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== Wargear == Ork equipment is crude but it gets the job done. === Infantry Weapons === All the various guns and blades that your green hordes carry into battle. <tabs> <tab name="Choppy"> These are all the melee weapons for our {{W40kKeyword|INFANTRY}} models. This is NOT the Index Choppy Weapons List, which includes only the Big Choppa and the Power Klaw. *'''[[Squig#Attack_Squig|Attack Squig]]''': The standard Warboss' best friend. S4 AP-1 D1, can make 2 extra attacks with this "weapon". *'''Beast Snagga Klaw:''' The Beastboss' answer to the Power Klaw. It's effectively the same (S+4 on S6 still equals S10, but not as hobbled by any debuffs) but only deals D2. Again, quite a dangerous tool to have, and the weapon of choice for most enemies. *'''Beastchoppa:''' The HQ version of the choppa, AP-2 D2 and still providing a bonus attack. It's slightly weaker than the big choppa, but at least your beastboss isn't paying for it. *'''[[Choppa#Big_Choppa|Big Choppa]]''': A significantly superior Power Maul, with S+2 AP-1 D2 for only 5 points. It is quite a nice upgrade to S7 for Nobz and to S8 for Warbosses (S9 with Might is Right), especially as it does not confer the -1 to hit of the conventional Power Klaw. AP-1 is quite decent for maiming things that are not TEQ or vehicles, too. *'''[[Choppa#Choppa|Choppa]]''': The Orky CCW, Classic Free Attack<sup>TM</sup> and all. Better than ever in 9th edition with -1 AP like dem spehss mahreenz, except they need a motor-powered chainsaw and you just need a heavy blade and a lot of muscle! Your bread and butter, and what makes both Stormboyz and Boyz so good. Also has a lot of variety visually, as throughout the official Ork model range we have [[Sword]]s, [https://en.wikipedia.org/wiki/Serrated_blade Serrated Sword]s, [https://en.wikipedia.org/wiki/Baton_(law_enforcement)#Side-handle_baton Side-Handle Sword]s, [https://en.wikipedia.org/wiki/Hook_sword Hook Sword]s, [[Battleaxe]]s, Serrated Axes, [[Chain_Weapon#Chainaxe|Chainaxe]]s, [[Warhammer]]s, [[Chain_Weapon#Chain_Choppa|Chainsword]]s, actual chains, tyre irons, [[Miscellaneous_Weapons#Mek's_Fixa|Spanners, and Wrenche]]s which all share the same Choppa statblock, despite being vastly different weapons, similar to how [[Power_Weapon#Power_Sword|Power Sword]]s, [[Power_Weapon#Power_Maul|Power Maul]]s, and [[Power Axe]]s were all lumped under [[Power Weapon]] in previous Editions. This means that as long as you have the bitz, you can arm your mob in a way that best fits the theme of your army; Deathskulls could have [[Imperial]] [[Chain_Weapon#Chainsword|Chainsword]]s, etc. **Most of your Nobz can now ditch their Slugga to go full on melee with an extra Choppa along side your main weapon! *'''[[Runtherd_Equipment#Grabba_Stikk|Grabba Stikk]]''': Only for Runtherd. A Choppa that gives +1S. *'''[[Runtherd_Equipment#Grot-Prod|Grot-Prod]]''': Only for Runtherd. A Big Choppa with only D1. *'''[[Gretchin_Revolutionary_Committee|Icon of da Revolushun]] (Legends)''': Da Red Gobbo's banner. SUser AP-1 D1, a To-Wound roll of 6+ throws an additional Mortal Wound at the target, better AP than Makari's Stabba but with less Mortal Wounds. *'''[[Miscellaneous_Weapons#Killsaw|Killsaw]]''': Trades out the flat 2 damage of the Klaw for 1d3 damage and AP-4. If you can somehow take two, they give you an extra attack. Now