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=== 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>
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