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==Armies of Renown== To be an army of renown, your (entire) army has to follow a set of restrictions when selecting units, but in exchange they get thematic benefits. ===Speed Freeks Speed Mob=== <div class="toccolours mw-collapsible mw-collapsed" style="10> Speed Freak focus Mob. What the Evil Sunz wish they were. Bikers, Deffkoptas and Buggies with the support of two jets. No infantry. Huge amount of movement. A lot of shooting and mortal wounds in charge. And pretty simple rules thanks all the restrictions. Mostly played as Evil Sunz, Freebootas or Blood Axe. <div class="mw-collapsible-content"> ====Special Rules==== '''Restrictions''' #Your army may only be {{W40kKeyword|Speed Freeks, Aircraft & Wagon}} units. Yes, [[Fail|''empty wagons'']]. And yes, Kannonwagon is not a wagon… '''Benefits''' #The army gets access to one extra WT, six stratagems, and two kustom jobs. The army also gains the {{W40kKeyword|Speed Mob}} keyword, but we're not going to list that as a benefit since all that does is unlock access to two kustom jobs, and we should always remember "Speed Mob" was a 8th edition rule that allowed speed freek vehicle units to act independently. [[Fail|Which is gone]]. #If the army is battle forged, the Outrider detachment (aka the only one you can take to remain battle forged) becomes "+3CP if your warlord is here". # {{W40kKeyword|Speed Freeks}} (Buggies, koptaz & bikers, but not aircraft) from your army gain the '''Adrenaline Junkies''' ability: #*This unit never gains a Clan Kultur, but its inclusion in a Detachment does not prevent other units from that Detachment (excluding other adrenaline junkies) from gaining a Clan Kultur. AKA ''your Dakkajets can be Bad Moons'', because {{W40kKeyword|aircraft}} are the only clan units in your entire army that aren't also adrenaline junkies. All two of them, as aircraft were nerfed to be 0-2 in detachments. #*+1A when this unit charges or makes a heroic intervention. #*When this unit advances, until the end of your shooting phase, it counts as having made a Normal Move instead. Advance & Dakka! Dragsta teleport & shoot! [[Fail|Suck on that, Evil Sunz!]] Does count as having advanced for charge purposes, but at least Evil Sunz have a warlord trait to let a unit of bikes advance and charge. You can't bring a "normal" WAAAGH! in this list, only SpeedWAAAGH! is used. #*Models in this unit have a 6++. Upgraded to 5++ until the start of your next movement phase if the unit advanced. Feel free to drive around the barrel to get better invuln. # {{W40kKeyword|Speed freeks bikers}} gain Objective secured. '''Warlord Trait''' *'''Speed King''': Friendly non-character {{W40kKeyword|speed freeks}} within 6" of this warlord re-roll 1s to wound. '''Kustom Jobs''' *'''Drag Chains''': Whenever this {{W40kKeyword|speed mob vehicle}} falls back, select one non- {{W40kKeyword|vehicle/monster}} unit it was engaged with and roll 1d6. On a 2-5 it suffers 1d3 MW, full 3 on a 6. **You'll use this with the army of renown's fall back & shoot stratagem...but only there. *'''Raised Suspenshun''': An {{W40kKeyword|speed mob vehicle}} can still shoot at enemies that aren't engaged with it even when engaged by other enemies. ''Excellent'' on a Megatrack Scrapjet or Squigbuggy: vehicles can shoot guns in melee but cannot fire Blast at units they're engaged with. Now they can fire them at units they're ''not'' engaged with. ====Stratagems==== <tabs> <tab name="Battle tactic"> *'''Blitza dakka (1CP)''': When a {{W40kKeyword|speed mob}} unit fires at a unit within 12", re-roll 1s to hit. Re-roll 1s & 2s for a Kustom Boosta Blasta. Holy shit, pay CP to get the aura a SM captain has but only on 1 unit and only within 12". *'''Chaaarge! (2CP)''' +1S and -1AP when a Warbiker unit chaaarges. Pseudo Nobs on warbikes! Specifically Warbikes btw. *'''Crashin' through (1CP)''': When a {{W40kKeyword|speed freeks}} unit charges, if it has a spiked ram, then it cannot use it this turn. Instead, roll 1d6 for every model in that {{W40kKeyword|speed freeks}} unit: **If it is a {{W40kKeyword|biker}}, for every 4+ the enemy suffers a mortal wound **If your {{W40kKeyword|speed freeks}} unit is also a {{W40kKeyword|vehicle}}, for every 4+ it does 1d3 mortal wounds **If the charging unit is a Megatrakk scrapjet or Kustom Boosta-blasta, it does 1d3 MW on 2-5 instead, and 2d3 MW on a 6. </tab> <tab name="Strategic ploy"> *'''More Gitz over here! (1CP)''': When a {{W40kKeyword|speed mob}} unit falls back it can still shoot. If it is a Boomdakka Snazzwagon, hit rolls of 6 score an additional hit *'''Attack out o' da sun' (2CP)''': At the end of your turn, remove a unit of Deffkoptas, and set them back up at the end of your next movement phase, with the usual restrictions. **Do other factions have stratagems that allow their units to act normally for one turn, then completely dissapear during the enemy turn, <u>escaping all retaliation</u>, then reappear the next turn and act normally? **Yes and no. There are such cases but they were fixed soon in FAQ to either drop or disappear in a single turn to give opponent a chance. This is pretty much crazy. Expect the same in this case. Will be nerfed after the Christmas. **So no nerf at all, despite couple of opportunities. GW really want to play this rule like it' s written. And people play it like this. On the end, it is not so scary, because the strategem cost 2CP and the whole Speed Mob is terribly CP hungry. So you use it twice in the game and than come out of CPs. </tab> <tab name="Wargear"> *'''Lotsa squigs!''': Add 1 to the number of squigg mines a Rukkatruck squiggbuggy unit has remaining. Pure creative bankrupcy. </tab> </tabs> </div> </div>
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