available in pairs to a most Nobz. Bring a hurricane of BZZZZZZZZZZ to your enemy! *'''[[Power_weapon#Power_Klaw|Power Klaw]]''': Still our Swiss Army Knife after all these years. Will [[rip and tear]] gits of all sizes, doing the exact same as before at 3 less than in 8th. The con this edition is that a PK reduces the user's To Hit roll by -1. ** Notably in 9th a warboss gives all '''CORE''' and '''CHARACTERS''' +1 to hit in melee, including himself, nullifying the hit penalty and letting him still swing it with 2+ WS. *'''Power Snappa''': The beast snagga's alternative to the Klaw. It doesn't boost the user's strength as much (S+2 to Sx2), but it won't suffer the penalty to hit. Combined with the Beast Snagga's improved strength and you're pretty much getting an equivalent experience to the klaw. * '''[[Power_weapon#Power_Stabba|Power Stabba]]''' The very Orky and very awesome version of a power weapon, available to almost every Nob, including Stormboyz and Boyz Boss Nobs. A simple weapon with Strength User and AP -2. Conversion opportunities galore. Seriously, use the ripped off arm of a Space Marine that's still holding his power weapon! The original bit is in the Nob kit if you want to use it, it's one of the Cybork bitz, namely the harpoon arm. Not worth it anymore, because for the same price and 1 less AP, you can get +2 strength and an additional damage. Stick with the big choppa if you can't afford double killsaw. *'''[[Sonic_Weaponry#Rokker_Shoota|Rokker Choppa]]''': A Rokker Shoota can be used in melee as a Choppa with S+1. *'''[[Miscellaneous_Weapons#Tankhammer|Tankhammer]]''': Tankbustas' weapon. You only get one attack with this weapon, if you hit you cause d3 mortal wounds, but the bearer is slain. *''''Uge Choppa''': The Mega-Armour Boss' new weapon, touting a monstrous S+3 AP-3 D2. Hooo boy, you're pretty much grabbing this because you want to splatter something massive, as the Big Choppa is a much more viable option in most cases. Would be a terrifying mulcher if bumped to D3, though it is still good - and it damn better better be as the megaboss has nothing else to use. *'''[[Miscellaneous_Weapons#'Urty_Syringe|'Urty Syringe]]''': For Painboys and Grotsnik himself. An extra attack that wounds non-Vehicle or Titanic models on a 4+, AP0 D1. *'''[[Nob#WAAAGH!_Banner_Bearer|Waaagh! Banner]]''': A Big Choppa with no AP. *'''[[Miscellaneous_Weapons#Wyrdboy_Stikk|Weirdboy Staff]]''': A Big Choppa with Dd3 instead of flat 2 (making it worse against anything with 2 wounds, and equal against anything else). </tab> <tab name="Shooty"> These are all the range weapons for our {{W40kKeyword|INFANTRY}} models. This is NOT the Index Shooty Weapons List, which includes only the Shoota, Kustom Shoota, Kombi-Skorcha and Kombi-Rokkit and neither the Codex Shooty Weapons List which includes the same except for the Shoota. *'''[[Shootas'an_Dakkas#Big_Shoota|Big Shoota]]''': Range 36" Dakka 5/3 S5 AP0 D1. *'''[[Flamer#Burnas|Burna]]''': The orky flamer. Range 12" Assault d6 S4 AP0 D1. The melee capacity has been relegated to a stratagem, but it's finally a full flame-thrower now! *'''Da Eyez of Mork:''' The Wurrboy's sole armament. Range 12" Assault 2 AP-3 D2. Not a bad implement for nailing a single goon, and as a Beast Snagga he has something to reliably nail monsters. *'''[[Shootas'an_Dakkas#Dakkagun|Dakkagun]]''': This one is actually