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== Orks in 30k == :''As mankind’s worlds were cleaved from each other during the Age of Strife, and the Eldar’s concerns shifted dramatically from the galaxy at large back to their own surviving domains exclusively, thousands upon thousands of Ork empires thrived amid the anarchy of a galaxy filled with powerful, but isolated, foes.'' The adjustments for Orks is mostly to “scale-up” their forces to fit into 30k; Non-specialized units have much bigger maximum model counts. Don’t underestimate the difference that larger model counts alone makes to the performance of common Ork units, and don’t forget about 30k-specific rules that change the way you play and build lists more than you’d think just from looking at these changes here. For example, the War Machine Detachment/Monstrous Horde types of Lords of War – you can take two Kill Krushas/Kill Burstas/Kill Blastas, or two Gargantuan Squiggoths, as a single Lords of War choice, and the points cost makes actually doing this plausible. === Playtesting Status === More playtesting data wanted! === Existing Sources === All existing units are allowed, except for those with the Unique subtype: * '''Death From the Skies (7th Edition/2016)''' ** Fast Attack *** Blitza-bommers *** Burna-bommers *** Dakkajets *** Wazbom Blastajets * '''Codex Orks (7th Edition/2014)''' ** HQ *** Warboss *** Weirdboy *** Mek *** Big Mek *** Painboy ** Troops *** Boyz *** Gretchin ** Elites *** Burna Boyz *** Tankbustas *** Nobz *** Meganobz *** Kommandos ** Fast Attack *** Trukk *** Stormboyz *** Deffkoptas *** Warbikers *** Warbuggies ** Heavy Support *** Mek Gunz *** Battlewagon *** Deff Dread *** Killa Kans *** Gorkanaut *** Morkanaut *** Lootas *** Flash Gitz ** Lords of War *** Stompa * '''White Dwarf Issue 21 (7th Edition/2014-06-21)''' ** Heavy Support *** Looted Wagon * '''Imperial Armour Apocalypse (6th Edition/2013)''' ** Fast Attack *** Grot Mega-tank ** Heavy Support *** Mega Dread *** Kustom Meka-Dread *** Lifta Wagon *** Big Squiggoth ** Lords of War *** ‘Kustom’ Battle Fortress *** Kill Krusha Tank *** Kill Bursta *** Kill Blasta * '''Warhammer 40,000 Apocalypse (6th Edition/2013)''' ** Lords of War *** Gargantuan Squiggoth ** Apocalypse *** Stompa *** Big Mek Stompa *** Skullhamma Battle Fortress * '''Imperial Armour Aeronautica (6th Edition/2012)''' ** Fast Attack *** Fighta-Bommer *** Attak Fighta ** Heavy Support *** Flakk Trukk *** Flakk Trakk ** Apocalypse *** Flakk Battle Fortress * '''Imperial Armour Apocalypse Second Edition (5th Edition/2011)''' ** Elites *** Grot Tank Battle Mob ** Heavy Support *** Grot Bomm Launcha ** Apocalypse *** Tanka Mob * '''Imperial Armour Volume Eight Raid on Kastorel-Novem (5th Edition/2010)''' ** Elites/Dedicated Transport *** Mekboy Junka ** Heavy Support *** Big Trakk *** Gun Wagon ** Lords of War *** Kustom Stompa ** Apocalypse *** ‘Dethrolla’ Battle Fortress *** Ork Bommer *** Ork Blasta Bommer * '''Warhammer 40,000 Apocalypse Reload (5th Edition/2009)''' ** Apocalypse *** Goff Klawstompa *** Ork Pulsa Rokkit * '''White Dwarf August 2008 (UK 344/US 343) (5th Edition/2008)''' ** Apocalypse *** Ork Submersible * '''Download (5th Edition/2008)''' ** Apocalypse *** Ork Minelayer *** [http://web.archive.org/web/http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2440057_Ork_Datasheet_-_Evil_Eye_Stompa.pdf Evil Eye in Da Sky] ''Note: only the most recent source is given, but many units also exist unchanged in Imperial Armour Volume Eight: Raid on Kastorel-Novem. Furthermore, some units are for Apocalypse, where included these were [http://www.forgeworld.co.uk/Downloads/Product/PDF/L/lordsofwar.pdf updated to be Lords of War by Forge World].'' === Special Rules === The following special rules apply to Ork detachments: '''Back fer anuvver go!''' :''Even when Orks flee in momentary panic due to a sufficiently shocking burst of ferocity from their opponents, during a large Waaagh! it isn’t long before their instinctive drive to get to grips with their enemy kicks back in, especially if they can see other Orks who are doing just that.'' For each 10 models in the unit, it gains a cumulative bonus of +1 to its Leadership, up to a maximum of 10. Additionally, when taking a Regroup test, as long as a unit can draw Line of Sight to at least one unbroken Ork unit containing the same number or more models than it does itself, any roll of any double is treated as an ''Insane Heroism!'' result. However, after using any movement required to re-establish unit coherency, the unit must always use the remainder of its consolidate move to move closer to the nearest enemy infantry unit that it can draw line of sight to, if any. <div class="toccolours"> ''No, you won’t get your old Mob Rule back, and here is why: Firstly, this isn’t so much an attempt to rebalance an entire codex as it is just to make it fit better in the 30k environment. Secondly, in 30k, Fearless units are extremely rare and, for overall balance reasons, must remain so. Remember that the much larger unit sizes (and cheaper per-model costs in maximum-sized infantry units) in Horus Heresy help to make Mob Rule less of a problem. For example, a '''60''' model Boyz unit costs less than 70% more than a 30-model Boyz unit in standard 40k, but even without a character it counts its Leadership as 10 until it has lost half its model count, and it has to lose 45 models to shooting before Mob Rule even kicks in from non-pinning losses.'' </div> '''Hold on Tight!''' :''Despite their success as a race, Orks are not inclined to consider their personal safety — and certainly not anyone else’s — as being a particularly important concern under even their most tractable dispositions. When excitement intensifies, any modicum of caution that they may have otherwise entertained is thrown to the winds as they are gripped with an unrestrainable compulsion to join in with if not outdo any Ork nearby, whether that means siezing onto the nearest improvised grabhold of an overloaded vehicle as it hurtles by, or some other madness.'' The number of models in a unit that can be embarked upon Open-Topped Transports can exceed the Transport Capacity if every model from the embarked unit can literally physically fit on the actual