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Codex - Orks Angry Greenskin Edition
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===Ranged Weapons=== ====Deff Arsenal==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 120" | 9 | 3 | Heavy 3D6 |- |}<br style="clear: both; height: 0px;" /> ====Killkannon==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 7 | 3 | Ordnance 1, Large Blast |- |}<br style="clear: both; height: 0px;" /> ====Kombi-weapons==== A model armed with a kombi-weapon can choose to fire either the primary shoota or the secondary weapon, which will be either a rokkit launcha or a skorcha. The shoota can be fired every turn, but the secondary weapon can only be fired once per battle. You cannot fire both weapons in the same turn. Each kombi-weapon has only one secondary weapon. ====Kustom Mega-weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Kustom mega-slugga | 12" | 7 | 3 | Pistol, Gets Hot, Shred |- | Kustom mega-blasta | 18" | 7 | 3 | Assault 2, Gets Hot, Shred |- | Kustom mega-kannon | 36" | 7 | 3 | Salvo 1/2, Blast, Gets Hot |- |}<br style="clear: both; height: 0px;" /> ====Kill Krusha Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" !Name ! Range ! S ! AP ! Type |- | Belly Gun | 72" | 7 | 3 | Ordnance 1, Variable Blast 3D6" |- | Bursta kannon | 36" | D | 2 | Heavy 1, Massive Blast |- | Gigashoota | 48" | 6 | 4 | Heavy 6D6 |- | Krusha kannon | | | | |- | (Boom shell) | 60" | 8 | 3 | Ordnance 1, Large Blast, Loader Gubbins |- | (Tankhamma shell) | 60" | 10 | 2 | Heavy 1, Armourbane, Loader Gubbins |- | (Scrap shell) | Hellstorm | 2 | - | Heavy 1, Shred, Rend, Loader Gubbins |- | (Burna shell) | 48" | 4 | 5 | Heavy 1, Massive Blast, Ignores Cover, Loader Gubbins |- |}<br style="clear: both; height: 0px;" /> ::'''Loader Gubbins:''' Roll a D6 each time a weapon with this special rule is fired. If you roll a a 1, then roll again on the following table. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Result |- | '''1-2''' | '''Dud:''' No shot is fired this turn. |- | '''3-5''' | '''Dis one?:''' The shot is fired using the boom shell profile. |- | '''6''' | '''Not that way!:''' No shot is fired this turn and the firing vehicle suffers a Glancing hit with no saves of any kind allowed. |- |}<br style="clear: both; height: 0px;" /> ====Bomm Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Aporkalypse bomm | - | 6 | 4 | Bomb 8, Apocalyptic Barrage, One Shot |- | Bomm | - | 6 | 4 | Bomb 1, Blast |- | Doomskorcha bomm | - | 5 | 4 | Bomb 1, Hellstorm Inferno, Flamer Weapon, One Use Only, Ignores Cover |- | Grot bomm | 24"-72" | 8 | 3 | Ordnance 1, Large BLast, Twin-linked, One Use Only |- |}<br style="clear: both; height: 0px;" /> ::'''Hellstorm Inferno:''' When making a bombing run with a weapon with this special rule place the hellstorm template anywhere within the length of the of the bombing run with the teardrop pointing forwards. Then move the template forwards 2D6" and resolve the attack. ::'''Flamer Weapon:''' Note that this weapon is a Flamer Weapon as described in ''Warhammer 40,000: The Rules''. ====Boom Kannister==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 10" | 4 | 5 | Assault 1, Large Blast, Pinning, Defensive Weapon |- |}<br style="clear: both; height: 0px;" /> ::'''Defensive Weapon:''' Weapons with this special rule must always be fired in a straight line directly away from the hull and must always target the ground exactly 10" from the weapon. Note that this weapon may be fired even if no enemy units are beneath the template but may not be fired if one or more friendly models are beneath the template. ====Flamer Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Burna | Template | 4 | 5 | Assault 1 |- | | - | User | 3 | Melee, Two-handed |- | Skorcha bomm | - | 5 | 4 | Bomb 1, Large Blast, Ignores Cover, One Use Only |- | Skorcha missile | 24" | 5 | 4 | Heavy 1, Blast, Ignores Cover, One Use Only |- | Doomskorcha bomm | - | 5 | 4 | Bomb 1, Hellstorm Inferno, One Use Only, Ignores Cover |- | Skorcha | Template | 5 | 4 | Assault 1 |- |}<br style="clear: both; height: 0px;" /> ::'''Hellstorm Inferno:''' When making a bombing run with a weapon with this special rule place the hellstorm template anywhere along the line the of the bombing run with the teardrop pointing forwards. Then move the template forwards 2D6" and resolve the attack. ====Flakka Gun==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Range ! S ! AP ! Type |- | 24" | 7 | 4 | Assault 4, Skyfire, Interceptor, Go! Go! |- |}<br style="clear: both; height: 0px;" /> ::'''Go! Go!:''' This weapon may be fired even if the vehicle firing it moved Flat Out. ====Lifta-droppa==== To use a lifta-droppa nominate an enemy vehicle within 48" and roll a D6 and consult the table below. ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Effect |- | '''1 Mishap''' | Roll a further D6 on the table below this one. |- | '''2-3 Nothing happens''' | Nothing happens. |- | '''4+ Caught...''' | Roll a scatter dice and move the target 2D6" in the direction shown by the arrow. The vehicle immediately stops when it reaches base contact with a friendly model or a piece of terrain or if it moves within 1" of an enemy model. If the vehicle moves into base contact with another vehicle the target counts as having Rammed the other vehicle in addition the target suffers D6 Strength * AP - hits with the Grav special rule. If the target moves into base contact with a non-vehicle model the target D6 Strength * AP - hits with the Grav special rule and the unit it moved into suffers 2D6 AP 4 Wounds. If a Hit! is rolled the vehicle remains still and if it remains still or moves into base contact with a piece of terrin it suffers 2D6 Strength * AP - hits with the Grav special rule. |- |}<br style="clear: both; height: 0px;" /> ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! D6 ! Effect |- | '''1 Rattle-rattle''' | The vehicle armed with the lifta-droppa suffers D6 Strength * AP - hits with the Grav special rule. |- | '''2-5 Aaagh, it´s glowin’!''' | The vehicle armed with the lifta-droppa suffers D6 Strength * AP - hits with the Grav special rule and all units (friend and foe) within 6" of the vehicle armed with the lifta-droppa suffer D6 Strength 3 AP 4 hits. |- | '''6 W-we´re flying!''' | The vehicle armed with the lifta-droppa suffers 2D6 Strength * AP - hits with the Grav special rule. |- |}<br style="clear: both; height: 0px;" /> ====Mek Gun Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Supa-lobba | 48" | 7 | 4 | Ordnance 1, Massive Blast |- | Supa-kannon | 60" | 9 | 3 | Ordnance 1, Large Blast |- |}<br style="clear: both; height: 0px;" /> ====Rattler Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Rattler kannon | 24" | 4 | 6 | Heavy 2D6, Jam! |- | Supa-rattler | 24" | 8 | 3 | Heavy 6D6, Whirrrr Click-click |- |}<br style="clear: both; height: 0px;" /> ::'''Jam!:''' When you roll 10 or more for the number of shots fired by a weapon with this special rule it may not be fired again until the end of your next Shooting phase. ::'''Whirrrr Click-click:''' When you roll 30 or more for the number of shots fired by a weapon with this special rule it may not be fired again until the end of your next Shooting phase. ====Rokkit Weapons==== ::{| border="1" cellspacing="0" cellpadding="5" align="left" ! Name ! Range ! S ! AP ! Type |- | Rokkit | 24" | 8 | 3 | Heavy 1, One Use Only |- | Rokkit launcha | 24" | 8 | 3 | Heavy 1 |- |}<br style="clear: both; height: 0px;" />
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