not for our Infantry models, but Bikes are not vehicles either, so here they are. Basically a Big Shoota with Range 18", all Warbikes come with two of these. *'''[[Deffguns|Deffgun]]''': Lootas' weapon. Range 48" Dakka 3/2 S7 AP-1 D2. Basically an Imperial autocannon, but better. *'''[[Shootas'an_Dakkas#Grot_Blasta|Grot Blasta]]''': Gretchins's pistol. Range 12" Pistol 1 S3 AP0 D1. *'''[[Combi-weapon#Kombi-Rokkit_Launcha|Kombi-Rokkit]]''': A Kombi-Weapon made from a Shoota and a Rokkit Launcha. The new rules for Kombi-weapons allow these weapons to see a lot more use, as anyone who takes these doesn't have to be so tight-arsed about firing their anti-tank weaponry anymore. Unfortunate with Orky BS it is hard to justify the expense. **Deathskulls meganobs and warbosses might benefit from one, since they get the one reroll in shooting. Ignore the shoota part and you've got a 56% chance of hitting something with a rokkit. *'''[[Combi-weapon#Kombi-Skorcha|Kombi-Skorcha]]''': New Kombi-Weapons rules help here too, especially since the auto-hitting Skorcha isn't affected by the -1 To Hit for firing both weapon profiles. Notably, the shoota is a Dakka weapon so you can't fire with it when advancing. The skorcha's profile: Range 12" Assault d6 S5 AP-1 D1. *'''[[Gretchin_Revolutionary_Committee|Kustom Grot Blasta]] (Legends)''': Da Red Gobbo's pistol. Range 12" Pistol d3 S5 AP-1 D2. *'''[[Plasma#Kustom_Mega-Blasta|Kustom Mega-Blasta]]''': The Orky equivalent of Plasma Guns. Orks of course ''only'' fire on the maximum charge (sayf-dee, wotz dat?), so you'll always be taking Mortal Wounds on 1's to hit. S8 AP-3 Dd6 means this packs a fierce punch. *'''[[Plasma#Kustom_Mega-Slugga|Kustom Mega-Slugga]] (Legends)''': A Plasma Pistol by any other name. As above, but Pistol-class (Range 12" and you can shoot it in melee). Spannas (Index only), Big Meks (Legends) and Meks only. *'''[[Combi-weapon#Twin-Linked_Shoota|Kustom Shoota]]''': Essentially an Ork Storm Bolter. It is very cheap at 2 points and with 6/4 strength 4 shots you will usually hit at least once with Ork BS. Warbosses, Big Meks and Meganobz can use this. You can also give one to a Kommado, if that's what floats your boat. *'''[[Sonic_Weaponry#Rokker_Shoota|Rokker Shoota]]''': A sonic weapon that kills the enemy with '''Musik'''. Range 24" Assault 4 S4 AP-1. *'''[[Missile_Launcher#Rokkit_Launcha|Rokkit Launcha]]''': One of the best weapon options at S8 AP-2 D3. Short range (24") compared to almost all other missile/rocket weapons in the game. Can blast holes in almost anything, but generally it's a single shot at BS5+. Tankbustas special rule to re-roll against Vehicles can make this a devastating weapon. **Deathskulls get one reroll per shooting phase, so tossing a single rokkit into any given squad isn't a bad option. It's a 56% chance to hit something with a reroll. If you happen to roll a 6 on the first try, your opponent may weep when you use the reroll to confirm the second hit! *'''[[Ghazghkull_Mag_Uruk_Thraka#8th_Edition|Mork's Roar]]''': Updated Ghazzy's personal gun. It's a quad heavy bolster, or a quad Big Shoota with an AP of -1, or 6 Shootas with an extra strength and AP and 36" range. *'''[[Missile_Launcher#Pokkit_Rokkit_Launcha|Pair of Rokkit Pistols]]''': Only for Tankbustas. Basically 2 Rokkit Launchas with one less S and Range 12", but being Pistols you can shoot them in