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== Kustom Jobs == Crucial part of any vehicle-dependent army. Improve your vehicles by spending points and PR. True Big Meks drive only Kustom Jobed buggies and Dreads :-) <br>You can only use each Kustom Job once (or twice if you take a Mek Workshop) and the same vehicle can't have two kustom jobs. On top of that, you can't slap this on a {{W40kKeyword|Specialist Mob}} vehicle. Overall kustom jobs took a big hit. Best ones were removed or nerfed. There are more limitations and you can put it only on singular model units. That last part is frankly the worst. I would understand if you have to pay for every model in unit being upgraded but as is it is quite bad and limits list building significantly if you want to use them. There are very few you will EVER consider now. <tabs> <tab name="Vehicle Jobs"> *'''Da Booma''': Replaces a Battlewagon's, Bonebreaka's or Gunwagon's Kill kannon with a 36" Heavy 2D6 S8 AP-2 D2 ''Blast'' gun, doubling your shots. ''Congratulations, your relic puts you on par with a baseline IG Russ''. ** Combining it with the nerf to gunwagons... not worth it, really. Big ''big'' nerf. *'''Fortress On Wheels''': Gives a Trukk, Battlewagon, Bonebreaka, or Gunwagon a 5++. ** Good one for that crucial transport. Nothing crazy tho. *'''Gyroscopic Whirlygig''': A Shokkjump Dragsta (singular) no longer suffers a wound when teleporting. It does not actually guarantee the jump itself. No longer affects the whole speedmob, which no longer separates into different units, which can no longer shoot all their weapons when advancing, which can no longer charge after advancing. ** Nerfed to the ground. *'''MOAR DAKKA!:''' Available to any vehicle. When shooting, roll a d6; on a 4+, each Dakka weapon on the vehicle fires 1 extra shot ("make one additional attack with each Dakka weapon this model is equipped with"). On a 6, they fire 2 extra shots. Half the time, nothing happens and the mek simply took you for a fool. Most "noticeable" (ork bs is 5+) on vehicles with four big shootas, like {{W40kKeyword|wagons}} and Dakkajets (6 supashootas). **As above, only really worth taking on a Dakkajet, where it's effectively a seventh Supashoota that only works half the time. ** Underwhelming because you pay full points for something that will not work 50% of the time. Fluffy tho. *'''Nitro Powered Squigs''': Rukkatrukk Squigbuggy only. When resolving an attack made by this unit's squig launcher or heavy squig launcher, add 1 to the wound roll, meaning it ''wounds most infantry on a 2+, and vehicles on a 4+''. Damn. ** Good one but forces you to take a singular Squigbuggy when they operate best in squads. *'''Red Rolla''': Makes the Bonebreaka Ram go from +1d6 A to +3+1d3 A on the charge. ''So +1.5 A on average, as many times the Bonebreaker gets to charge during the game (1 unless you play Blood Axes (which you don't))''. ** Useless. Skip. *'''Shokka Hull:''' Available to all vehicles. After an enemy attacks this unit in melee, they suffer d3 mortal wounds on a 4+. ''Not only does this work '''after''' you get hit, half the time it does nothing''. ** Very situational. Mostly skip it. *'''Souped Up Speshul''': Boosts the Snazzwagon's Mek Speshul to Dakka 16/12, an increase of 14%. ''Eh''. ** Nope. *'''Squig-Hide Tires''': Vehicles that aren't Walkers or Flyers only. Add 1" to the movement characteristic and +2" to advance distance... yet vehicles can't advance and charge. Or advance and shoot because their guns are Dakka/Heavy. Only useful for non-Evil Sunz Wartrikes/Biker bosses, who already move some 20" before charging anyways. ** Skip unless that +1M is crucial for some reason. *'''Stompamatic Pistons''': Deff Dreads, Gorkanauts, and Morkanauts only. Add 3" to Movement and +1 to advance rolls. ''Good for getting them into melee ASAP...but they're still slow enough that it'll be hard to do so before 2nd turn, at which point it'd be easier to tellyport them in''. ** Since you want to take a dread mob of deff dreads, and a Morkanaut is a shooty platform, this is only for the Gorkanaut... if you are willing to pay extra. </tab> <tab name="Mek Jobs"> *'''Bionik Oiler''': Makes the grot oiler usable twice in a game. If you're the sort that relies on this to be useful, then you know that you're buying this. ** Overcosted - don't pay 10 points for a 5-point oiler. *'''Enhanced Runt-Sucker''': Improves the Shokk Attack Gun to Heavy 2d3, in case you really want to show mobs what's what. ** Overcosted on a fundamentalt level because the gun already has blast - meaning you're paying about 14% more points for no improvement against a unit of 11+, a 2.78% improvement against a unit of 6-10, and a 14% improvement against a unit of 1-5. Since it's fairly costed for small targets and then overcosted against bigger ones, and you can't know ahead of time what you'll be facing, hard pass. *'''Extra-Kustom Weapon''': Adds an additional shot to a Kustom Mega-Blasta/Kustom Mega-Slugga. ** Note this is ''allegedly'' only for spanners/meks, but no ''actual'' rule stops you from giving it to a Deff Dread. Theoretically, you should be able to take this on a quadruple mega-blasta deff dread for 4d3+4 shots, but the RAI is pretty explicit here, so you'll be [[that guy]] if you do this. ** Skip it. 1 extra shot is not worth it. If you ''are'' going to take it, only a Big Mek in Mega Armour has the BS4+ to make this possibly worth the cost. *'''Smoky Gubbinz''': Requires a Spanner. If the unit he is in sits stationary, then they gain light cover. ** Okish, but not amazing. Clearly intended for Lootaz. *'''Zzzapkrumpaz''': Requires a Spanner. Any time a model in this unit attacks in melee, a natural roll of 6 to wound in melee deals a mortal wound on top of whatever damage is normally inflicted. ''Read, "For Burna Boyz"''. ** Not worth it. Burna boyz or lootas do not have melee damage output nor inclination to be in melee to benefit from this. </tab> </tabs>
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