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==== [[Deathskulls]] ==== <div class="toccolours mw-collapsible mw-collapsed" style="10> {| |[[File:Death Skull Icon.png|Border|75px|left]] | We'z da best cuz we find all da shinyiez! <br> This is the luckiest clan and the most eager to loot the battlefield. <br> On the tabletop, in addition to a guaranteed save and FNP against mortal wounds, they also get the best use out of special and single shot weapons with their per unit reroll. All your {{W40kKeyword|Infantry}}, both vanguard and backline shooters, are good at Stealing and Holding Objectives. Despite being heavily nerfed from previous codex 9ed Deathskullz are still strong. Clan Kultur is amazing with obsec and with very few rerolls overall this is even better. Warlord trait and stratagem are very situational and needs a lot of setup to use. Gubbinz is decent tho but limited to big mek. Overall 7/10<br> |} <div class="mw-collapsible-content"> *'''Clan Kultur β Lucky Blue Gitz''': All Ork ''models'' get a 5+++ against Mortal Wounds, and all units can re-roll a single hit or wound roll each time they shoot or fight. In addition, all your {{W40kKeyword|Infantry}} units get ObSec. ALL OF THEM. Except the grots, sadly... **Works better the fewer shots a unit throws. Maximum synergy with Big Meks with either Shokk Attack Guns or Kustom Mega-Blastas. A Mork(or possibly Gork)-send for lone special weapons in a squad, like a unit's Boss Nob's Kombi Rokkit AND to re-roll his Power Klaw punches. ** This one is good kultur. Having infantry get obsec is really funny and very useful, plus having the FNP save plus 1 extra re-roll per unit can be very good. ** This is ''the'' KMB Kultur. Not only can the reroll mitigate overheating or help to more reliably wound T8, but the 5+ against MW can prevent the bearer from exploding 1/3 of the time. *'''Warlord Trait - Opportunist''': Gain 1 CP for each enemy vehicle destroyed within 6" of the Warlord. In addition, your Warlord can target enemy characters within 12" even if they are not the closest model. ''Like Big Killa Boss but with Sniper.'' ** This one is not that good as first part is situational and dependent on your build and enemy list working more often with cc boss. In contrast second part is obviously designed for shooty bosses. Seems like the best recipient would be a Deffkilla Wartrike; heβs fast enough to zip in close and finish off vehicles with his Klaw and meltagun-like shooting, and he has three boomsticks and a skorcha equivalent to snipe characters. Itβs still not an ideal setup, but if you really want to use this trait this is the best way to do it. **For ultimate cheese put this on a Big Mek in Mega Armour with the Ded Shiny Shoota and a Tellyport Blaster. Deepstrike him 9" away from an important character and light it up with 14 shots at S5, AP -1 and D2. If that doesn't gib the character then the Tellyport Blaster will. *'''Shiny Gubbin - The Fixer Uppers''': Mek or Big Mek only. Any time they patch up a vehicle, they can restore an additional wound on a 2+ and deal d3 mortal wounds on an enemy vehicle within 12" at the same time. **While sad that you can no longer use this to make meks out of warbosses, this does give you the means of dealing additional damage outside of another round of shooting wile also leaning into the repairs. *'''Stratagem - Wreckaz (2 CP)''': Choose a {{W40kKeyword|Deathskulls Core/Character}} unit in your army during the fight or shooting phase. It gains +1 to wound enemy vehicles during this phase. ** Kind of on the expensive side for what it does, but can be very nice when cast on something with a lot of low S attacks tagging a vehicle. *'''Special Character''': **[[Mad Dok Grotsnik]]: Only special character in Orks who isn't an HQ, instead relegated to Elites. He's a Painboy with T5, a 4+ save and personal 5+ FNP. '''One Scalpel Short of a Medpack''' means he'll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can't bring a Grot Orderly with him or take a bike. Points-wise he's a little more expensive than a basic Painboy but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don't want your Boyz having their 6+ FNP picked off quite as easily. *** His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him. *** 9E has seen him finally free to join whatever army he wishes but he will not get klan kultur. Aside form that this enables you to create Ghazz retinue... He will not be able to fix Ghaz for some reason tho. </div> </div>
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