melee. *'''[[Warp_Weapons#Shokk_Attack_Gun|Shokk Attack Gun]]''': Still the same and still disappointing. Range 60" Heavy 1d6 S2d6 AP-5 D1d6 '''Blast'''. If the S roll is 11+ each hit causes d3 mortal wounds in addition to normal damage. *'''[[Shootas'an_Dakkas#Shoota|Shoota]]''': Basic Bolter-type gun. 18" Dakka 3/2 S4 AP0. Sadly, this means that you can no longer use this after advancing, but close-quarters turns into more of a wall of bullets since this has less restrictions than being Rapid-Fire. Generally Slugga+Choppa is the preferable load-out for Boyz, but it's not bad on Evil Sunz or Bad Moons. *'''[[Shootas'an_Dakkas#Slugga|Slugga]]''': It's a Bolt Pistol. Always remember to shoot in CC. Hitting on 5+ is not that great, but those few free wounds are always a good thing. Doubling down on the buckets of S4 dice the enemy has to make saves against is critical to Orky success. Dubiously useful on Overwatch. *'''[[Shootas'an_Dakkas#Snazzgun|Snazzgun]]''': Flash Gitz' shiny weapons. Range 24" Heavy 3 S6 AP-2 D2. *'''[[Tankbustas#Crunch|Squig Bomb]]''': Tankbustas' kamikaze Squigs. Range 18" Assault 1 S8 AP-2 D1d6. Can not target models with FLY, after firing it the bearer (the Squig) is slain. *'''[[Grenades_&_Explosives#Stikkbomb|Stikkbomb]]''': Common grenade for almost every unit. Range 8" Grenade 1d6 S3 AP0 D1 '''Blast'''. *'''[[Grenades_&_Explosives#Tankbusta_Bomb|Tankbusta bomb]]''': No longer an actual weapon, tankbusta bombs is now a keyword that allows certain units to cough out some mortal wounds as a stratagem. Don't forget you have it; it's great for shaving a few wounds off a hard target. *'''[[Warp_Weapons#Tellyport_Blasta|Tellyport Blasta]]''': For Big Meks with Mega Armour. Range 12" Assault d6 S8 AP-2 D3 Blast. *'''Thump Gun''': Range 18" Assault d3 S6 AP-1 Dd3 with Blast. This allows your Beast Snaggas to pop through mobs like Necrons and Fire Warriors with relative ease. *'''[[Combi-weapon#Twin-Linked_Shoota|Twin Big Shoota]]''': Yes! You guessed it! a Big Shoota with double the shots and double the price. </tab> </tabs> === Vehicle Weapons === <tabs> <tab name="Choppy"> These are all the melee weapons for our {{W40kKeyword|Vehicle}} models. *'''[[Miscellaneous_Weapons#Deffrolla|Deffrolla]]''': Battlewagons hit on 2+ in close combat with this? With AP-2 and D2? We can run over guys again! It might be decent idea to stick a Battlewagon into CC with something that is not dedicated vehicle killer after emptying its embarked infantry. It will be stuck, but it will be protected from shooting. *'''[[Power_weapon#Dread_Klaw|Dread Klaw]]''': Deff Dread's standard weapon. Sx2 AP-3 D3, gives you an extra attack using this profile. Very effective at krumpin' almost everything, and 9th allows you to take [[rip and tear|four of them]] again. *'''[[Miscellaneous_Weapons#Grabbin'_Klaw|Grabbin' Klaw]]''': Hits only once, but at -3 AP and D3 damage. *'''[[Power_weapon#Kan_Klaw|Kan Klaw]]''': 9th Edition simplified Killa Kans back to having only one weapon, so now all the [[Miscellaneous_Weapons#Drilla|drills]] and [[Miscellaneous_Weapons#Buzz_Saw|buzz saws]] have the same profile. It increases your Killa Kanz Strength by 3 (to S8) instead of doubling it, but still hits at AP-3 and 3 damage. *'''[[Power_weapon#Klaw_of_Gork/Mork|Klaw of Gork (or possibly Mork)]]''': A huge Klaw for your Gorkanaut (or possibly Morkanaut). Comes with 2 attack