transport model. If this is done, and the vehicle moves further than 6" in any one player turn, then the embarked unit rolls a D6 for every model over the nominal Transport Capacity. For each roll of a 1, the unit suffers a S6 hit — armor and cover saves may not be taken against these hits. Hits may be allocated by the owning player. You have to demonstrate placement of the actual models from the embarked unit onto the actual transport model to claim use of this rule, although the embarked models can be piled, hooked, balanced or otherwise arranged in any way (however precariously). Note that you don't have to leave the models on their transports in-game unless you want to (since it might damage the models or paintwork) — you just have to be prepared to prove this capability to your opponent if they ask (ideally, before the game starts where possible). You are also encouraged to scratch-build your own models for this purpose, to make Trukks that are increasingly large and dangerous for the Boyz. The only requirement for trukks made like this, is that they appear "Sufficiently Orky". <div class="toccolours"> ''But muh Feel no Pain! Muh Kustom Force Fields! Unlike most other 30k lists, the option to take a larger number of Painboyz and Big Meks than normal deliberately hasn’t been included. Playtesting so far has found that the increased unit sizes, lowered per-model cost in max-size units, and other benefits (such as the new special rules), made it unnecessary to achieve parity with other 30k lists in this regard (“Boyz before Toys” applies well to 30k generally). Just think of how devastating 40 Nobz on Warbikes with Feel no Pain would be, or 40 Meganobz with a 5+ invulnerable save (in fact you can still do this; just not more than once or twice). Unlike other 30k examples, these units have not been made Support Officers, so in practice you can take an additional HQ from an allied detachment too, totaling four HQs if you bring three troops (the only reason they weren’t made Support Officers, considering what they can do to the massive-model-count units in 30k, is because legion lists can access Sniper Veterans, and to a lesser extent Recon Squads and Seeker Squads. Other Lists may have a harder time getting reliable Precision Shot, so this still may be the subject of further rebalancing efforts).'' </div> ==== Unit Changes ==== The following changes apply: '''Boyz''' — 70pts for 15 Boyz. Boyz have the same profile and Special Rules as in Codex Orks, but are armed only with a single Choppa as standard. * May add up to 45 additional Boyz for 4pts/model * All models in the mob may: ** exchange a choppa for a slugga 30 pts ** exchange a choppa for a big choppa 120 pts ** gain a Cybork body 90 pts ** be equipped with stikkbombz 10 pts ** be equipped with an additional bow 30 pts ** be equipped with an additional choppa 30 pts ** be equipped with an additional slugga 60 pts ** be equipped with an additional shoota 60 pts ** be equipped with ’eavy armor 120 pts * For every 10 full models in the unit, one model may exchange one weapon other than their only choppa, for one of the following: ** Big Shoota 5 pts ** Rokkit Launcha 5 pts * One model may take a War Instrument 5 pts * One model may be upgraded to a Boss Nob 10 pts ** A Boss Nob may take items from the Ranged Weapons and/or Melee Weapons lists. * One model may take a Bosspole 5 pts * The unit may take a Trukk as a Dedicated Transport. '''Gretchin''' — Runtherdz gain the Immunity special rule. This unit is a non-compulsory Troops choice. All other options from Codex Orks remain unchanged. '''Burna Boyz''' — 100pts for 5 Burna Boyz. May add up to 10 additional Burna Boyz for 13pts/model. Gains the Tank Hunters special rule. All other options from Codex Orks remain unchanged. '''Tankbustas''' — 80pts for 5 Tankbustas. May add up to 10 additional Tankbustas for 11pts/model. All other options from Codex Orks remain unchanged. '''Nobz''' — 160pts for 9 Nobz and 1 Boss Nob. Nobz have the same profile and Special Rules as in Codex Orks, plus ’eavy Armour is included for free, but are armed only with a single Choppa as standard. * May add up to 30 additional Nobz for 14pts/model. * All models in the mob may: ** exchange a choppa for a slugga for 40 pts ** exchange a choppa for a big choppa for 90 pts ** gain a Cybork body for 80 pts ** be equipped with stikkbombz for 10 pts ** be equipped with an additional choppa for 20 pts ** be equipped with an additional slugga for 40 pts ** be equipped with an additional shoota for 40 pts * Any model may take items from the Ranged Weapons and/or Melee Weapons lists. * Any model may take an Ammo Runt for 3 pts/model * Any model may take a Bosspole for 5 pts/model * Any model may take a War Instrument for 5 pts/model * One model may take a Waaagh! Banner for 20 pts * The entire mob may take Warbikes, or the entire mob may take Cyboars for 27 pts/model ** Cyboar Nobz/Boss Nobz gain +1 Toughness and the Bulky, Rage, Jink, and Outflank special rules, and change their type to Cavalry; a Boss Nob becomes Cavalry (Character). * If it does not take Warbikes or Warboars, the unit may take a Trukk or Battlewagon as a Dedicated Transport. '''Meganobz''' — 250pts for 10 Nobz. May add up to 30 additional Nobz for 18pts/model. All models may gain a Cybork body for 100pts. Any model may replace their twin-linked Shoota and Power Claw with two Killsaws or Killchoppas for free. One Nob may take a Waaagh! banner 30pts. All other options from Codex Orks remain unchanged. <div class="toccolours"> ''Why are Meganobz so drastically cheaper than in 40k? Because in the 30k environment, AP2 weapons are much, much more common (and it isn’t particularly hard to get S8 AP2 weapons that can hit a lot of models either, which will cause Instant Death), and unlike pricier Terminators, Meganobz do not have Invulnerable saves to fall back on. Furthermore, even basic weight-of-fire is much higher than what is usually expected from armies in the 40k environment, and even with twice as many wounds and more attacks, I3 and the lack of Sweeping Advance makes them significantly inferior to much more common Terminator units (which are themselves cheaper than 40k Meganobz) unless they outnumber them significantly. It is acknowledged that