Editing
Warhammer 40,000/7th Edition Tactics/Orks/Dred Mob
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
=== HQ === *'''[[Mek Boss Buzgob]]''': Hoo boy, it's Buzzgob. The poster boy of the entire IA volume, this dude is full of win. He is dirt cheap, first off. His entire statline is better than a Big Mek. He comes with 'eavy Armor, a Big Choppa, and a Bosspole from the start. He also runs around in an orky Full Tech Harness, the Mek Arms. They give him D3 attacks on the charge ''in addition'' to the +1 he gets normally. This makes him a close combat monster against hordes and unarmored units. He even makes dreads around him scoring with his unique warlord trait. But, he lacks Cybork Body and Eternal Warrior, which means he dies to railguns very quickly. Put him in a transport with retinue to ensure his success. ** Oh wait, did I forget to mention he takes his Stompa with him? For only 300 points extra(!) you can make him a lords of war choice and put him in his very own big mek's stompa. *'''[[Big Mek]]''': A versatile HQ less suited to direct combat, the Big Mek's role in an army is largely defined by one of two upgrades he's able to take. The Shokk Attack Gun lets him lay down AP2 Large Blasts with variable strength, turning Marines, Terminators, and any other high-armored single-wound models into goop. It's prone to mishaps, though, which can make it a risky (if really funny to watch) choice. The Kustom Force-Field allows the Mek to bestow 5++ saves against shootin to nearby units, although it doesn't improve his offensive capabilities at all. An absolutely vital choice to a vehicle-heavy army. While he's no slouch in close combat (he's a Nob with respect to his stat-line), his expensive upgrades usually mean you should keep him away from a direct fight if possible. And that he'll have only one CCW, and can't take the rather cheap Big Choppa. On the plus side, he is only one model and can fit a 5+ invo save, burna, and a Mek's Tools roll into any vehicle with transport capacity. He can now also get the 'Irrational Genius' warlord trait, which upgrades one of your vehicles in random but awesome ways. With a bit of luck, we can now tank shock with Mega Dreads. *'''[[Painboy|Painboss]]''': Really similar to [[Mad_Dok_Grotsnik|Grotsnik]], but without the crazy. Is roughly a basic Painboy, with some cooler gear. Feel no pain is good. Give Spanna Boys a 5+ invo for 3 pts apiece. Also gets warlord trait that makes one cybork slasha mob a troops choice. However, in a properly played Basic or Vehicle Dred List, this guy has no squad to attach to and no real reason to be here. Also, he can only give invos to one squad of Spannas. This guy should be in the basic Codex. *'''[[Mega-Dread#Meka-Dread|Kustom Meka-Dread]]''': A more badass cousin of the Mega-Dread. It can take a Kustom Force Field, allow your Big Mek to take Shokk Attack Gun and still able to provide protection for your force. Remember: only take KFF. Mega Charga allows you to have Fleet, which is nice, because the Meka Dread should be in close combat most of the time, but rolling a 1 really sucks. Rokkit-Bomb Rack counts as a Lobba that can fire D3 shots, but it has a 1/3 chance of running out of ammo in battle, so ignore. It can have either rippa klaws or kill saws, which give sunder or shred, respectively. That means it gets an extra free attack, which, coupled with rage gives it a respectable 6 attacks on the charge. Or you can replace a melee weapon with 1 heavy weapon. And holy shit they have Fixin' Klaw! It adds '''2''' attacks on the charge, and the Meka Dread can even attempt to repair itself. An AV 13, 3 HP, 5 S10 sunder/shred, self-repair monstrosity? Yes please. But on the other hand this thing is expensive as hell (both in RL money and in-game points cost, especially with KFF), and takes up an HQ choice. Being HQ means it can be a warlord. It even has its very own nonrandom trait, where it can join dread squads and make them scoring. Which actually don't do shit in 7E, since now they're scoring anyway. **If you don't have a big mek in your army and you make the Meka dread you warlord, you don't roll for a warlord trait, instead you get a unique one: '''Metal Monstas.''' It basically makes the Dread an independent character, able to join friendly dread mods if it gets within 4 inches of them, or leave the mob to do it's own thing. It used to give scoring and denial to the unit as well, but 7th means you have that anyway. Generally ability's like that (see [[Pedro Kantor]]) now give Objective secured, but since Dreadmobs are troops anyway, this trait really does not do much.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information