profiles: **'''Crush:''' Sx2 AP-4 D6 Dmg. Hits like a tonne of bricks. **'''Smash:''' Doesn't boost the Naut's Strength, only has an AP of -2, but it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, ''tripling'' your Attack output. *'''[[Chain_Weapon#Mega-Choppa|Mega-Choppa]]''': A Stompa's go-to carving weapon. Like the Klaw of Gork (or possibly Mork), it comes with 2 attack profiles: **'''Smash:''' Sx2 AP-5 D9. This is for, obviously, smashing other huge, armoured foes such as Knights, Baneblades, or Gorka/Morkanauts wot dat triez to look more flash. **'''Slash:''' S User AP-2 D2. Gives 3 attacks for each Attack roll (multiply Attack stat by 3 for each Slash). This is for krumpin' tiny gitz that try to climb up ya feetz. *'''[[Miscellaneous_Weapons#Nose_Drill|Nose Drill]]''': For your new Scrapjet, S+2 AP-2 Dd3. *'''[[Miscellaneous_Weapons#Saw_Blades|Saw Blades]]''': For some of the new Buggies, S+1 AP-1 D1. *'''[[Power_weapon#Snagga-Klaw|Snagga Klaw]]''': for your Deffkilla Wartrike, S+2 AP-2 Dd3, you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new "Da Killa Klaw" *'''[[Miscellaneous_Weapons#Spiked_Ram|Spiked Ram]]''': For some of the other Buggies that don't get Saw Blades, a Special Rule rather than a weapon, inflicts D3 Mortal Wounds on a 4+ against one enemy unit within 1" after it finishes a charge move. *'''[[Miscellaneous_Weapons#Spinnin'_Blades|Spinnin' Blades]]''': 3 hits for each attack with this weapon, at +1 Strength and AP -1. Deffkopta use only, good for mowing down GEQs. *'''[[Miscellaneous_Weapons#Wrecker|Wreckin' Ball]]''': Gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you're running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent's shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armour save to a 4+. If you charge a Dreadnought, don't expect the Trukk to survive the Dread's turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot. </tab> <tab name="Shooty"> *'''[[Grenades_&_Explosives#Bigbomm|Bigbomm]] (Legends)''': Droppables for Warkoptas, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to five dice, and inflict a Mortal Wound for each 5+. *'''[[Shootas'an_Dakkas#Big_Shoota|Big Shoota]]''': Range 36" Assault 3 S5 AP0 D1. **'''[[Combi-weapon#Twin-Linked_Shoota|Twin Big Shoota]]''': Get 6 instead of 3 shots. *'''[[Grenades_&_Explosives#Boom_Bomb|Boom Bomb]]''': Droppables for Blitza-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to twelve dice, counting each {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}} as three models, and inflict a Mortal Wound for each 4+. *'''[[Bubblechukka]]''': [[Recursion|A game inside a game.]] Distilling the Orks' random-table '''FUN''' (individual definitions of FUN may vary) down to a single weapon. Roll 1D6 for the number of shots, Str, AP and damage respectivly. You re-roll the dice every time you fire it, and it has '''Blast'''. Still more useful than last Edition. Note that you have to pick the target you're shooting before you know the stats of the weapon, which makes this thing a risky affair. Its total lack of reliability is quite terrible (though very amusing). **9E has shifted around the way this gun's randomied by having three random profiles. The first profile is a Heavy 3d3 blast with S6 AP-2, more prone to crush guardsmen and inconvenience marines. The second profile is a Heavy d6 blast with S8 AP-3 D3, making it more