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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. An 'Uge Choppa keeps him cheap and cheerful, whilst a Power Klaw lets him open cans. Can and must take a Wartrukk or Battlewagon. Yes, a [[Awesome|Battlewagon as a dedicated transport]], rejoice. *'''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. You can choose from between five and ten [[Nob]]z, up to two Mekboyz, and up to two Mad Doks, all of whom may take whatever equipment they're allowed from the armoury up to 40 points (or 80 points including Mega Armour if they're [[Meganobz]] escorting a Mega Armoured Warboss), and can be mounted in a Wartrukk as long as they number ten models or less including Gretchin and Squigs. You want a mob of Meganobz? You can do that. Jealous of Space Marine [[Command Squad]]s? Hire your own [[Apothecaries]] and [[Techmarines]]. *'''0-1 [[Big Mek]]''': Half the price of a Warboss, and he can take anything from the armoury allowed for both Warbosses and Mekboyz up to 60 points, so a good budget option. Doesn't come standard with Mekboy's Tools, but can buy them for tuppence. Can and must take a Wartrukk or Battlewagon, and can be taken instead of a Warboss if you want to minimise the HQ tax. *'''Big Mek's Bodyguard''': A Big Mek can have his own retinue of between three and five [[Mekboy]]z and optional Wartrukk, none of which may have the same weapons loadout courtesy of another nameless Special Rule. They can ALL take Mekboy's Tools though, so the amount of vehicles a full mob can fix in a turn is a true sight to behold. *'''[[Nob#Biker_Nobz|Nobz Warbike Mob]]''': Three to five Nobz on Warbikes with all the Special Rules they bring, can't take Mekboyz or Mad Doks, can't be your only HQ choice. *'''0-1 [[Deffkilla Wartrike|Kult of Speed Warboss]] (White Dwarf 270)''': An alternative to the regular Warboss, so you [[Powergamer|powergamers]] out there can't've both in one army. Other than having a Warbike along with all the wargear and Special Rules, not much different to a footslogging one, so same tactics apply. *'''Kult of Speed Warboss's Bodyguard (White Dwarf 270)''': The Kult of Speed Warboss lets you take a Nobz Warbike Mob as his bodyguard, in which case they don't take up an additional Headquarters slot. === Transport === *'''[[Trukk|Wartrukk]]''': A '''Fast''' '''Open-Topped''' vehicle with a capacity of ten models, it can take a single Big Shoota or Rokkit Launcha. Can't take a Burna like the Junkatrukk, but also less likely to break down on you. *'''Battlewagon''': Same as below. === Elites === *'''0-1 [[Stormboyz]]''': Can't yet match Slugga Boyz in terms of mob size at only twenty max, and can't take any squad support weapons, but may have Frag and/or Krak Stikkbombz, and their '''Jump Packs''' Special Rule gives them extra mobility. *'''[['Ardboyz]]''' Twenty Slugga or Shoota Boyz with a 4+ Armour Save, a third more expensive points-wise, and can take Frag and/or Krak Stikkbombz. Can and must take a Wartrukk or Battlewagon. *'''[[Skarboy]]z''' Twenty Slugga or Shoota Boyz with S4, similarly priced to 'Ard Boyz and with identical options, though they pay two points more for a Burna. Can and must take a Wartrukk or Battlewagon. === Troops === *'''[[Warbikers|Warbike Squadron]]''': You can only take up to ten of these guys in a mob, and they're armed with Twin-Linked Big-Shootas instead of [[Shootas'an_Dakkas#Dakkagun|Dakkaguns]] by default. They can remove their guns and go as pure assault troops with Sluggas and CCWs such as Chains and Tyre Irons, in which case they're a third cheaper. These guys have a host of their own Special Rules; **'''Short Ranged''': This limits the range of their Big Shootas to 18", thanks to their lack of suspension making it hard to aim. **'''Hard to Hit''': Gives