Editing
Warhammer 40,000: Kill Team (HoR)/Tactics/Feral Orks(7E)
(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!
==Core== *'''Feral Ork''': Your basic infantry unit. These guys are beasts in close combat with 5 WS4 S4 attacks on the charge. They can take bows, but you should leave that to the grots, or a spear and shield, which give you +1I in the first round of combat, which could be handy given your crappy armour save. The shield allows you to re-roll armour saves, but with a 6+ armour save it probably won't make much difference. *'''Stabbas''': A weapon team of sorts capped at 0-1. Has 4 S8 AP3 attacks, so use it to shred marines or wreck transports. Never leave home without it. *'''Forest Grot''': These cavalry cost half as much as a feral ork, and get poisoned(4+) and move through cover. They start with just a close combat weapon, but its worth opting for the grot bow, as they probably won't last long in close combat. A good take, but be mindful of their low leadership.
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