in line to crush marines of any sort and potentially harm tanks. The third profile is a single S10 AP-4 D3+d3, meaning its favored prey is more a tank or monster. *'''[[Grenades_&_Explosives#Burna_Bomb|Burna Bomb]]''': Droppables for Burna-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to ten dice, +1 to any rolls against {{W40kKeyword|INFANTRY}}, and inflict a Mortal Wound for each 5+. *'''[[Grenades_&_Explosives#Burna_Bottle|Burna Bottles]]''': Boomdakka Snazzwagon's grenades. Range 6" Grenade 2d6 S4 AP0 D1 '''Blast''', ignores cover. *'''[[Flamer#Burna_Exhaust|Burna Exhaust]]''': Kustom Boosta-Blasta's burnas. Range 8" Assault d3 S4 AP0 D1, autohits. *'''[[Shootas'an_Dakkas#Deth_Kannon|Deffkannon]]''': Stompa's big gun. Range 72" Heavy 3d6 S10 AP-4 Dd6 '''Blast'''. *'''[[Shootas'an_Dakkas#Deffstorm_Mega-Shoota|Deffstorm Mega-Shoota]]''': Gorkanaut's main gun. Range 36" Heavy 18 S6 AP-1 D1. *'''[[Shootas'an_Dakkas#Grot_Blasta|Grot Blasta]]''': GW decided that, for some strange reason, some {{W40kKeyword|VEHICLES}} needed a Range 12" Pistol 1 S3 AP0 D1 that hits on 4+. *'''[[Missile_Launcher#Grot_Bomms|Grot-Guided Bomm]] (Forge World)''': Range 72" Heavy 2d6 S8 AP-3 D2, can target hidden units, and's fired at BS2+. *'''[[Shootas'an_Dakkas#Grotzooka|Grotzooka]]''': Only for Killa Kans. Range 18" Heavy 2d3 S6 AP0 D1 '''Blast'''. *'''[[Mek_Gunz#The_old_Big_Gunz|Kannon]]''': Your day-to-day cheap-as-chips Kannon. Shells come in familiar Frag and Krak varieties, although the Frag equivalent is both '''Blast''' and S4 rather than 3. *'''[[Multi-Melta|Killa Jet]]''': It can be used either as a Skorcha (though it's called Burna) or as a Multi-Melta: range 8" Assault 2 S8 AP-4 Dd6, if the target is within 4" roll 2 dice for damage and keep the highest. *'''[[Shootas'an_Dakkas#Killkannon|Killkannon]]''': Range 24" Heavy d6 S8 AP-2 D2 '''Blast'''. *'''[[Combi-weapon#Rack_of_Rokkits|Kopta Rokkits]]''': 2D3 Rokkits and Blast (basically a Rokkit Kannon but Heavy instead of Assault), meaning it's devastating against vehicles and heavy infantry alike. Only offset by that orky BS5+. *'''[[Plasma#Kustom_Mega-Blasta|Kustom Mega-Blasta]]''': Standard Ork Plasma Rifle. Range 24" Assault 1 S8 AP-3 Dd6, bearer suffers a mortal wound on a roll of 1 to hit. *'''[[Plasma#Kustom_Mega-Kannon|Kustom Mega-Kannon]]''': A giant D6-shot Dd6 overcharged Plasma Gun with '''Blast'''. Mortally wounds itself on hit rolls of 1, because Orks don't fire Plasma Guns on low power. Definitely the best choice for Mek Gunz, and taking advantage of Grots' BS4 a gun-line of these can threaten Terminators, Dreadnoughts, and other Heavy Infantry/Lighter Vehicles. Wimp out of late-game one-dozen-boyz VS 3-terminator brawls via disengaging, and have Mek Gunz loaded with these babies take care of the big, mean 2W 2+ Save kanned Humies. *'''[[Plasma#Kustom_Mega-Kannon|Kustom Mega-Zappa]]''': Morkanaut's main gun. Range 36" Heavy 3d3 S8 AP-3 D6 '''Blast''', on one or more rolls of 1 to hit the bearer suffers a mortal wound. *'''[[Warp_Weapons#Kustom_Shokk_Rifle|Kustom Shokk Rifle]]''': The Shokk Attack Gun's baby brother and the Shokkjump Dragsta's signature weapon. Assault 2, 24", S8 AP-3 D6 D, user takes a mortal wound on a hit roll of 1 but causes a mortal wound on wound rolls of 6+. Basically a stronger plasma gun, and the Dragsta's improved BS makes sure it can actually hit