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===Characters=== By led unit: *'''Burna Boyz:''' Big Mek with KFF, Painboy/Grotsnik *'''Boyz:''' Big Mek with KFF, Big Mek with SAG, Nob with WB, Painboy/Grotsnik, Warboss, Weirdboy **Boyz can take a Warboss in addition to a non-Warboss leader. *'''Flash Gitz:''' Kaptin Badrukk *'''Gretchin:''' Zodgrod Wortsnagga *'''Kommandos:''' Boss Snikrot *'''Lootas:''' Big Mek with KFF, Big Mek with SAG, Mek, Painboy/Grotsnik *'''Meganobz:''' Big Meg in MA, Warboss in MA, Ghazghkull Thraka *'''Mek Guns:''' Big Mek with SAG, Mek *'''Nobz:''' Big Mek with KFF, Nob with WB, Painboy/Grotsnik, Warboss *'''Stormboyz:''' Boss Zagstruk *'''Tankbustas:''' Big Mek with KFF, Mek, Painboy/Grotsnik *'''Warbikers:''' Deffkilla Wartrike *'''Big Mek with Kustom Force Field:''' The blandest of the Big Meks, can lead Boyz, Nobz, Lootas, Burna Boyz, or Tankbustas, allowing them to re-roll 1 to hit when shooting and giving the unit a 5++ invulnerable save that can turn into a 4++ once per battle (twice if he takes a Grot Helper). *'''Big Mek in Mega Armour:''' The chunky one, as usual can take either the KFF or the Tellyporta, gives the exact same ability as the others when leading a unit (in his case they must be Meganobz of course)... and is also an apothecary now so it resurrects his fallen Meganobz (plus his variety of Grot Helper is a once-per-battle D3 wounds healbot). *'''Big Mek with Shokk Attack Gun:''' The one with the big weapon, can lead Boyz, Lootas, or Mek Guns to give them the same "re-roll 1 to hit when shooting" we said above. The random factor of the Shokk Attack Gun is long gone, but he can re-roll for the number of hits once per battle via Grot Helper and the wounded enemy unit instantly takes a Battleshock Test. *'''Deffkilla Wartrike:''' Technically it doesn't have the Character keyword but it has the Warboss one and can lead units so it's probably an error. In any case, he leads Warbikers and gives them +1 to hit rolls in melee and makes their Advance a flat 6". *'''Mek:''' Your absolute most basic mekaniak, but he's also the only one that can heal d3 wounds on your {{W40kKeyword|Vehicles}} in exchange for gaining ''Lone Operative'' when parked near them. While he's still able to join a mob of Lootas, Tankbustas, or Mek Gunz for their protection, they can't contribute any real shooting of their own with a Kustom Blasta Pistol. *'''Nob with Waaagh! Banner:''' A basic Nob with a banner he can use almost as well as a power fist who can join Boyz or other Nobz. He has two abilities, giving himself a 4++ save and OC 5 when using the Waaagh! for extra aggressive capping, or a single-use ability that lets his squad count as if they're using Waaagh! even if you already called it, allowing you to gain the benefit of the first ability again. *'''Painboy:''' Gives his unit a 5+++ and 1/battle he can res 1d3 destroyed bodyguards. *'''Warboss:''' Your default dude, comes with a Kombiweapon and a Twin-linked Slugga for the Dakka part and then can pick either Big Choppa or Power Klaw and add an Attack Squig to get two extra attacks. Can join Boyz or Nobz giving them +1 to hit rolls in melee and gets [[Awesome|4 EXTRA MELEE ATTACKS]] when the Waaagh! is on. ** Put this big lad in a 20-strong unit of Boyz alongside a Nob with Waaagh! Banner and grab yourself two full rounds of Waaaghing with nine S10 AP-2 Power Klaw attacks with Sustained Hits! *'''Warboss in Mega Armour:''' Comes with Big Shoota and Very Big Choppa, joins Meganobz to give them the same buff as his regular armour pal above. Waaagh! gives him 4+++ for the turn. *'''Weirdboy:''' His 'Eadbanger is now a S6 AP-3 D1 ''[Precision]'' ''[Psychic]'' ranged attack but it can gain +1 Strength and Damage for every 5 models in his unit (rounded down). Watch out, though, because if there are 10 or more models then it also gains ''[Hazardous]''. He can also hit things pretty hard with his staff in melee at S8 AP-1 Dd3. **His Da Jump psychic ability is once per turn at the end of your movement phase on 2+ one Weirdboy and his unit of {{W40Kkeyword|boyz}} are removed from the table, and set back up anywhere more than 9" horizontally from enemy units. On a roll of a 1 that unit suffers d6 mortal wounds. ====Beast Snagga==== By led unit: *'''Beast Snagga