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== Unit Analysis == === Headquarters === *'''0-1 Warboss''': A very different beast to the lovable guy we're familiar with in later editions, he's only T4 poor lad, but can take up to 80 points of wargear from the armoury, so he'll quickly beef up with extra gubbinz. You MUST include at least one Warboss in your army as stipulated by an unnamed Special Rule. An 'Uge Choppa keeps him cheap and cheerful, whilst a Power Klaw lets him open cans. *'''Warboss's Bodyguard''': A motley crew of lackeys for the boss, which doesn't take up a HQ choice but may only be taken if you also have a Warboss. Limited to between five and ten Nobz, and up to two [[Pigdok]]s, all of whom may take whatever equipment they're allowed from the armoury up to 40 points. If your Warboss's mounted, then every member of his bodyguard must also be mounted. In addition, if the 'Boss's riding a Super Cyboar, then his Nobz must ride Cyboars, and you can only give them Cyboars if it has at least one Pigdok, who doesn't've to ride a Cyboar himself if he doesn't want to. **'''Pigdoks''': Pigdoks're a sort of primitive [[Multiclass|multi-class]] between Mekboy and Painboy, specialising in wrangling beasts such as Boars and Squigs. Each Pigdok you take can attempt to get one unit of Boarboyz, Squiggoths, Herdas, or Madboyz [[Drugs|high]] before the battle begins, giving the entire mob +1S on a 1D6 roll of 6, and a single mob can only be successfully affected in this way once, so you can't overdose them with multiple Pigdoks. *'''0-1 [[Weirdboy|Wyrdboy]]''': An Ork [[Psychic|Esper]], with access to two powers he can choose from each turn. '''Psychic Vomit''''s a S4 Flamer template of stuff better left undescribed, whilst '''Gork'll Get 'Em''''s a S8 '''Blast''' with a range of 72", which manifests as a giant green fist or foot that squashes anything beneath it, which'll be more accurate with his WS/BS3. He can have up to 40 points worth of equipment from the armoury, so give him something nice to make up for everything. **''''Eadbang''': Because his powers come from the gestalt psychic field of the Orks around him, a Wyrdboy'll never be attacked by Daemons when using his powers. His head may occasionally explode, however, meaning he suffers a single Sd6 hit if he rolls snake eyes or boxcars. **'''Wyrdboyz''': Because he really doesn't want to be here on account of ''''Eadbang''', an unaccompanied Wyrdboy always counts as a mob with only one man remaining, so must make a Last Man Standing test at the beginning of each turn to prevent him bolting. **'''Minderz''': Because the Warboss really does want him to be here, if you also have a Brute Mob at least ten-men strong in your army, you may split off between two and five of them to act as an "escort" for your Wyrdboy, but they've got to be normal Brutes, not Nobz or ones with special weapons. As long as at least one Minder remains alive, the Wyrdboy doesn't've to take Last Man Standing tests. === Transport === *'''[[Junka#Junka_Trukk|Junkatrukk]]''': A '''Fast''' '''Open-Topped''' vehicle with a capacity of ten models, it can take a single Big Shoota, Rokkit Launcha, or Burna. **'''Junkatrukk''': Feral Orks've even less mechanical know-how than regular Orks, meaning their only vehicle isn't exactly gonna be well-maintained. Every time before the Junkatrukk moves, you must roll 1D6, and on a 1 something has given up the ghost, and the vehicle may not move that turn. === Elites === *'''0-2 [[Ork_Brutes|Brutes]]''': Now your ONLY source of mass WS4 outside of Nobz, at the cost of having BS2 again. They can have a minimum squad size of five, but you'll want more than that, and can have up to twenty pseudo-Nobz, all armed with Sluggas and Choppas, whilst two can have special weapons. *'''[[Trappa]]s''': Also have a minimum unit size of five like the Brutes above, but unlike them've a maximum squad size of only ten. They can have a mixture of Shootas and Sluggas & Choppas, at WS/BS3, and can all take Flash Furs to swagger around in. Your pesudo-Kommandos, with '''Infiltrators''' and '''Slippery''', but also '''Set Traps'''. **'''Set Traps''': Only works if you're fighting on a battlefield using the '''Jungle Fighting''' Special Rules, so good luck with that. If