them and anyone behind them a 5++ cover save from their exhaust clouds. **'''Speed Freeks''': Different to Wazzdakka's, and makes them immune to Pinning and Morale effects due to their status as "speed-crazed loons". **'''Psycho Blastas''': And finally, this lets them strike first on the charge, and shoot their Big Shootas in the first round of close combat instead of chopping normally. *'''[[Warbuggy|Warbuggies]]/[[Wartrakk|Wartraks]]''': Two entirely different models with exactly the same profile, each of the three models in the squadron can have either a Twin-Linked Big Shoota, Twin-Linked Rokkit Launcha, Mega-Blasta, or Skorcha. These guys are '''Fast''', so they can cover a lot of ground in not a lot of time, so treat them like your own [[Bike_Squad|Attack Bikes]], providing mobile fire support where it's needed to bolster the line. *'''[[Ork Boy|Trukk Boyz]]''': A mob of Ork Boyz limited to ten models and a Wartrukk, in exchange they get the '''Bailin' Out''' rule which means that when said Trukk is inevitably destroyed with them in it, they only suffer wounds on a 6+ instead of a 4+, thanks to their experience of jumping in and out. The Boyz may have a mix of Shootas and Sluggas & Choppas in the same mob. Thanks to their Special Rule, they can risk getting closer to enemy anti-armour with a good chance of survival, letting them carry on and krump the gits that wrecked their ride. *'''0-1 [[Tankbustas]]''': Another unit that moved from Troops to Elites in later editions. Each of the ten Tankbustas comes with a Slugga, CCW, Frag Stikkbombz, and Tankbusta Bombz, and up to three may take Rokkit Launchas for a couple of points MORE than other mobs pay for the SAME weapons. Can and must take a Wartrukk. **'''Tank Hunters''': Their Special Rule allows them to always pass Tank Shock tests, and adds +1 to all Armour Penetration rolls, so these guys are really more aimed at taking down tanks in melee with their Tankbusta Bombz than at range. *'''0-1 [[Burna Boyz]]''': If only they were Troops in later editions too, though in fairness they aren't nearly so well equipped as their successors. The ten of them come with Sluggas and Choppas as standard, with the options for the whole squad to take Frag and/or Krak Stikkbombz, and up to four can take Burnas. Can be lead by a Mekboy instead of a Nob, who doesn't replace another member, giving them eleven models in total. Can and must take a Wartrukk. === Fast Attack === *'''[[Deffkoptas|Deth Kopta Squadron]]''': The original incarnation of them, the awkward ones with the twin-props that fall apart all the time. They share all the same Special Rules as regular Warbikes, as well as all the Special Rules of Jetbikes, and can take a Mek as a free upgrade, but they're limited to a mob size of just three, and the Mek pays extra points for identical gear to a walking one because it all has to be modified. *'''0-1 [[Fighta-Bommer|Fighta-Bommerz Raid]]''': Your air support takes the form of a '''Preliminary Barrage''' instead of an actual model, though feel free to dramatically swoop a scratchbuilt one over the board whilst performing the attack. The Raid takes place after all players've deployed their forces but before the first Movement phase, with 1D6 wounds and a Pinning test for all units hit, and can even attack enemy units held in Reserve. If the scenario already uses a '''Preliminary Barrage''', the two attacks're treated separately but their effects stack. Unfortunately, this being Orks, they go by the old adage that if you shoot at it and hit, it's one of theirs, and the '''Friendly Fire''' Special Rule means that 1D6 must be rolled before the attack takes place, and on a 1 the Fighta-Bommerz target every unit on the board including the Ork ones. *'''Warbike Outriders''': A Warbike Squadron with the '''Scouts''' Special Rule, meaning they can be deployed even in scenarios that wouldn't normally allow it, and at the start of the game they can make an extra 2D6" move before the first turn. === Heavy Support === *'''0-1 [[Battlewagon]]''': The OG Battlewagon, absolute unit. You get a twenty-man transport with three Twin-Linked Big Shootas base, with the option to exchange any of them for Twin-Linked Rokkit Launchas or Skorchas for free, and one of them for one of the three Big Gunz, all of which cost the same so magnetise them and swap loadouts on the fly. **'''Bolt-On Big Shootas''': You can also fit up to five more Bolt-On Big Shootas, which must all be operated by passengers. *'''0-1 [[Looted|Looted Vehicle]]''': Just like the Lootas above, you're limited to only Space Marine [[Rhino]] and [[Land Raider]] variants, or Imperial Guard [[Chimera Transport|Chimera]] and [[Leman Russ Battle Tank]] variants, and they use the rules as written in their own codexes, so you'll need two codexes in order to field one. They can take any weapon upgrades listed in their original profiles and their points costs remain the same, but they can only take non-weapon upgrades from the Ork armoury, and their BS is reduced to 2, so don't expect them to compete with their non-looted brethren. **'''Looted Vehicles''': They also suffer from this Special Rule, which forces you to roll a D6 for each Looted Wagon at the beginning of every turn, and if you get a 1 you need to roll again on a '''Breakdown''' table, with such [[Fun]] results as a fanbelt snapping and not being able to move this turn, or suffering a short-circuit and accelerating 2D6 straight forward. **Despite all this, they make a good addition to an Ork army, as they can provide several capabilities not native to Ork units themselves, and fill gaps in your army, such as the amphibiousness of the Chimera for waterbourne assaults, or the heavy armour of the Land Raider. **Due to the wide range of different armaments a Looted Wagon can have, they present a great opportunity to proxy your scratchbuilt or Armorcast 40K-scale [[Epic]] vehicles; ***'''[[Braincrusha]]''': [[Leman Russ Battle Tank]]. ***'''[[Spleenrippa]]''': [[Basilisk_Artillery_Gun|Basilisk]]. ***'''[[Gobsmasha]]''': [[Leman Russ Demolisher]]. ***'''[[Lungbursta]]''': [[Griffon_Heavy_Mortar_Carrier|Griffon]]. ***'''[[Bowelburna]]''': [[Hellhound Tank|Hellhound]]. ***'''[[Flakkatrakks|Flakkatrakk]]''': [[Predator_Tank#Destructor_Pattern_Predator|Predator Destructor]]. ***'''[[Speedsta]]''': [[Predator_Tank#Annihilator_Pattern_Predator|Predator Annihilator]]. ***'''[[Battlefortress]]''': [[Land_Raider#Phobos_Pattern|Land Raider Phobos]]. *''''Eavy Bomma (Chapter Approved)''': Example statblock courtesy of the Vehicle Design Rules. It's an expensive '''Flyer''' at just over 200 points, but comes with two hull-mounted Twin-Linked Big Shootas, one turret-mounted Twin-Linked Big Shoota, two Rockets, two Bombs, and two Big Bombs. **'''[[Missile_Launcher#Hunter-Killer_Missile|Rocket]]''': One-shot weapons with Range Unlimited S8 AP3 '''Heavy'''. **'''Bomb''': One-shot weapons with Range G48" S4 AP6 '''Heavy''' '''Blast'''. **'''Big Bomb''': One-shot weapons with Range G12" S6 AP4 '''Ordnance'''. *'''[[Big_Trakks|Guntrukk]]''': One to three mobile Big Gunz without the Gretchin [[Tarpit|bubblewrap]], each can also take a Big Shoota or Rokkit Launcha as well, and if a main gun rolls a result that'd normally result in the loss of a krewman, it just doesn't fire that turn. Like most Ork vehicles, they're only '''Open-Topped''' AV10 all round, but as vehicles they're still tougher and more mobile than regular Big Gunz, and can take all the upgrades like Grot Riggers and Armour Plates to make them even more survivable.
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