Fortress''' lets you ignore the -1 to hit for firing while moving normally. But Ork shooting means they are almost always not worth the points. ***'''Killkannon''': A hybrid of both Kannon shell types. It also drops your transport capacity from 20 to 12. Don't waste the points. ***'''Kannon''': No AP on the Frag shells is comparable to 1-6 Boys shooting Sluggas. A single shot anti-tank/MEQ weapon will only hit one every three turns. Don't waste the points. ***'''Lobba''': Long range indirect fire. Can hit models out of line of sight. Almost worth it. ***'''Zzap Gun''': Random strength is unreliable. Don't waste the points. **More Dakka: You can buy up to four of each of these, and they're Assault so you can shoot them at your full 5+ to hit (or 6+ if you're Advancing). However, none of these weapons are useful at BS 5+. ***'''Big Shoota''': Cheap dakka. On average you are gonna hit 1 time with each big shoota. ***'''Rokkit Launcha (Index only)''': Some anti-vehicle punch. A bit pricey if you want all four of them. On average you are gonna hit with 1 of them. Don't waste the points. * '''[[Gunwagon]]''': Battlewagon variant 1. Comes with 'Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default, but in exchange if it doesn't move or moves no more than half of its movement value the Big Gun can shoot twice in a turn. Base cost of 140. Turns a Battlewagon into a dedicated gun platform, there are other units that fill this role better. **'''[[Gutrippa]]''': Without access to the Deff Rolla, the Grabbin' Klaw and Wreckin' Ball become more viable as options to give a little extra close combat ability, and at the very least it'll look [[Epic|epic]]. * '''[[Bonebreaka]]''': Battlewagon variant 2. Takes 'Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Not worth the 20 points for the d6 attacks on the charge compared to an identically pointed out Battlewagon. ** '''Dedicated Melee:''' This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. Take this in Goff form for maximum pain train or make it Evil Sunz clan to close the distance a lot quicker. However, this can also be a big fire magnet because of what it can do if it gets a charge off. If you take this, expect suicide charges by throw away units and for it to get bogged down in mooks. For getting the best out of this big box of doom, take a Deffkilla Wartrike and keep him next to the Bonebreaka so it can advance and then charge into whatever poor unit it's in front of. But, again, expect this thing to get shot off the table if your opponent knows what's good for him. Keep this thing cheap so you can use your points on other things. **'''Not worth being Dedicated Melee:''' Don't bother using this, 6 extra attacks sounds awesome, until you roll a 1 and then the Wagon dies. You don't take Wagons to cause damage, you take them to transport units, and so, you will always be better off with the cheapest, capacity 20 variant. **’”Totally worth being Dedicated Melee:”’ randomness is at the heart of warhammer and the heart of playing Orks. That said, the average 3.5 extra attacks hitting and wounding TEQs and MEQs on twos is worth it if you get one or two extra kills. Further, it takes a standard transport choice and makes them a hilariously strong COMBAT unit and actually gives Orks some more versatility. 10/10. Roll blood axe to always get the extra +D6 attacks charge off in subsequent combat rounds. Kustom Job a Red Roller Blood Axe Bone Breaka and prepare troll face. **'''[[Bonecruncha]]''': Big Shootas synergise better with its anti-infantry role than any of the main guns, so deck it out with four and cruise around like an [[Orky]] [[Leman_Russ_Punisher|Punisher]]. *'''Battlewagon with Supa-Kannon (Forge World)''': They could've been cool and called it the [[Braincrusha]], but they didn't. Transport capacity is now reduced to 6, but now you have a big gun that's dead killy. 60" Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) - dead killy. It's kinda a better Ork Vindicator. This thing was made to bring down anything big. Remember your BS 5+ and the Battlewagon is not meant to sit around and shoot. *'''Big Gunz (Legends)''': Benefit from Grots' 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they've only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy two Grot gunners (2 points each) and the type of gun (15 or 18 points) for each model. This works out to 27 (Kannons) or 30 (Lobba/Zzap Gun) points each. **'''Kannon''': Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It's one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit. *** A single missile launcher heavy weapons team is 26 points, Kannon team is 27 points. Orks lack 12' of range and access to orders (which are both important) but we have a much tougher platform. **'''Lobba''': D6 S5 hits that ignore line of sight and an impressive 48" range, but doesn't have AP. The appeal of these doesn't come from their potency on the battlefield, it comes from their dirt cheap utility. Taking 3 of these Gunz with their Grot crew and an HQ choice will give you a CP for dirt cheap. Now you have a 48" range poking stick, ''plus'' a rear-line screen against Deep Strikers or Infiltrators. They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment. **'''Zzap Gun''': Its gun is random 2d6 Strength. If you roll 11+, you don't roll to wound, this model takes 1 mortal wound and inflict 3 mortal wounds to the target. The gun platform has to take the mortal wound, but you can keep a Mek nearby to fix up the damage. **Take a look into Mek Guns to see some Mathammer. *'''[[Deff Dred]]s''': Start organised as a 3-model unit, but split into individual units during deployment (as per '''Dread Mob'''). They are prime example of [[DISTRACTION CARNIFEX|DISTRACTION CARNIFEXES]] for Orks. Keep them away from large groups of basic troops as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two '''Dread Klaws''' and two '''Big Shootas''' as standard, and can replace any of them with these: **'''Kustom Mega-Blasta''': 9 extra points per gun for S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s (which is easily remedied with Bad Moons Clan Kultur benefit). ***If you're playing Death Skullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating and costing less than the rokkit launcha while doing more damage. **'''Rokkit Launcha''': 12 extra points per gun, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP. **'''Skorcha''': Some close-range firepower for a close-combat Dread that wants auto hits. Pricey at 17pts, but S5 and AP -1 is a great deal. Frankly with BS5+, this is the best option as it both works as a Charge deterrent and can bbq some enemies on his way into CC. **'''More Dread Klaws (Index only)''': These only cost 15 points each if you're buying extras. Effectively you're paying 15pts to give up a gun and gain +1A. Great for a focus on Close Combat. **'''Dread Saw''': It's the 5 points cheaper alternate to the Dread Klaw (Strength +4 AP -2 2 Damage). **Most optimised build seems to be 3 Klaws and a Skorcha on the attack, or 2 Klaws and 2 Skorchas for a more defensive build. This completely ignores BS 5+ and gives him decent firepower while still retaining enough attacks to tear through a lot of wounds on multiwound models. As you want it in CC ASAP due to ton of AP fire going its way it is minimally better to take 3 CC weapons and one Skorcha. ***With usage of Tellyporta stratagem they are decent anti-armor with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY can go alongside them and wreck face!!!... Though you are probably better off with 10 Meganobz anyway. *'''[[Flash Gitz]]''': ''Dakka Nobz''. They're always {{W40kKeyword|Freebootas}}, and like Imperial Tempestus they won't block or use your Kultur, but can only benefit from their own in Freeboota-only detachments. Actual usable BS4+ (though Heavy means BS5+ if they move, which they will with that 24" range). Snazzguns got killier, can now threaten even light vehicles, though their real target is infantry. [[Primaris Space Marines|Especially the 2W ones]]. '''Gun-crazy Showoffs''' allows them to shoot twice - unreliable and restrictions apply, but it's there. **Always get the Targetting Squig, it's free. Also take Ammo Runts whenever you can afford them - the reroll is nice, but tanking a lascannon aimed at your Gitz with a grot is both hilarious and useful. They can fill those extra 2 spaces in Trukks and Battlewagons. **These guys won't have a Kulture more often than not...but your plethora of Open-topped transports get theirs. Flash Gitz in a Blood Axe transport may not fall back and still shoot, but they're inside a transport with the benefit of cover you still have to destroy to get them. **These guys are Nobz. As