you are though, each unit of Trappas nets you up to three Booby Traps for some numbers of points, which can be either cheap S3 AP6 Punji Pits, or expensive S4 AP5 Fire Bombs or S7 AP3 Bang Traps. All of them ignore Cover Saves, force units that suffer at least one casualty to make a Pinning check, and set up using the same deployment rules as Catachan Booby Traps. **'''Punji Pit''': A simple pit dug in the ground, filled with Stakes, and covered in foliage. When triggered, place the small '''Blast''' template with the model that triggered the trap at the centre, and it automatically hits models fully under the template, and hits models partially under the template on a 4+. The trap then stays in play as a patch of Difficult Terrain for the rest of the game. **'''Fire Bomb''': Essentially a [https://en.wikipedia.org/wiki/Flame_fougasse Flame Fougasse], being a buried canister of [[Promethium]] with some strategically-placed explosives to propell the burning liquid out. Works like the Punji Pit with the small '''Blast''' and hitting on 4+ and all that, but doesn't stick around afterwards to remind you. **'''Bang Trap''': A cluster munition of several Stikkbombz tied to a tripwire, so only the poor unlucky guy who triggers it gets hit. *'''0-1 [[Ork_Boy#Stikk_Bommas|Stikk Bommas]]''': Slightly different to their namesake in the main list. As well as being WS/BS3 like much of the rest of the Feral Orks army, they're limited to twenty men instead of thirty, which also means only two special weapons max, and they don't've access to Tankbusta Bombs. Each still brings a Slugga, CCW, and Frag and Krak Stikkbombz into battle, whilst two can pack either a Big Shoota, Rokkit Launcha, or Burna. === Troops === *'''[[Ork_Boy#Huntas|Huntas]]''': Your bread and butter main Troops choice for Feral Orks, thirty-strong with WS/BS3 and Shootas. Only two can take special weapons, even though there's thirty of them. *'''[[Ork_Boy#Wildboyz|Wildboyz]]''': Savage cave-Orks running across a ravaged battlefield towards a [[Warlord_Titan|titan]] with stone weapons. No guns whatsoever to make use of their WS/BS3, just Choppas and Hand Weapons such as Clubs or Daggers. Must be accompanied by a Nob, and a keen eye'll notice that the mob's Nob accompanies them, instead of upgrading from one of them, giving them a maximum size of thirty-one. *'''[[Gretchin|Gretchin Mobz]]''': You get one Slaver and between ten and thirty Gretchin armed with [[Shootas'an_Dakkas#Grot_Blasta|Grot Blastas]], which also don't have a profile in your [[Meme|sacred text]]. In this addition Gretchin share the same low BS of Orks, so you don't take these guys for their accuracy. Instead they have some nifty Special Rules to buff your Boyz out; **'''Living Shields''': Does what it says on the tin, and gives Ork mobs behind them a 5++ Cover Save, with each save, successful or not, resulting in one of the Gretchin models being removed. **'''Better Footing''': If a Gretchin mob's in Difficult Terrain, and a non-Mega Armoured Ork mob moves through the same Difficult Terrain, the Orks may use the Grots as stepping stones and re-roll their movement dice. **'''Mine Clearance''': And last but by no means least, again self-explanatory. If a Gretchin mob moves into a Minefield, roll 3D6 and remove that many Gretchin and the Minefield, but if there aren't enough Gretchin models to meet the number rolled, the Minefield remains and the Gretchin mob's still wiped out anyway. They give a 5++ Cover Save more easily and reliably than a Kustom Force Field, and you aren't reliant on a single model to provide it. *'''[[Ork_Boy#Madboyz|Madboyz]]''': Orks that've lost what little grip on reaity they had to begin with. A minimum size of five models makes them the smallest squad you can take as Troops, and they can bring a Pigdok with them, the only way to get one outside of the Warboss's Bodyguard. WS/BS3 like everything else. **'''Madboyz''': Due to their aforementioned craziness, these guys're '''Fearless''', and can't '''Mob Up''' with anyone other than other Madboyz. If they're not actively engaged in an assault, they also've to roll 1D6 at the beginning of each Ork turn, and one a 1, they've become... Disturbed. **'''Madboyz Disturbed Behaviour Table''': You've got four possible outlet