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== Special Rules == *'''DAKKA:''' 9th give Orks a whole new weapon type, Dakka, that has replaced the profiles for a large number of Assault and Heavy weapons in the Ork list. A Dakka weapon is Rapid Fire, but instead of doubling at half range, it goes to an explicitly specified number which is usually less than (i.e. worse than) the 2x Rapid Fire provides. ** Some folks have complained that this change was apparently added at the last minute. There are several places in the Ork codex where an emphasis on assault weapons is retained - SPEEDWAAAAGH!!! and Evil Sunz clan culture, for example. However, this is now weird and inconsistent, as there are next to no assault weapons that are impacted by those rules (Kustom mega-blasta, a few others, and a buggy or two). It kind of seems like the original idea was that Dakka still counts as assault (which it arguably should be) but then the assault part was cut without any other adjustments. **With as many RAW goofs and badly-interacting rules (Trukkboyz, Dakka, Speedwaagh!) as we've seen in the first iteration of the new Codex, it seems possible that the Beast Snagga box and the early codex release was rushed out the door with little consideration. *'''<span style="font-size:125%; color:green;">WAAAGH!</span>:''' Your most iconic feature remains a once-per-game affair. It's also become two-staged that is triggered in the Command Phase. **Regular Warbosses who call the Waaagh! make {{W40kKeyword|Orks Core/Character}} units able to charge after advancing and add an additional attack on that turn, and as of recent, they also gain +1 to Strength and a 5++ Invulnerable, which drops to 6++ the round after. On the next Command Phase, these units keep that extra attack until the command phase after that, meaning you have two turns full of bashing. **Bosses on Trikes and warbikes can call the SpeedWaagh! that makes all your units able to fire assault weapons after advancing without penalty (which is almost totally inconsequential as we have very few assault weapons left that aren't on certain buggies), you are adding +1 to dakka weapons number of shots and your biker and vehicle units all improve the AP of their guns by 1. On the next Command Phase, your vehicles and bikes keep the AP improvement on their guns until the Command Phase after that, making this more of a DakkaWaaagh. ***Of note is that Ghazzy can also call a "Great Waaagh!", triggering both the basic and SpeedWaaagh at the same time. *''''Ere We Go!:''' A near-universal ability, this makes your orks all re-roll charge distances. You absolutely will be relying on this. As suspected in new codex it was changed to all or nothing reroll with always rerolling both dice instead of one or both in line with older codexes. *'''Mob Rule:''' Sadly gone are the days of entire walls full of boyz, as this no longer incentivizes us to fill them to the brim or even go over MSU. Instead, this makes a unit within 6" of another {{W40kKeyword|<Klan> Mob}} unit not count as being below half-strength in regards to morale. A sad day indeed... this means that outside of one rather expensive and needing specific circumstances stratagem (so one unit per turn only) there is no way to save units from morale. ** It is also a problem for smaller units with relatively expensive models. It nerfs Mek gunz to oblivion as they do not split now and a loss of just one give you 50/50 chance you will lose another 45 point model. Same but to a somewhat lesser extent goes for squighog riders, deffkoptas and killa kanz. Each time you lose a model from one of these units, in 1/6 you will lose at least one more 25-50 point model, and Gork and Mork forbid you would lose 2 of them before morale! *{{W40kKeyword|Beast Snagga}}: Your new orks all have a special rule. Not only do they get a 6++ Invuln due to being more muscly, they also add +1 to hit enemy monsters and vehicles, their favored prey. *'''Ramshackle:''' A rule tied to your vehicles. Rather than merely a gimped FNP like last edition, your cobbled-together vehicles now reduce any incoming damage from weapons below S8. Decent enough if you're trying to run over mobs with your trukk and they're getting feisty, but it's going to make the enemy want to focus fire their lascannons/plasma harder. It is present on almost all vehicles excluding LoW and battlewagon variants. With anti tank it is inconsequential but improves survivability of light vehicles immensely against things like heavy bolters or autocannons. This might force the enemy to spend anti-tank shots on light vehicles or risk letting them rampage. *'''Specialist Ladz:''' Essentially makes sure that Ghazzy, Makari, Badrukk, Grotsnik, Wortsnagga and any {{W40kKeyword|Specialist Mobs}} can be taken in any detachment without breaking Kulturs, though they won't always benefit from them either. It is very nice and enables a lot of list building flexibility. Unfortunately there are also serious limits to it. *'''I'M DA BOSS!:''' You can only have one warboss or wartrike per detachment. Well, that's to be expected. *'''{{W40Kkeyword|CORE}} units:''' Various rules like clan traits, secondaries etc. works just with the CORE units. There is no list of such units in the codex, so let' s have it there: (itβs all your non-character infantry, plus Warbikers, minus Flash Gitz) ** Gretchin ** Boyz ** Beast Snagga Boyz ** Burna Boyz ** Tankbustas ** Kommandos ** Meganobz ** Nobz ** Warbikers ** Stormboyz ** Lootas
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