reliably. *'''[[Tractor_Weapons#Lifta-Droppa|Lifta-Droppa]] (Forge World)''': The weaponised tractor beam returnth! Range 48" Heavy 1d6 '''Blast''', auto-hits and inflicts a Mortal Wound for each shot if 2d6 equals or exceeds the target's Strength. Average roll of 7 means this can deal with most things. *'''[[Tractor_Weapons#Lifta-Droppa|Stompa Lifta-Droppa]] (Forge World)''': Slightly different to the smaller Battlewagon-mounted version. Range 48" Heavy 4d3 AP-4 D1d3+3, roll 3d6 if you hit and successfully wound if the roll's higher than the target's Toughness. Average roll of 10 or 11's equal to or higher than anything in the game, even a [[Warlord Titan]]'s only T9. *'''[[Mek_Gunz#The_old_Big_Gunz|Lobba]]''': Similar to other races' Mortars: Heavy D6 '''Blast''' and indirect fire. The Lobba, however, has an above average Strength of 5 that should help offset your gunners' terrible BS (even if it's still AP0). Ignoring line of sight helps with positioning it tremendously. *'''[[Shootas'an_Dakkas#Mek_Speshul|Mek Speshul]]''': Boomdakka Snazzwagon's main gun, Range 24" Assault 9 S5 AP-2 D1. *'''[[Combi-weapon#Rack_of_Rokkits|Rack of Rokkits]] (Legends)''': also known as Twin Rokkit Launcha, you get 2 shots instead of 1. *'''[[Shootas'an_Dakkas#Rattler_Kannon|Rattler Kannon]] (Forge World)''': Warkopta's signature gun, but also available for Meka-Dreads, Range 24" Heavy 2d6 S5 AP-2 Dd3. *'''[[Shootas'an_Dakkas#Rivet_Kannon|Rivet Kannon]]''': Kustom Boosta-Blasta's main gun, Range 36" Assault 6 S7 AP-2 D2. *'''Boombits (Forge World)''': Identical statwise to the Lobba in almost every way, except a shorter range of only 12", and auto-hit instead of ignore line of sight. *'''[[Missile_Launcher#Rokkit_Kannon|Rokkit Kannon]]''': Megatrakk Scrapjet's main gun, Range 24" Assault 2d3 S8 AP-2 D3 '''Blast'''. *'''[[Missile_Launcher#Rokkit_Launcha|Rokkit Launcha]]''': Range 24" Assault 1 S8 AP-2 D3. *'''[[Shootas'an_Dakkas#Shoota_Kannon|Shotgun]]''': Range 12" Assault 2 S3 AP0 D1, +1 to hit if the target is within 6". *'''[[Tractor_Weapons#Shunta|Shunta]] (Forge World)''': Range 24" Heavy 1 S8 AP-2 D2, if a vehicle's wounded by this then it can't Advance during its next turn, would be good for keeping enemy armour out of range so they couldn't shoot back, but hampered by short range itself. *'''[[Flamer#Skorcha|Skorcha]]''': Range 12" Assault d6 S5 AP-1 D1, autohits. *'''[[Missile_Launcher#Skorcha_Missile|Skorcha Missiles]]''': Range 24" Assault d6 S5 AP-1 D1 '''Blast''', ignores cover. *'''[[Grenades_&_Explosives#Bomm|Small Bomms]] (Forge World)''': Droppables for Fightas and Fighta-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to five dice, and inflict a Mortal Wound for each 6+. *'''[[Tractor_Weapons#Smasha_Gun|Smasha Gun]]''': D3 shots that wound if you equal or beat their T on 2d6 instead of rolling normally, and now have '''Blast''' too. Obliterates T6 and below, becomes ineffective at about T9 and up (and obviously can't hurt anything with a T>12). Statistically, compared to a regular D6 roll, this works out at the same wound probability vs T10 as an S5 weapon (6+ on 1d6, 16.67%) - but conversely, against T4, you've got better odds of wounding than a 2+ on 1d6 (~91% compared to 83% - it's halfway to the 97% chance for 2+ with a reroll) and you're at better odds than a 3+ on 1d6 against T6. On top of this, it has the best non-random AP in the