such, they can break faces in a combat...but you can't shoot Snazzguns in melee, and their accuracy suffers on their way there. Conversely, if you don't close in, you're paying for 3A you're not using. *'''[[Gorkanaut]]''': The halfway house between a Deff Dread and a Stompa. More dakka edition with its Deffstorm Mega-Shoota which has a ridiculous rate of fire of 18 shots and benefits from '''DAKKA! DAKKA! DAKKA!''' Special Rule, it also comes with 2 Twin Big Shootas, a couple of Rokkit-Launchas and a Skorcha if you felt it didn't have enough guns. This giant metal abomination can throw down 6 S16 AP-4 Dd6 attacks or 18 S8 AP-2 D2 attacks per turn at WS3+. Be mindful that its melee ability degrades though. It also has a transport capacity of 6 for some Tellyporta fun. *'''[[Killa Kan]]s''': Lacks ''''Ere We Go!''', '''Mob Rule''' and '''Clan Kultur'''. Unlike Deff Dreads, these little guys don't split up on deployment so Leadership 6 and lack of '''Mob Rule''' can see things go very wrong very fast, especially as casualties that '''Explode''' will always wound their squad mates. Your only Leadership options're things like a Warboss' '''Breakin' Heads''' (which the Kans can at least absorb the wounds from without losing a model) or a Hail-Mary 6+ from Nobz' '''Keepin' Order'''. Having units of 1 Kan means you don't have to worry about morale. Grab a Big Mek with a KFF to fill the HQ slot for an invul. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S5 melee attacks (+ weapon benefits) per Kan. They also get +1A if there's more than two in a unit, thanks to '''Scrag 'Em'''. The lack of ''''Ere We Go!''' means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a '''Kan Klaw''', and a '''Big Shoota''' which it can replace with one of the following: **'''Grotzooka''': Decent for mowing down infantry at range with 2D3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents. Also one of the few heavy weapons orks have, which combined with their short range (18") makes them pretty lackluster all things considered. **'''Kustom Mega-Blasta (Index only)''': As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for D6 rather than 3 flat Damage, but you wound yourself on 1s. **'''Rokkit Launcha''': As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta's D6 and no wounding yourself on 1s, but one less AP. **'''Skorcha''': Your BS4+ isn't terrible, so not an auto take compared to other Orks units, but if you're going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, but very expensive (they're 17pts compared to the 5pts Big Shoota). ** As of the Codex, the Kan Klaw (S+3 AP-3 D3) can be replaced with a Buzzsaw (a Klaw with slightly worse stats, but also giving +1 attack) or a Drill (Strength +1 AP -4 2 Damage, deals a mortal wound on an unmodified wound roll of 6). ** After some games I love those nasty rascals, multiple wounds and some toughness makes them somewhat durable. And people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you're lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage. ** They are pretty cheap at 35 points with a Big Shoota, they hit on 5s in melee, but can get to 5 attacks each, which isn't bad considering they are T5 W5 Sv3+. *'''[[Lootas]]''': Lootas have always been polarizing, either players love them or hate them. Their Deffguns're 1d3 Shots which can be re-rolled for a CP. They're the best long range shooting the Orks have at 48". Tankbustas and Flashgitz're better in small squads, but Lootas're better in max squads of 15. Let them sit on a backfield objective and they'll be ripping through elite infantry, vehicles, and even terminators. Never use them on 1 wound infantry, because Damage 2 is better at stuff like Primaris or Terminators. **Flash Gitz or Tankbustas're arguably more reliable. 