this is a drastic difference, but it is an example of how different 30k games can be at certain extremes. Conversely, being able to be taken in such a large unit makes it possible for them to earn their points back even in the face of incredible amounts of high-strength AP2 shooting – just five or six surviving to charge a Spartan will tear it to pieces, and ten should be a more than even match for any Knight.'' <s>''Some idle maths on the cost: It’s 820pts for a 40-model squad with a Waaagh! Banner; it’s 820pts for 10 Justaerin Terminators with Combi-Weapons and Power Fists, plus Abaddon. The simplified math on that fight (if the Justaerin charge, all models on both sides get to strike and be struck by all opposing models, and Look Out, Sir! always works), is that the Terminators kill about half the Orks, the Orks kill every terminator but score no wounds on Abaddon, and then Abaddon sweeps the remaining Orks. That ultimate outcome (if not the exact details of the combat) is exactly what happened in the fluff between identical forces, and it’s a knife-edge; if the Orks charge or roll higher or lower than average, or the Sons of Horus have any additional survivors (preventing Abaddon from sweeping) or roll lower than average, or if Abaddon fails a Look Out, Sir! Or Sweeping Advance roll, the battle could very easily go the other way. So they’re what you could call an even match.''</s> That particular math has become obsolete with the release of Age of Darkness Legions. Still. </div> '''Kommandos''' — 60pts for 5 Kommandos. May add up to 10 additional Kommandos for 8pts/model. All other options from Codex Orks remain unchanged. '''Stormboyz''' — 55pts for 5 Stormboyz. May add up to 25 additional Stormboyz for 7pts/model. All other options from Codex Orks remain unchanged. '''Warbikers''' — 65pts for 3 Warbikers. May add up to 17 additional Warbikers for 15pts/model. Gains the Gotta Go Fasta special rule. All other options from Codex Orks remain unchanged. '''Deffkoptas''' — Gains the Gotta Go Fasta special rule. All other options from Codex Orks remain unchanged. '''Deff Dreads''' — may add up to 2 additional Deff Dreads at the listed points cost. These do not form a Vehicle Squadron and are considered separate for all rules purposes. '''Lootas''' — 70pts for 5 Lootas. May add up to 10 additional Lootas for 13pts/model. Gains the Tank Hunters special rule. All other options from Codex Orks remain unchanged. '''Flash Gitz''' — 250pts for 9 Flash Gitz and 1 Kaptin. May add up to 30 additional Flash Gitz for 18pts/model. Each model has one ammo runt at no additional cost. Any model may replace their Snazzgun with a Bubble Blasta for free. All other options from Codex Orks remain unchanged. '''Gorkanaut''' — Is an Assault Vehicle. All other options from Codex Orks remain unchanged. '''Morkanaut''' — Is equipped with a Kustom Force Field for free. All other options from Codex Orks remain unchanged. '''Big Squiggoths''' — may add up to 2 additional Big Squiggoths at the listed points cost. These do not form a unit and are considered separate for all rules purposes. '''Stompa''' — 580pts. All other options from Codex Orks remain unchanged. <div class="toccolours"> ''The points drop is quite large, but other Lords of War much more potent than this exist in 30k for those points, and I don’t want to make any other changes to it. This seems to be about right given the playtesting that has been done so far.'' ''Yes, I know that Orks built Gargants in imitation of human Titans. But Titans have their origins far back in the mythical Dark Age of Technology. There’s no reason that Orks wouldn’t have seen Titans many millennia before the Great Crusade. The exact same arguments apply to Dreadnoughts and they’re not going to be left out of all Ork lists on the possibility that some warbands maybe hadn’t encountered them before.'' ''It is a fact that the first '''Gargants''' were built after the Horus Heresy, but nothing suggests that all sorts of idol-warmachines from dreadnoughts to Stompas weren’t commonplace for as long as their human, Eldar or Squat counterparts had been known (with human-style Dreadnoughts in particular being truly ancient STC tech originating so far back in the Dark Age of Technology that it’s unbelievable that the Orks wouldn’t have copied them by the time of the Great Crusade).'' </div> '''Gargantuan Squiggoth''' — 395pts. All other options from Apocalypse (2014) remain unchanged. ==== Wargear Changes ==== '''Wreckin’ Ball''' — Gains the Wrecker special rule. '''Claw of Gork (or possibly Mork)''' — Gains the Wrecker and Sunder special rules. '''Ammo Runt''' — for simple reasons of sanity, this rule simply provides a number of re-rolls, for shooting attacks, to a unit, for each model in that unit with an Ammo Runt (i.e. no real change, but you don't have to keep track of each model's Ammo Runt individually). While this does make it possible for one model (such as a model with a weapon upgrade) to use the re-roll provided by the wargear of another model, and just generally allowing models which had previously made re-rolls, to make re-rollls again by using the wargear of other models who are currently out-of-range or otherwise inelligible to make a re-roll at that time, and so on, the simplicity of applying the re-roll to the unit instead of each individual model outweighs this very minor benefit. === New Units === ==== Ogryn Mercenaries ==== :''Ogryn Mercenaries are employed by humans (both Imperial forces and also rebels, private armies, and local security details), but also by Orks and several other kinds of xenos – anyone who will pay them, really, as Orgyns do not care who they fight for (or against) or why. ‘Payment’ is something of a misnomer; ‘appeasement’ would be more accurate, as Ogryn mercenaries are not professional enough to keep a detailed account of their dues, and instead indulge constantly in food, entertainment and fighting, which is all that keeps them from simply wandering away. Clients who cannot provide a steady (and fairly even) flow of all three of these base desires may find themselves on the business end of an Ogryn’s weaponry (or fists), more to end the monotony than to settle any feeling of backstabbing. Orks however have no trouble with