army alongside the Big Zzappa (-4),and has Damage d6. *'''[[Power_weapon#Snagga-Klaw|Snagga Klaw]]''': Range 8" Assault 1 S4 AP0 D1, you can re-roll to wound. *'''[[Squig Launcha]]/[[Squig_Launcha#Heavy_Squig_Launcha|Heavy Squig Launcha]]''': The signature weapon of the Rukkatrukk Squigbuggy. Sadly the different Squigs are gone. The launcher now comes as an 18" Assaut D6 S5 AP-2 D2 weapon. The Heavy version doubles range and shots and gains +1 to hit thanks to the vehicle's Grot Gunner, while the regular Squig Launcha uses BS 5+. *'''[[Stikkbomb_Launcha|Stikkbomb Chukka]]''': Range 12" Assault d6 S3 AP0 D1 '''Blast''', can only be used if there is a unit embarked. *'''[[Stikkbomb_Launcha|Stikkbomb Flinga]]''': Range 12" Assault 2d6 S3 AP0 D1 '''Blast'''. *'''[[Squig#'Sploding_Squig|Stikksquig]]''': Same as the Stikkbomb with a different name. *'''[[Shootas'an_Dakkas#Supa-Gatler|Supa-Gatler]]''': Stompa's gatling. Range 48" Assault 3d6 S7 AP-2 D1, see Psycho-Dakka-Blasta in the Stompa section. *'''[[Missile_Launcher#Supa-Rokkits|Supa-Rokkit]]''': Stompa's missile. Range 100" Heavy d6 S8 AP-3 Dd6 '''Blast''', one use only. *'''[[Shootas'an_Dakkas#Supa_Shoota|Supa-Shoota]]''': Our flyers' basic gun, Range 36" Assault 3 S6 AP-1 D1. *'''[[Warp_Weapons#Tellyport_Blasta|Tellyport Mega-Blasta]]''': Range 24" Assault 3 S8 AP-2 Dd3, if the target suffers an unsaved wound and survives roll a d6, if it's greater than the target's Wound Characteristic it is slain. *'''[[Tractor_Weapons#Traktor_Kannon|Traktor Kannon]]''': No longer specifically targeted at flyers. Now this weapon is a strength 8 -2 D6 damage beast that hits automatically. If targeting a {{W40kKeyword|VEHICLE}} with {{W40kKeyword|FLY}} you may roll 2d6 and pick the highest when rolling for damage, the flyer will also explode without needing to roll. ** Can wreck havoc against T'au gunline making their vehicles (all of which have FLY) damage their not-at-all-gundam suits as well as their surrounding infantry screens. *'''[[Shootas'an_Dakkas#Boomstikk|Twin Boomstick]]''': Range 12" Assault 2 S5 AP0 D1, if the target is within 6" you get +1 to hit. *'''[[Plasma#Kustom_Mega-Kannon|Wazbom Mega-Kannon]]''': Range 36" Heavy d3 S8 AP-3 Dd6 '''Blast''', bearer suffers one mortal wound on one or more hit rolls of 1. *'''[[Missile_Launcher#Rokkit_Launcha|Wing Missiles]]''': Megatrakk Scrapjet's secondary gun, Range 24" Assault 1 S8 AP-2 D3, +1 to hit vehicles and -1 to hit anything else. *'''[[Missile_Launcher#Rokkit_Launcha|Wing Rokkits]] (Legends)''': Fighta's and Fighta-Bommer's secondary weapons if they don't go for Small Bomms. Identical statwise to the Rokkit Launcha in literally every way. Don't know why they didn't just give the aircraft a Rokkit Launcha? *'''[[Zzap_Weapons#Zzap_Gun|Zzap Gun]]''': Range 36" 2d6 Strength, rolled on every shot. Normally does 3 Damage with AP-3, but if you get an 11+ on the Strength roll, it inflicts four Mortal Wounds instead - three to the target and one to itself. If you're feeling lucky, consider keeping a Mek with a heavy weapon nearby to fix the damage (buy him a snazzy Shoota so he can join in the long-range blasting). *'''[[Zzap_Weapons#Big_Zzappa|Big Zzappa]] (Forge World)''': Range 36" 2d6 Strength like its mini-me above, but with AP-4 and D4, the best non-random Damage in the army. </tab> </tabs>
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