'Mob Up' and 'Bad Moons' 'Showing Off' stratagems both depend on rolling 3 shots. **If they use 'Loot It' on a 4+ the CP is refunded, but it's a red herring for fluff reasons. Lootas could be nearby a Morkanaut giving out a KFF or a trukk turn 1 that gets blown up early ,which could give them that +1 to saves... Don't rely on that though. *'''[[Mek Gunz]]''': They benefit from Grots' 4+ ballistics skill but not from Clan Kultur rules, which is a shame. With beast arises book there is an exceptionn in form of grot specialist mob. This beauty gives them 6++ and reroll rolls of 1 to hit. The chassis and the crew are 15 points and operate as single 6W models. Totals are 45 and 33 for the lowly Traktor Kannon and Smasha Gun, all the way up to 60 and 45 points for the much shootier Kustom Mega-Kannon and much more random Bubblechukka. The model is expensive monetary for what it is, so kitbash or make your own models. **'''Bubblechukka''': Punishingly expensive and random as hell. You can always hope for that one 4d6 roll that gives you Heavy 6 S6 AP-6 and 6 Damage (Don't forget to slap some blue paint on it for luck). The roll to determine the stats of the weapon only occurs after a target has been picked so it's very tricky to ever get this right! '''Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon''' *** Let's do the math. Average results are, of course, 3, 3, 3, 3. That means, you're getting 3 shots, at 4+ BS, with Strength 3. That means 1.5 go through...And on a T3 target, 4+ to wound, 5+ on a T6. That means at BEST you get 0.75, if not 0.5 wounds. The fact that you can get AP-3 and D3 is irrelevant then. You have a 1/(36^2) chance of getting that All 6s. Stay away. **'''Kustom Mega-Kannon''': It's the most expensive option, but fantastically lethal. If you're taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Beside price their main disadvantage is relatively short range of 36”. *** Grot specialised mob makes overheat result much less propable making this even better. **'''Smasha Gun''': D3 shots with Above-average odds of wounding anything T7 or below (and not a bad shot at wounding T8), AP-4 and D6 Damage. It also has Range 48", which is a major advantage over the KMK's 36". Given its very low point cost it's the best gun point-for-point in the whole army (and maybe 40k). It's great in nearly every situation, unless the the target is T8 and uses an Invulnerable Save (so Knights), or can fly, in which case the KMK and Traktor Kannon are better than the Smasha Gun. One thing to note as well is that these things do not wound in a normal way where you roll one dice and compare it to the toughness of a unit. This makes it work surprisingly well against elite infantry like Centurions or Aggressors. If the opponent uses the super annoying Transhuman Physiology Strat, all of your Smasha guns laugh as they wound these models on 2d6 adding them together hoping for 5s which is easier than hoping for 7s or 8s on vehicles while ignoring any rules that involve affecting the strength of your weapon or the ability to wound them. **'''Traktor Kannon''': This is an auto hitting Orky Krak Missile of a beast. Single shot, auto hit, S8, AP-2, Damage d6. But against Keyword Vehicle '''AND''' Fly, roll 2d6 for damage and choose, and, if reduced to 0 Wounds, then auto Crash and Burn. This one is pretty sweet against fragile things that are notoriously hard to hit, like Darkshroud Land Speeders, or Alaitoc Eldar Flyers. Generally if facing Tau or eldar of any kind traktor kannons are preferable. Otherwhise go for more smash a guns. *'''[[Morkanaut]]''': Halfway between a Deff Dread and Stompa. Can take a Kustom Force Field. Its ranged Plasma weapons put it at greater risk than its Gorkanaut counterpart though 3d3 S8 AP-3 Dd6 shots is not bad at all; it also comes with 2 Twin Big Shootas, 2 Rokkit-Launchas and a Kustom Mega-Blasta. 'Big n Stompy' means it can move then fire Heavy weapons without penalty. They can carry 6 regular infantry models. They are somewhat high in points value, but their high amount of wounds and a solid 3+ armor save makes them durable. With the KFF the Morkanaut and every unit wholly within 9" gets a 5+ invul save against shooting. ** Can't stress enough how major the KFF is. If you run a low model count or transport heavy army - you want a KFF. It should also be noted that the Meka-Dread also brings a KFF and is 32 points cheaper- but seeing how Morknauts are bigger and provide a larger 9' KFF bubble, the Morkanaut is probably more cost effective (Further complicated if you convert your models). **'''Economical Consideration''': The '''Stompa''' has almost the same monetary price. So - unless you are restricted either by points or by detachment - it may be better to go for a '''Stompa'''. Sadly Stompa is somewhat overcosted, so it is basically monetary value vs relative tabletop value. You could buy Stompa for extra bitz an’ convert a ‘nought. *'''[[Big_Trakks|Big