supplying this in abundance (whether they have enemies to fight or not!) and, in turn, find Ogryns to be – even if not truly Orky – most welcome company.'' These are the same as the ''Auxilia Ogryn Brute Squad'' from the Imperial Militia & Cults Army List (''Horus Heresy Book Five Tempest''). ----- ==== Big Nobz ==== :''Big Nobz are Orks who achieve such massive proportions that their raw, unarmored girth can exceed an Astartes in full terminator plate. These Orks have the physical might and ruthless cunning to lead their own empire; the only reason why they don’t is because – obviously – there is another Ork even more intimidating than them! In accordance with the unconsciously simple but inescapably rigid structure of greenskin society, rough equals will band together, usually lead by one who is… at least slightly more equal than the others.'' '''Elites 160pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Big Nobz | 5 | 2 | 5 | 5 | 3 | 4 | 4 | 9 | 4+ |- ! Big Boss | 5 | 2 | 5 | 5 | 3 | 4 | 4 | 9 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Big Nobz are Infantry, a Big Boss is Infantry (Character). '''UNIT COMPOSITION''' 2 Big Nobz and 1 Big Boss. '''WARGEAR''': * Choppa * ’eavy Armour '''SPECIAL RULES''': * ’Ere We Go! * Furious Charge * Mob Rule * Bulky '''OPTIONS''': * May add up to 7 additional Big Nobz for 34pts/model. * All models in the mob may: ** exchange a choppa for a slugga for 20 pts ** exchange a choppa for a big choppa for 50 pts ** gain a Cybork body for 140 pts ** be equipped with stikkbombz for 20 pts ** be equipped with an additional choppa for 20 pts ** be equipped with an additional slugga for 30 pts ** be equipped with an additional shoota for 40 pts * Alternatively, all models may replace any choppas, sluggas, shootas, or big choppas that they are equipped with, for Mega Armor, a twin-liniked Shoota and a power klaw, and replace their Bulky special ruled with the Very Bulky special rule, for 135 pts * Any model may take items from the Ranged Weapons and/or Melee Weapons lists. * Any model may take an Ammo Runt for 3 pts/model * Any model may take a Bosspole for 5 pts/model * Any model may take a War Instrument for 5 pts/model * One model may take a Waaagh! Banner for 20 pts * The entire mob may take Warbikes, or the entire mob may take Cyboars, for 33 pts/model. Cyboar Big Nobz/Big Boss gains +1 Toughness and the Very Bulky, Rage, Jink, and Outflank special rules, and change their type to Cavalry; a Big Boss becomes Cavalry (Character). * If it does not takes Warbikes or Warboars, the unit may take a Trukk or Battlewagon as a Dedicated Transport. ----- ==== Madboyz Mob ==== :''While many Orks seems to spontaneously obtain knowledge in specialized fields, such as Meks who intuitively understand mechanics and science, Painboyz who gain innate insight into anatomy and pharmacology, or Runtherdz who instinctively grasp husbandry and genetics, there are a few Orks whose heads are filled with bizarre information that they cannot process or apply. Sometimes these are genius-savants who can conceive incredible technological or engineering miracles, and are cursed with the inability to imagine the use of such wonders – or to convince other Orks of their merit. But sometimes, they are simply mad, with clashing or incomplete data encoded into their minds. In either case, while respected by other boyz for their apparent favor of the Ork gods, they are disruptive and often morose elements that just cannot be tolerated for long in Ork society, and so they usually tend to gather together away from large established camps. When a Waaagh! begins they feel compelled to participate in battle as all Orks do, but sadly their scatter-brained klutziness leads them inevitably to a quick end – unless they’ve managed to find a renegade Warphead. Warpheads (who are borderline Madboyz themselves) are prodigiously powerful Weirdboyz that are addicted to the thrill of the near-suicidal use of their powers, and the minds of Madboyz resonate with clarity in their presence – just as Ork machines gain mind-boggling function through the unconscious application of Ork psychic energy, so too are interconnections made and missing details filled in inside the brains of Madboyz when saturated with enough ambient Orkish power. Madboyz in turn act as a focus for a Warphead’s power, and each will do their utmost to protect them from assailants.'' '''Elites 175pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Madboyz | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |- ! Warphead | 4 | 2 | 4 | 4 | 3 | 3 | 3 | 9 | 6+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Mayboyz are Infantry, a Warphead is Infantry (Character) '''UNIT COMPOSITION''' 1 Warphead and 9 Madboyz '''WARGEAR''': * Wierdboy Staff (Warphead only) * Choppa (Madboyz only) '''SPECIAL RULES''': * ’Ere We Go! * Furious Charge * Mob Rule * Psyker (Mastery Level 3) (Warphead only) * Adamantium Will (Warphead only) * Fearless (Warphead only) '''Waaagh! Overload''' — For each unit of Orks with at least one model within 12" of a Warphead at the start of each Ork player’s Psychic phase, the Warphead gains an additional Warp Charge point which can be used only by them. Each of these additional points not used by the end of that same phase must be allocated to any unit of Orks with at least one model within 12" of a Warphead (including the Warphead’s own unit if desired). For each point allocated, the unit suffers D6 S2 hits. Additionally, the Warphead suffers a single S2 hit for each point so allocated – this ''can'' be reallocated with a Look Out, Sir! Roll, as it represents feedback that can be earthed out through the Madboyz. '''Herald of Gork and Mork''' — While their Warphead is alive, Madboyz are Fearless, can issue and accept Challenges as if they were characters, and automatically pass Look Out, Sir! Rolls made to reallocated hits from their Warphead. '''Psychic Lightningrod''' — All units with at least one model within 12" of a Warphead at the start of the Psychic phase benefit from his Adamantium Will special rule. '''Mad Skillz''' — For every ten models in the unit, the Warphead gains +1 BS when rolling To-Hit with Psychic powers. '''PSYKER''': Warpheads automatically know all of the Powers of the Waaagh!, and