Boyz:''' Beastboss, Painboss, Wurrboy *'''Squighog Boyz:''' Nob on Smasha Squig *'''Beastboss:''' Generic big guy but with extra keyword and 6+++. Does the same unit buff as vanilla Warboss (+1 to melee hit rolls) but on Beast Snagga Boyz only and gets Devastating Wounds in the turn he charges. *'''Beastboss on Squigosaur:''' M10 T10 Sv3+/4+++ W9 Ld6+ OC3; doesn't lead units, but gets an aura effect that allows all {{W40Kkeyword|Beast Snagga}} units (including the big sellers, himself, Hunta Rigs, and Kill Rigs) within 6" to re-roll their charges and not only gets a discount on Heroic Interventions by making them 1CP only, but can be targeted by one even though you already used one on another character. **That defensive statline is nearly as good as you could have asked for given that he ''hasn't'' got '''Lone Operative'''; in fact, against quite a lot of potential threats, he's harder to kill than Thraka without a bodyguard. Still, this guy ''can't'' have a bodyguard, so expect him to draw a lot of fire. Against "standard" MEQ lascannon fire (A1 BS3+ S12 AP-3 Dd6+1), it'll take ''about'' 11 shots on average to kill him, and that's without MEQ-standard Oath of Moment (re-rolling hits and wounds). So if you want him to survive until your own first turn semi-reliably, bring three of him. *'''Nob on Smasha Squig:''' Yes, this guy is a character now. Leads Squighog Boyz and gives them - you guessed it - the same "+1 to hit in melee" buff as every Warboss. His Big Choppa has '''Anti-vehicle 4+''' and '''Anti-monster 4+''', but in the Waaagh! turn they get buffed to 3+. *'''Painboss:''' *'''Wurrboy:''' An alternative Weirdboy with the Beast Snagga 6+++. His Eyez of Mork remain a pretty powerful laser beam of psychic energy that gets more shots the more boyz are in his mob. However, just like the Weirdboy, getting 10+ models in the mob gives the Eyez ''[Hazardous]''. His one letdown is that he's stuck with a basic S5 AP0 CCW and nothing else to fight up close with his Beast Snaggas. **Roar of Mork is a risky psychic power (as much as they are these days), but pulling it off makes one enemy within 18" take -2 to any battle-shock or Leadership tests they make on their turn. ====Epic Heroes==== *'''Kaptin Badrukk:''' Because he lets his led unit of {{W40Kkeyword|Flash Gitz}} re-roll hit rolls, given current points costs, he's incredibly easy to decide to field or not: he's an auto-include on a unit of 10 Flash Gitz and an auto-drop on a unit of 5. *'''Ghazghkull Thraka <small>and Makari</small>''': The big beast is back and now has Makari attached as a hanger-on. Despite that, you can still stick them into another unit (probably just MegaNobz) and let anyone in there add +1 to their hit and wound rolls while any orks within 12" of them when a Waaagh is called get ''Lethal Hits''. The big guy adds quite a bit, being a small monster (as small as T6 W10 with a 2+/4++ save can count as "small") that's now shielded by a mob of Orks as well as Makari's 2++ Invuln that can't be re-rolled. **Their combat potential is nothing to sneeze at either. Mork's Roar is a literal minigun that can easily mow down GEQ, especially when in ''Rapid Fire'' range. Gork's Klaw gives him a super power klaw at S14 AP-3 D4 while Makari's Stabba is a paltry S3 AP0 weapon with ''Devastating Wounds'' for a lucky shot. *'''Mad Dok Grotsnik:''' *'''Mozrog Skragbad:''' *'''Boss Snikrot:''' His Kommandos are Always In Cover, and 1/battle you can teleport his entire unit to more than 9" horizontally away from the enemy. As soon as Orks get a detachment where Kommando guns aren't trash or you can re-roll charges, this guy is going to rock. *'''Boss Zagstruk:''' This worthless piece of shit only lets his unit re-roll charge rolls when they deep strike on top of the warboss-standard +1 to melee hit rolls; since he can only lead Stormboyz and the whole point of them is charging after advancing instead of deep striking, just... don't. *'''Zodgrod Wortsnagga:''' An insane grotherd with a surprisingly weedy power klaw. Any grots he leads gain ''Scouts 9"'', a re-roll on 1s to hit and wound and a -1 to get wounded, making the grots he accompanies more than a little threatening. Even better, calling a Waaagh! makes those grots super fast.
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