behaviours for disturbed Madboy, determined by another 1D6. On a 1, they become paranoid and fight amongst themselves, with each Madboy making a single attack against the mob as a whole. On a 2-3, they argue amongst themselves as to whether a cloud looks like Gork or Mork, and count as Pinned. On a 3-4 (I think they mean 4-5, but I don't have any FAQ that says otherwise, so as written both effects trigger on an unlucky 3, and nothing happens at all on a 5, thanks [[Games_Workshop|GeeDubs]]), they become un-Orkishly terrified, with the unit falling back and automatically regrouping at the end of the move. And on a 6, they become uber-Orkishly brave, letting them move +1D6" in the Movement phase as long as it's directly towards the nearest enemy unit. === Fast Attack === *'''[[Boarboyz]]''': Again, these guys suffer from the same [[Realism|reality-break]] as Imperial Guard [[Rough Riders]], being '''Cavalry''' with identical statlines to regular infantry, and WS/BS3, despite being much larger models. Each starts with either a Shoota or a Slugga & Choppa, and can take Frag and/or Krak Stikkbombz. If you've brought a Pigdok, you can also upgrade any of them to Cyboars on an individual basis. *'''[[Trappa#Herda|Herda]]''': A crazy Squig guy, out for a walk with his pets. He can bring between ten and twenty Squighounds with him, armed with nothing but their Huge Teeth, whilst he has a Slugga and Choppa. If the Herda's killed, the Squighounds all flee at the end of the turn and count as destroyed. *'''[[Junka#Junka_Trukk|Junkas]]''': WS/BS3 Feral Ork Trukk Boy equivalents, five to ten of them in a Junkatrukk, all with a mix of Shootas and Sluggas & Choppas, and one of the three special weapon. === Heavy Support === *'''[[Squiggoth]]''': A beasty with three possible profiles, depending on how big the actual model you use is, but all're more than capable of bringing the hurt. All have WS/BS2 and I1, and can take a single turret howdah with a Twin-Linked Rokkit Launcha, Twin-Linked Big Shoota, or Lobba. **'''[[Squiggoth#Big_Squiggoths|Standard Size]]''': For models 6" long or less. S6 T5 W3 A3 Sv6+. No transport capacity. **'''[[Squiggoth#Gargantuan_Squiggoth|Big Size]]''': For models between 6" and 9". S7 T6 W4 A3 Sv5+. Transport capacity of ten models. **'''[[Squiggoth#Orkeosaurus|Massive Size]]''': For models 9" or more. S7 T7 W5 A4 Sv4+. Transport capacity of twenty models. **'''Fearless''': You run away from Squiggoth, Squiggoth doesn't run away from you. Ignore Morale and Pinning tests. **'''Crew''': Each Squiggoth's manned by a crew of three Huntas. **'''Monstrous Creature''': A Squiggoth's a big lad, and thus rolls 2D6 for Armour Penetration, and ignores Armour Saves in melee. **'''Transport''': Sguiggoths carrying passengers count as an '''Open-Topped''' vehicle for the purposes of embarking, disembarking, and passenger shooting only. Enemy models can only target the Squiggoth, not the passengers, and template, '''Blast''', and '''Ordnance''' weapons gain no bonuses. And finally, if a Squiggoth carrying passengers's killed, each passenger'll suffer a wound on a 4+ with saving throw allowed. *'''[[Squig_Catapult|Lobba Battery]]''': Limited to a maximum of three gun carriages, each coming with two Gretchin Krew be default, but up to three additional Krew can be purchased for each gun, both to use as living shields to protect the artillery, and ensure that if the guns backfire and kill off the odd one or two, they'll still be some kicking around to man the damn things. **All the carriages in a battery must be armed with the same type of gun, in this case only Lobbas. The battery may also be accompanied by a Slaver but not a Mek, to keep the Krew working. **'''Hits on the Battery''': During the chaos of battle, with Krew swarming all over the guns clearing and reloading them, shots aimed at the artillery can sometimes hit the Krew instead, and this is represented by this Special Rule, where you roll 1D6 for each successful hit on the unit with a shooting attack, with it hitting the Grots on a 1-4, and the guns on a 5 or 6. The gunz don't have a statline as such, just counting as having AV10 and all it takes is a single glancing or penetrating hit to destroy one.
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