may use any number of them as many times as they wish in their Psychic phase. '''OPTIONS''': * May add up to 10 additional Madboyz for 7pts/model. * All models in the mob may: ** exchange a choppa for a slugga for 20 pts ** exchange a choppa for a big choppa for 45 pts ** gain a Cybork body for 40 pts ** be equipped with stikkbombz for 10 pts ** be equipped with an additional choppa for 10 pts ** be equipped with an additional slugga for 20 pts ** be equipped with an additional shoota for 20 pts ** be equipped with ’Eavy armour 40 pts * The Warphead may exchange their Wierdboy Staff for a Force Sword or Force Axe for free. * The Warphead may replace his Wierdboy Staff with Mega Armour, twin-linked Shoota and Power Klaw for 20pts. * The Warphead may take items from the Ranged Weapons, Melee Weapons, Runts & Squigs and/or Orky Know-wots lists. ----- ==== Cyboar Boarboyz ==== :''While bikes and buggies are popular both for being noisy and fast, and a source of wonder for those who like to tinker with their workings, some Orks prefer the old-fashioned warboar. Boar-like Squigs are bred by Runtherdz or Pigdoks for their nasty tempers and equally nasty flatulence, and Ork camps traditionally get immense entertainment out of impromptu rodeos where competitors would attempt to break in the bucking creatures — and subsequently jostle each other while mounted on their wild steeds in arenas or around racetracks. For many warbands, this truly Orky pastime is enhanced further by Meks who cyber-mechanically augment the boars to include armor plating, drug injectors, steel-sheathed tusks, spike-studded hoofs, or other, stranger augmentations, resulting in a Cyboar, which is ridden into battle by the most enthusiastic Orks.'' '''Fast Attack 90pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Cyboar Boarboyz | 4 | 2 | 4 | 5 | 1 | 2 | 1 | 7 | 4+ |- ! Cyboar Boss Nob | 4 | 2 | 4 | 5 | 2 | 2 | 2 | 7 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Cyboar Boarboy is Cavalry, a Cyboar Boss Nob is Cavalry (Character). '''UNIT COMPOSITION''' 4 Cyboar Boarboyz and 1 Cyboar Boss Nob. '''WARGEAR''': * Choppa '''SPECIAL RULES''': * ’Ere We Go! * Furious Charge * Mob Rule * Bulky * Rage * Jink * Outflank * Immunity '''OPTIONS''': * May add up to an additional 25 Cyboar Boarboyz for 16pts/model. * All models in the mob may: ** exchange a choppa for a slugga 15 pts ** exchange a choppa for a big choppa 60 pts ** gain a Cybork body 45 pts ** be equipped with stikkbombz 10 pts ** be equipped with an additional bow 15 pts ** be equipped with an additional choppa 15 pts ** be equipped with an additional slugga 30 pts ** be equipped with an additional shoota 30 pts * The Cyboar Boss Nob may take items from the Melee Weapons list. * The Cyboar Boss Nob may take a bosspole for 5pts. ----- ==== Overlord ==== :''In a society where might makes right, the leaders are the strongest, toughest, and most dangerous of their kind. Growing to massive proportions and becoming terribly powerful, Orks that reach the position of Overlord (a human term that they adopt purely because it sounds impressive) are titans of angry green muscle that can easily pummel some of the greatest warriors of the Legiones Astartes by virtue of nothing but sheer belligerent force — of course an “’uge pointy fing” is considered a favourite as well. Any other useful qualities that a proper leader might possess – intelligence, adaptability, generalship – are not required, though in some rare individuals they do serve to make an Overlord an even greater threat.'' '''0-1 HQ 250pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Overlord | 6 | 2 | 6 | 5 | 5 | 4 | 6 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' The Overlord is Infantry (Character) '''UNIT COMPOSITION''' 1 Overlord '''WARGEAR''': * Slugga * Choppa * Stikkbombs * ’eavy Armour '''SPECIAL RULES''': * ’Ere We Go * Furious Charge * Independent Character * Mob Rule * Waaagh! * Very Bulky * Fear * Hammer of Wrath * It Will Not Die! * Smash * Ded ’Ard * ’Eadbuttz * Colossal Charge * Big Boss ov da Waaagh! '''’Eadbuttz''' — when making a Smash attack in a Challenge, the Strength is increased from S10 to S D. '''Colossal Charge''' — This model’s Hammer of Wrath attacks have the Concussive special rule. Note that this bonus does not apply to Hammer of Wrath attacks where this model is embarked on a Chariot. '''Ded ’Ard''' — All shooting attacks against models with this special rule are resolved at -1 Strength. '''Big Boss ov da Waaagh!''' — Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single mob of Nobz, Meganobz, or Flash Gitz, can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters. '''OPTIONS''': * The Overlord may replace his Slugga, Choppa, and ’Eavy Armour with Mega Armour, twin-linked Shoota and Power Klaw for 20pts. * The Overlord may take items from the Ranged Weapons, Melee Weapons, Runts & Squigs and/or Orky Know-wots lists. * May have the Planetary Overlord special rule for 20pts. * May take a Squiggolossus as a Dedicated Transport. <div class="toccolours"> ''He’s no Primarch, although if he gets a Wound on Hammer of Wrath, and then a Deathblow when he Smashes, he could theoretically beat almost anything before it could even strike back. There’s less than a 1.5% of chance of that happening against most Primarchs, but that’s kinda the point – he’s not meant to be a match for a Primarch, but is meant to be a threat to Primarchs. Notably, his chances of beating Roboute plummet to tiny fractions of a percent since he has to survive a full round almost entirely by luck because Roboute ignores Concussive. Horus is almost as well-off, ignoring Concussive on a 3+. Keep in mind, while he won’t frighten a Primarch, he’s still powerful enough to annihilate practically anything else that can’t kill him before he gets to strike, and even Primarchs that let him get to his Initiative step will feel it.'' ''Oh, and stop it with the “There were Orks equal to Primarchs” idea. Even the biggest Ork, while perhaps exceeding their overall girth, never approached the power level of a Primarch – at least, not Horus:'' :“Horus faced Urlakk himself. The Overlord was an enormous Ork. But he was simply no match for the Primarch’s skill and unnatural power.” </div> ----- ==== Squiggolossus ==== :''Yet another bizarre variant of Squig, these massive creatures develop diamond-hard hides, muscular bodies, multitudes of wickedly sharp spines and teeth, and even membranous wings. Rarely seen in any but the longest established Ork settlements, their precise role in the orkoid ecosystem remains a mystery. Nevertheless, Ork Bosses that want the status of having a massive squiggly-beast at their command — and the satisfaction of subduing it himself, rather than having it reared by one of the Runtherdz — can do little better than to conquer one of these behemoths. However, though they seem to enjoy crushing enemies as much as their Boss, and obedience can be temporarily assured by a steel-shod kick to the back of the head, they certainly aren't ever tame - even those rare Bosses with the raw physical strength to subdue one of these mighty beasts, will still be chewed up as easily as a careless grot the instant that he fails to respect the incredible power he has shackled.'' '''Dedicated Transport 180pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Squiggolossus | 3 | 2 | 8 | 7 | 6 | 2 | 4 | 5 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' The Squiggolossus is a Jump Monstrous Creature '''UNIT COMPOSITION''' 1 Squiggolossus '''WARGEAR''': * Close combat weapon '''SPECIAL RULES''': * Concussive * Extremely Bulky * Fearless * Furious Charge * Vector Strike * Monstrous Chariot * Destructive Bulk '''Monstrous Chariot''' — A model with this special rule counts as a Chariot for the purposes of being a Dedicated Transport for its rider. It follows all the usual rules for Chariots, with the following exceptions: * The Squiggolossus may fight in close combat using its own profile as though it was a seperate model from its rider. Opponents in close combat will strike either the Squiggolossus or its rider, as per the normal rules for Chariots. * References to Hull Points refer to the Wounds characteristic of the Squiggolossus * References to Armor Penetration refer to To Wound rolls against the Squiggolossus * References to Glancing Hits and Penetrating Hits refer to unsaved Wounds against the Squiggolossus * Ignore references to Armor Facing * Ignore references to Immobilised results and other Damage Table results '''Destructive Bulk''' — The Squiggolossus may make Vector Strikes during the movement phase even though it will never be Swooping or Zooming, but may not Charge on a turn in which it makes a Vector Strike attack. A Squiggolossus's Hammer of Wrath and Vector Strike attacks are treated as being S D. In addition, a Squiggolossus may choose not to attack at its initiative step (it still makes its Pile In move at its own initiative step), and instead make a Stomp attack, comprising a single Stomp rather than D3 Stomps, at the Initiative 1 step. <div class="toccolours"> ''Honestly, this is just an excuse for those players who are buying (and optionally, converting) Age of Sigmar Orruks, to be able to use their Maw-Krushas.'' </div> ----- === New Wargear === '''Killchoppa''' Killchoppas have the same profile as Killsaws, and are available in place of Killsaws in any case where Killsaws are taken. Essentially, this just means that you can model things with killsaws as having big, savage – but static – blades instead. '''War Instrument''' :''In traditional Ork societies, War Instruments are crude drums, gongs, blowhorns, Squigpipes, or any other loud but simple-to-use instrument. More technologically advanced tribes will frequently use airhorns, sirens, vox-amplifiers – or occasionally even crude, overdriven guitars! Though their intended purpose is to help the Warboss to coordinate different mobs over the din of battle, in reality the operators blare out whatever sound they want without regard to any supposed strategy. That is not to say that they are ineffective, however – no matter how they sound, they invariably sound Orky, and like the siren’s lure, are an irresistable beacon for all Orks to throw themselves headlong into the fighting.'' If a unit has a model with a War Instrument, and the unit is not itself broken, then it always counts as a larger unit when any broken unit uses them to invoke the Back fer anuvver go! rule. '''Bow''' :''A primitive weapon, the bow can be used to incredible effect in expert hands — Ork hands, however, never qualify as ‘expert’ in the context of projectile weapons. Nevertheless, some of the more traditional (or simply luckless) boyz may end up with no other option but the humble weapons of their savage origins. Very occasionally, slings or blowdarts may also be used to similar effect, or else a shortage of ammunition or low-quality working scrap may result in similarly reduced effectiveness.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Bow | 18" | 3 | - | Assault 1 |- |} <br style="clear: both; height: 0px;" /> '''Bubble Blasta''' :''These unusual weapons, closely related to the large-scale bubble-chukka, fire streams of small, invisible force-field bubbles which scatter over a wide area. While rarely very harmful, they create a kind of minefield where every step is like walking over large marbles. Individual bubbles burst at random, making traversal even more uneven, and creating tiny but powerful vacuum-implosions with the force to knock a person over, pop rivets out of armored plates, rupture seals and valves, or splinter armorglass lenses. In spite of this curious effectiveness, its wielders most commonly use the weapons off the battlefield, to torment grots for their own entertainment.'' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! Range ! S ! AP ! Type |- ! Bubble Blasta | 18" | 2 | 2 | Assault 2, Concussive, Haywire, Ignores Cover, Strikedown |- |} <br style="clear: both; height: 0px;" /> === Exceptional Wargear === ''This follows the same rules for Relics of the Dark Age of Technology (Horus Heresy Book Four Conquest)'' '''Kustom Power Field — Orks only (35 points)''' :''Power Field projectors normally require generators so massive that they cannot be transported other than aboard vehicles. This particular one however, while still extremely bulky, has been made incredibly compact for its output, allowing it to project an Ork-sized Power Field while being small enough to carry (albeit with some difficulty). However it was not built with rigorous safety protections in mind, and when under excessive load, both the one carrying it and anyone nearby are constantly subjected to steaming jets of overheating coolant, showers of sparks, and occasional contained plasma flares.'' This provides a 4+ invulnerable save. For each invulnerable save that is rolled but not successful, the model, and all models in base contact with that model, each suffer D3 automatic hits with a strength equal to the roll of a D6 (roll once for all models). Models equipped with this wargear cannot claim an extra attack for being armed with an additional close combat weapon. === New Special Rules === '''Immunity''' :''Some creatures are so adapted to venomous predators or toxic environments, that they have developed resilience to all but the most potent doses.'' Attacks with the Sniper special rule only cause a Wound on a roll of 6. Attacks with the Poisoned special rule only cause a Wound on a roll of 6 (unless the attack’s Strength would cause a Wound on a lower roll). Any other Wound caused on a fixed roll, rather than rolling To Wound based on the model's Toughness characteristic, only cause a Wound on a roll of 6 (unless the attack’s Strength would cause a Wound on a lower roll). Unsuccessful Toughness characteristic tests may be re-rolled. Additionally, Rad Grenades and the effects of the Rad Furnace special rule, only take effect on or from the ''next turn after'' they are used — so Rad Grenades will only have an effect on the second round of combat, and a Rad Furnace will only have an effect from the second round of combat. Rad missiles and other rad weaponry are unaffected. '''Gotta Go Fasta''' :''Some Orks, thanks to plenty of practice on account of their instinctive drive to do whatever they’re doing at top speed, learn to sharpen their reflexes and hold their footing better than their clumsy appearance suggests.'' Models with the ''Gotta Go Fasta'' special rule can re-roll failed Dangerous Terrain checks. === Green Horizon === :''The Great Crusade encountered Orks at their most numerous, hordes so large they could be seen as from orbit as green stains on the surface of worlds below.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Green Horizon detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Ork army. '''Effects''': * '''Green Muscle and Scrap Metal''' — Boyz units numbering 20 models or less may take a Battlewagon as a Dedicated Transport. * '''Made ta Fight an’ Win''' — Boyz mobs may pay an additional 50pts, and, when the unit has been destroyed, an identical unit may placed into Ongoing Reserves. * '''Deez Boyz iz Made fer Krumpin!''' — Deff Dreads may be selected as non-compulsory Troops choices. '''Limitations''': * At least half of the total number of units must be units of Boyz. === Green Storm === :''Orks grow stronger on a diet of conflict and violence, and the Orks at the heart of the biggest Waaaghs! can achieve massive proportions after centuries of non-stop warfare. When they spearhead a Waaagh!, they can hit with the speed – and force – of a thunderbolt.'' Operating in much the same manner as a Space Marine Legion Rite of War, fielding a detachment as a Green Storm detachment has certain restrictions as well as benefits, and affects how the army is selected, as well as adding additional special rules which do not apply to a standard Ork army. '''Effects''': * '''Green Gale''' — The following adjustments apply to unit selections: ** Nobz may be selected as Troops choices. ** Meganobz may be selected as Heavy Support choices in addition to being available as Elites choices. ** Flash Gitz may be selected as Elites choices in addition to being available as Heavy Support choices. ** Units eligible to take any kind of Dedicated Transport may take a single Big Squiggoth per unit as a Dedicated Transport. * '''Green Lightning''' :''When Waaagh! energy peaks among planet-scale congregations or Orks, their pent-up vigor ensures that they can run at top speed for days, overtaking and surrounding foes with speed not believed to be possible, even when most of the force is on foot.'' :All Orks with the ’Ere We Go! rule may charge in the Assault Phase, even if they are beyond the range that it is possible to succeed in that charge, as long as they would otherwise be eligible to do so. They must still select a target and may still suffer overwatch from that target; however, as long as they survive and do not fail any resulting Morale Check that they are forced to take, they may move their full charge distance directly towards their chosen target, even if it turns out that they cannot reach it this assault phase. If the required charge distance is known to exceed 12", then this can only be used when charging the closest infantry unit that the unit can draw line of sight to. Template weapons fired on overwatch do not benefit from the Wall of Death special rule unless the unit firing overwatch will be within 12" of their target after it has been moved (calculated at the time that the template weapons are fired). *'''Green Thunder''' :''When a wave of Orks crashes down into an enemy force, it is essential that the defenders can hold the line long enough to siphon off the crushing momentum, or else they are guaranteed to be swept away by the onrushing tide of warriors. This is something that the Legiones Astartes were capable of – sometimes – where other human forces frequently failed.'' :All Orks gain the Hammer of Wrath special rule whenever the number of models in their unit exceeds the number rolled for their charge distance (regardless of the actual distance moved and any modifiers). Furthermore, Orks that win the combat on the turn they Charge can roll an additional D6 for their Sweeping Advance distance and choose the dice they want to accept as their roll. Finally, if an Ork unit charges into combat and, at the end of the combat on that turn, they would lose the combat resolution, but the number of Ork models outnumber the enemy models (count Bulky models as two models, Very Bulky models as three models, and Extremely Bulky models as five models), the Ork player may add an additional D6 to their combat resolution score – in this case it will change a loss to a draw if the