Trakk]] (Forge World)''': A cheaper, squishier and shooty-focused Battlewagon. Comes with a reduced transport capacity of 12 (which can be reduced for Dakka) and '''Grot Riggers''' (recover 1 Wound per turn on a 6+). The two default Big Shootas can be individually replaced with Skorchas or Rokkit Launchas, or the pair and six of your transport capacity can be sacrificed for one of: Kannon, Lobba, Zzap Gun, Supa-Skorcha, Big Lobba, Killkannon, Big Zzappa or Flakka Gunz. Alternatively you can go all-in and replace both default Big Shootas and all of your transport capacity with a Supa-Kannon. Whatever choice you make there, you can also add on up to two Grot Sponsons, and up to two weapons from this list: Rokkit Launcha, Skorcha, Big Shoota. ** Keep in mind that its movement is faster than either a Trukk or Battlewagon, making it the fastest transport in this army (besides the "Chinork" but it's not as durable). If you need a transport that can rocket across the table even after losing 14 wounds in a turn, this is your go-to. **'''[[Spleenrippa]]''': A Big Trakk with Supa-Kannon costs 172pts. The Battlewagon is significantly tougher, so much so that it's difficult to recommend ever taking this unit when the Battlewagon equivalent is a mere 19 points extra. The upsides to the Gun Trakk are a smaller profile, 2" more speed, '''Grot Riggers''', the ability to buy Skorchas along with Rokkit Launchas and Big Shootas as backup weapons, and the option to buy Grot Sponsons. **'''[[Gobsmasha]]''': Fit it with a Killkannon and you have yourself a light tank that can keep up with the faster elements of your force whilst able to make use of cover. **'''[[Lungbursta]]''': The Big Lobba has the same range and indirect fire capability as a regular Lobba, but's so much more killy at Heavy 2D6 S6 and AP -1, letting it chew through [[Tarpit|blobs]] like nothing else, whilst being safe from return anti-tank fire by hiding behind a building. **'''[[Bowelburna]]''': 4D3 autohits with 24" range S6 and AP-2 is sweet. Equip it with a Supa-Skorcha and two additional Skorchas, put 6 Nobz with Kombi-Skorchas and Power Stabbas in it and just be happy watchin' gits do da burny dance. Frankly this thing is rather pricey in that setup (204 Solo, 422 with Nobz), but it's extremely effective at both killing things and attracting a lot of attention. Most enemies knowing what it does will try desperately to kill it, ignoring other stuff that is closing the distance. A points intensive [[DISTRACTION CARNIFEX]] that's effective at killing things. You can count on your enemies' guns being pointed in the Supa-Skorcha's direction rather than elsewhere for a turn or two, and if not? Be happy the Flametrukk will definitely kill any kind of infantry or light vehicle nearby. *** The Trakk + Nobz will fire 4D3 S6 + 8D6 S5 autohits, an average of 8 S6 and 28 S5 hits, another approach is to go with 2 empty Big Trakks, 14 points cheaper, double the wounds, double the objectives, but obviously wont do anything after exploding and has slightly less damage output; this configuration will fire 8D3 S6 + 4D6 S5, an average of 16 S6 and 14 S5 hits. So if you want exclusively flaming go for trukks only. Two trukk setup has more wounds and more mobility but lacks layered defenses of unit hidden in the vehicle and CC capabilities which makes it very susceptible to anti tank fire. On the other other hand even after Big Trakks destruction Nobz are so close to enemy they can easily flame and than charge them with their 3 (per model) S5 AP-2 Power Stabbas attacks (and they are so cheap there is virtually no reason not to give them to the Nobz). So at best 18 Attacks on top of everything Skorchas have done. Either way this Skorcha trukk setup is gold it will kill any number of MEQ no problem (one time I was able to kill of 20 Khorn berserkers - 2 units - in one turn with Nob filled version) and will put serious dent even on maxed out units of terminators and such. {| class="wikitable" style="margin-left:auto;margin-right:auto;" |+ Average Wounds: |- ! Objective's T !