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==Apocalypse== If you like scratchbuilding, large games and, silly rules and playing unbound this is the game type for you. ===Apocalypse Strategic Assets=== ===Apocalypse Finest hour & Divine Intervention=== ===Apocalypse Formations=== These formations are Appocalypse only.Most of them are more powerfull then normal formations and you can't use them in most normal 40k games. *'''Battlewagon Steamrolla Squad (40k Apocalypse)''' - 3-5 Battlewagons all grab Deffrollas and start rollin'. When in Broadsword pattern, the Wagons can all re-roll how many hits their Deffrollas inflict and gain a 4+ Cover save against front armor damage, making them really tough against oncoming enemies. Now that Deffrollas only work when enemies choose Death or Glory, this squad is best used in a wall formation to [[meme|take enemy infantry, and push them somewhere else]]. *'''Burna-Bommer Squadron (40K Apocalypse)''' - 3-5 Burna-Bommers. Let's rock. When in Arrowhead pattern, 2+ of the Bommers can make a bombing run and keep one of the Blast markers used in that run on the board after all is said and done. This marker now denotes the area as Lethal Terrain, which can help if used properly. In addition, if they hit anyone, the enemy must subtract the number of flyers from any morale or pinning tests they make in that turn. *'''Da Bully Boyz (40K Apocalypse)''' - 5 Warbosses (One who could be Ghazgkhull) each take a mob of either Nobs or MegaNobs to get stuck to for the game. One of the Bosses (or Ghazzy if he's available) becomes the Supreme Boss. The first big thing you'll see is that this gives them all a welcome FNP and Fearless, making them very ready to get stuck in. In addition to that, the Supreme Boss (or Thraka) gets to use a special Rok Strike that's infinite range Assault 1 S10 AP1/S8 AP3/S6 AP5 Apocalyptic Blast. Quite blatantly, this will make every Orbital Bombardment suck a big one because you got the biggest boom in town. *'''Dread Mob (40k Apocalypse)''' - 2+ Deff Dreads are put with 2+ squads of 3 Killa Kanz. The survivability of these things is boosted first by getting It Will Not Die. In addition, each model gets to roll d6 for new gubbinz: 1 gives them HoW (irrelevant now that all Walkers get it by default), 2-3 gets +1 S, 4-5 gets a 5+ Invul, while 6 gives you all of this. No matter what you get, you'll find something to use from this force of angry tin cans. Note that this has nothing to do with the Army of the same name from Imperial Armour 8. *'''Green Tide (40k Apocalypse)''' - A Warboss gets stuck in with 10 mobs of boyz for a propa footy WAAAGH!!! This is how da Orkz do it! First off, any mob of boyz within 2" of the Tide must join it at all costs, even if they have to disembark from a transport, while Characters besides the lead boss can join or leave whenever. Any mob that retreats within that range can also join in and automatically regroup. In doing so, the force can now Waaagh! every turn, with a bonus die given to their charge distance (picking the highest 2) if the rest of the army uses Waaagh! GO NUTZ! *'''Bikeboyz Kult of Speed (Warzone Armageddon)''' - A Bikerboss takes 6+ mobs of bikerboyz, 2+ squads of buggies, and any number of Nobz on bikes. ** This is the best way to run bikes. They can shoot whenever they want, even if they Turbo-Boost or Flat Out. They can also move absolutely anywhere if they arrive from reserves, so long as they keep out of 12" of the enemy at any point in the arrival. *'''Karnage Skwadron (Warzone Armageddon)''' - 3+ Dakkajets. TIME TO SHOOT! ** Plain and simple, this is a kamikaze formation. Yes, they get +1 on their jink saves, but they need to be 2" from any other models/bases. Therefore, their use comes from their other rule: Once they move to a Superheavy, each jet can sacrifice themselves and place a Large Blast that scatters 2d6. Anyone hit by this takes d3+1 S10 AP2 random hits (on side armour for vehicles) that can ignore all shields. *'''Ork Stormer Elite (Warzone Armageddon)''' - At least 3 mobs of Stormboyz take to the skies. Since they're forced to footslog it, they get a nifty bonus FNP and Fearless to keep them fighting a bit longer. In addition, they can charge from reserves, removing d3 of the gitz that do charge. *'''Overlord Von Strab (Warzone Armageddon)''' - One lone Company Commander (read: [[Heresy|HERETIC]]) gets to hire a 9-Nob mob. Doing this works like Cypher: all Guard units now have Hatred against this unit, and every Guard Unit within 12" MUST charge his ass. He also counts as a controlled asset for his side, but becomes a controlled asset for the other side if he ever dies. In addition, he can't grab an extra Strategic Asset. *'''Red Skull Kommandoz (Warzone Armageddon)''' - Boss Snikrot leads a mob of Kommandoz. This unit just oozes with sneaky. First off, whenever they arrive from reserves, the boss gives Orks within 12" of him Shrouded for the turn. Second, they can jump into Ongoing Reserves on any Ork turn so long as there are no enemies within 12" of them. *'''Stompa Mob (Warzone Armageddon)''' - 2-4 Stompaz with an optional Big Mek Stompa unite for hugeness. This is your superheavy formation. None like it. If the Big Mek Stompa is with them and they use Arrowhead Pattern, the Mek's fields get to protect everyone in the formation, which is neato. If in Broadsword Pattern, the Stompas can then re-roll all Stomp results, making them even bigger threats. *'''Shokk Attack Battery (Apocalypse Datasheet) ''' 3 Shokk Attack Guns and a Snotling herd, a new unit which are basically Grots but with BS1. One Mek is designated the Boss Mek, which doesn't affect his stats. These Meks can fire at the same time using an Apocalyptic Barrage, though it should be noted that this also applies the negative effects across the board between the three gitz. They use as many die as there are Shokk Attack Guns remaining in the battery. On a Triple 1, all three models are removed and a Vortex Grenade effect is placed where the Boss Mek was standing.
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