adjusted combat resolution equals or exceeds the opponent’s combat resolution score, however, the Ork unit can never win the combat resolution if they make this roll. '''Limitations''': * Gretchin units may not be selected (vehicles or weapon emplacements which are crewed by Gretchin are not restricted). * There is a limit of one Mek Gunz selection per Runtherdz selection. * Fortifications may not be selected. * You cannot have more vehicles with the Flyer type than you have without the Flyer type. <div class="toccolours"> ''This is for people who want to run a force of bigger-than-average Orks, where units of Nobz can completely replace Boyz, and the Overlord can completely replace the Warboss (or reduce him to a strictly unnecessary role). Also, for those who want to run an Snakebitez or Feral Ork-style force, Boarboyz can be used in place of bikes, Big Squiggoths can be used in place of all other transports and several other Heavy Support choices, and Gargantuan Squiggoths can be used for the Lords of War (yes, plural, they have only 8 wounds so you can take two for every Lords of War slot if the points limit allows it).'' </div> === Age of Darkness Theme: Clan Supremacy === Age of Darkness Themes are a means of gathering together several different elements into a new or unusual way of fielding an army inspired by a particular setting or event from the grand milieu that is the Horus Heresy. An Age of Darkness Theme might combine units from different army lists, present new Force Organisation charts, Warlord Traits, wargear and character options or modify victory conditions or other mission special rules. The use of Age of Darkness ‘Themes’ are optional and require the agreement of both players to use. The Age of Darkness Theme that follows represents an Ork force more common to a large, established empire, where the majority of the Boyz, plus a disproportionate percentage of the specialists, will be of the same Clan as the Warboss. While smaller or more nomadic Ork populations, or those that are readjusting due to frequent changes in leadership, tend to have a fairly even representation of the Clans (and the Oddboyz that are more common to specific Clans), very large populations of Orks sometimes skew the balance towards the same Clan as that of its leaders. This is rarely a matter of deliberate policy; more commonly it simply reflects that the bosses’ own similarities of interest and temperament make them (somewhat) more tolerant of the eccentricities common to those in their own clan. While this does not lead to strong feelings of disenfranchisement such as a marginalized human population would experience, it nevertheless has the effect of causing many Orks from different Clans to seek their fortunes elsewhere, either as Freebooters or simply as migrants to another population with a different Clan mix. While a Waaagh! (or, to a lesser extent, any conflict) will quickly reverse this process, as Clan distinctions are forgotten in the rush for a good scrap, the effect will again begin to reassert itself over time if a large population is faced with sufficient monotony. ==== Building a Clan Supremacy Army ==== * A Clan Supremacy Army is chosen from Codex Orks. * A Clan Supremacy Army may not take special Ork Detachments; it may only use the standard Age of Darkness detachments, or optional detachments by agreement, or the standard detachments that apply to the mission that you are playing. * A single Clan may be chosen for the army, and a number of additional restrictions can be applied, to gain a benefit to units of Boyz (and sometimes other units as well). The benefits and restrictions for each Clan are as follows: ** Goffs *** The number of Warboss units must equal or exceed the number of any other kind of HQ unit. *** The number of Boyz units must equal or exceed the number of any other kind of Troops unit. *** The number of Nobz units must equal or exceed the number of any other kind of Elites unit. *** Any units of Gretchin, Stormboz, Kommandos, or Killa Kans, do not benefit from the Back fer anuvver go! special rule. *** All models in each unit of Boyz gain a +1 bonus to their Strength characteristic. ** Bad Moons *** The number of Weirdboyz units must equal or exceed the number of any other kind of HQ unit. *** The number of Flash Gits units must equal or exceed the number of any other kind of Heavy Support unit. *** All models in each unit of Boyz gain an Ammo Runt at no additional cost. ** Deathskulls *** The number of Meks units must equal or exceed the number of any other kind of HQ unit. *** The number of Lootas units must equal or exceed the number of any other kind of Heavy Support unit. *** All models in each unit of Boyz gain the Tank Hunters special rule. ** Blood Axes *** The number of Stormboyz and/or Kommandos units (combined) must equal or exceed the number of any other kind of Troops unit. *** The number of Deffkoptas units must equal or exceed the number of any other kind of Elites unit. *** Any units of Meganobz do not benefit from the Back fer anuvver go! special rule. *** All models in each unit of Boyz gain the Infiltrate special rule. ** Snakebites *** The number of Painboyz units must equal or exceed the number of any other kind of HQ unit. *** The number of Gretchin units must equal or exceed the number of any other kind of Troops unit. *** The number of Boarboyz units must equal or exceed the number of any other kind of Fast Attack unit. *** The number of Big Squiggoth units must equal or exceed the number of any other kind of Heavy Support unit. *** The number of Gargantuan Squiggoth units must equal or exceed the number of any other kind of Lords of War unit. *** Any units of Warbikes do not benefit from the Back fer anuvver go! special rule. *** All models in each unit of Boyz and Gretchin gain the Immunity special rule. ** Evil Sunz *** The number of Big Meks units must equal or exceed the number of any other kind of HQ unit. *** The number of Warbikes units must equal or exceed the number of any other kind of Fast Attack unit. *** Any units of Boarboyz do not benefit from the Back fer anuvver go! special rule. *** All models in each unit of Boyz gain the Gotta Go Fasta special rule.
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