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 |- | Trakk+Nobz || 25.34 || 24 || 19.33 || 13.33 || 12 || 12 || 12 || 7.34 |- | 2 Trakks || 22.68 || 20 || 17.66 || 12.66 || 10 || 10 || 10 || 7.68 |} :*'''[[Flakkatrakks|Flakkatrakk]]''': Slap a set of Flakka Gunz, two Grot Sponsons and pair of Big Shootas on this thing and fill the sky with lead for 178pts. You even get to keep 6 transport capacity if you want to ferry a Character or a few Meganobz about. :*'''[[Speedsta]]''': Big Trakks can also take Big Zzappas, the only way to get one of these fantastically killy guns on the table besides a Meka-Dread (or Gargantuan Squiggoth), all for 160pts. Heavy D3, AP-4 and 4 Damage with 2D6 Strength, inflicting 3 mortal wounds per hit if you roll an 11+ (and then one more mortal wound to itself). You probably won't hit anything with it at BS5+ though. *'''Lifta Wagon (Forge World)''': AKA, the [[Magna-Kannon]]. Everyone's favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target's Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin' Ball/Grabbin' Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don't need to roll to hit with an Ork BS5+ and it inflicts mortal wounds. **The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can't do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon. *'''Meka-Dread (Forge World)''': Lacks '''Mob Rule'''. Must take either a '''Kustom Force Field''' (5++ for all {{W40kKeyword|ORKS}} units entirely within 9"), a '''Mega Charga''' (Once per battle increase your Movement by 8" for one Movement phase, but take a mortal wound and can't Advance or Charge that turn on a D6 roll of 1), or '''Rokkit-bomms''' (an extra weapon). KKF point cost is same as Codex. The Mega Charga and Rokkit-bomms are no points. This makes a Meka-Dread a good choice for a big bubble of KFF that's cheaper than a Morkanaut by 32 points with not much of a decrease in durability. Like most heavier vehicles it can fire Heavy weapons on the move with no penalties, and Fall Back without losing the ability to shoot or charge. **'''Ramshackle Monster''': It ignores wounds on a 4+, but every time you fail the roll it gets worse by 1 - decreasing to 5+, then 6+ before it stops working altogether after three failed rolls. **'''Rippa Klaws''': The basic weapon loadout is a pair of these, for +1 attack. You can lose that extra attack to replace one with a gun. Ok Cc weapon with S of 12, -3 AP and d6 wounds per hit. Only 5 attacks base tho (+1 if there are 2 Klaws). **'''Big Zzappa''': Three shots all with the same 2D6 Strength roll, at AP-4 and 4 Damage. This bigger Zzap Gun only overloads on a 12, in which case every shot that hits ignores its normal damage and inflicts 3 mortal wounds. The Dread then takes a single mortal wound. **'''Rattler Kannon''': 2D6 infantry-shredding shots on tap whenever you need them. **'''Rokkit-Bomms''': Powerful, but you have to give up your KFF/Mega-Charga to bring them. Basically a Lobba, but likely to hit something at BS4+. Unless you're parking next to a Big Mek with a KFF, don't take it. **'''Shunta''': Not the best stats for anti-vehicle fire, but decent. It does prevent {{W40kKeyword|VEHICLES}} Advancing next turn if you wound them though. *'''Wagon (Open Play, Chapter Approved 2018)''': Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a Big Shoota (replaceable with a Skorcha or Zzap Gun), you know you really want more shit on this. Starting off is the big gun (Lobba, Killkannon, or Zzap Gun), then you got an option to get two more of the following (Big Shootas, Skorchas, Rokkits) and a Stikkbomb Launcha. Compared to the Battlewagon, it loses out on wounds, but it's T8 and exchanges its transport capacity for the ability to keep on firing. **'''Mobile Fortress''': PoMS, now orkified. Fire heavy weapons and drive without penalty! **'''Shoot 'Em Again''': If you move less than half its movement speed (or not at all), the Lobba or Killkannon can shoot again. **'''Big Red Button''': Once per battle during shooting, you can roll d3 for a random result (Instant move 6" which fucks shooting, +1S to all guns, heal d3 wounds). *'''[[Squiggoth]] (Forge World)''': More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth's own gun can fire their weapons normally from it if an enemy is 1" or less away (i.e. in melee range with the Squiggoth), but can't target that particular enemy. '''Stampede!''' inflicts D3 mortal wounds on a 2+ to every unit within 1" at the end of a Charge as of the Forge World FAQs. Also if you don't want to pay the outrageous Forgeworld price tag the Stegadon from Age of Sigmar could make a great conversion.
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