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==== Da Wheelz ==== All your Kill Tanks and Battlefortresses go here, as well as any super-heavy vehicles looted from other races. *'''[[Kill Tank]] (Forge World)''': As with all FW things it needs update to be in line with 9th age book. Seemed nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which brought it up to about 420+ pts. [[Meme|But everything changed when the Forge World Compendium attacked.]] A 4+ save improved to a 3+. A transport capacity of 12 ladz remained but lost its patented pseudo-open-topped rule that lets ladz inside fire but hit on sixes. It's BS4 became BS5 with 1+ to hit when it's main gun is within half range. The main gun's still either a Bursta Kannon or a Gigashoota, and it comes with a Skorcha and a Twin Big Shoota as well. And the price for all of this? 275pts for the [[Kill_Tank#Kill_Blasta|Kill Blasta]], 325pts for the [[Kill_Tank#Kill_Bursta|Kill Bursta]]. **'''Bursta Kannon''': A R36" Heavy 3d6 S10 AP-3 D3 creature that'll vaporise whatever you hit, having gained an additional dice worth of shots. **'''Giga Shoota''': A R48" Heavy 30 S6 AP-2 D1 monstrosity that'll likely be getting ''a lot'' more hits than it used to. Changing from Heavy 6d6 reduced its maximum number of shots slightly, but really improved its average and minimum. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -2, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. This one is the most efficient for encouraging close combat for the tank. When you're stuck in cc, you can just back up and blast away hitting on 4s, or if you're stuck you're still hitting on 5s with the plus 1 to hit. Putting More Dakka on this doesn't feel so bad since you're guaranteed 30 shots instead of 3d6 which can be swingy. **'''Reinforced Ram''': S+1 AP-1 D3, deals 1d3 Mortal Wounds to the charged unit on a 2+, which coupled with the 8 S9 attacks and the WS4+ makes close combat a friendly place to be for the Kill Tank. **'''Kill Tank Grot Riggers''': It can regain 1d3 Wounds each turn, which's neat, I suppose. **All in all it's your cheap super-heavy (though not in money terms, FW being who they are), but since you're an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would. *'''[[Kill_Tank#Kill_Krusha|Kill Krusha]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book.It's a Kill Tank with a Krusha Kannon, which has four different firing profiles; **'''Boom Shells''': 60" Heavy 2d6 S8 AP-2 D2 '''Blast'''. **'''Tankhamma Shells''': 60" Heavy 1 S10 AP-3 D6, re-roll To-Hit against {{W40kKeyword|Vehicles}}. **'''Scrap Kanisters''': 18" Heavy 3d6 S5 AP-1 D1, auto-hit. **'''Blast Burnas''': 48" Heavy 3d6 S5 AP-1 D1 '''Blast'''. **'''Grot Riggers''': It regains 1 Wound every Command Phase, not as good as the regular Kill Tank's but better than nothing. ***It can also take any two of Twin Big Shootas, Rokkit Launchas, or Skorchas. Generally less effective than the Kill Bursta or the Kill Blasta at their respective specialties, but much more flexible than either, a jack-of-all-trades deal. In between the two in price at 290pts. *'''[[Battlefortress#Deathrolla|Deff Rolla Battle Fortress]] (Forge World, Legends)''': As with all FW things it needs update to be in line with 9th age book.In all respects a bigger, badder, better brother of the Battlewagon. It has similar stats, but with 24W and built-in T8 with '''Open-Topped'''. Stock it has a pair of Zzap Guns and one Kannon that can be exchanged in any combination for Kannons, Lobbas or Zzap Guns, a Deffrolla which's the same as on the Battlewagon, so it ALWAYS hits on 2+ as its worst WS is 5+, and the Deffrolla adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing's in CC. **It also has two Twin Big Shootas, Skorchas or Rokkit-Launchas, and additionally up to five Big Shootas too. **There're also '''Grot Riggers''', but with the amount of Wounds this thing has, regaining one every Command Phase's nothing to write home about. **Overall it seem to be designed do do exactly same thing as a Battlewagon, ferrying 20 models (or 10 if they're Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than a Battlewagon (better resilience, better shooting, no limits on the number of models due to weapons, more guns), but costs more. **In comparison to the Battlewagon, it also doesn't have the option to take more or bigger guns to turn it into a moving artillery piece at the expense of carrying capacity. *'''Open and Narrative Play only:''' **'''[[Skullhamma|Battlefortress]] (Open Play, Chapter Approved 2018)''': The third and biggest of the Looted Wagons. It's already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It's also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun. ***'''Krushin' Tracks''': Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain. ***'''Battle Fortress''': As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1" with the twinned guns. Unfortunately, don't expect cover to save it unless you have at least half the behemoth covered. ***'''Big Red Button''': The random roll for all looted wagons, selected once per battle during shooting (move 6" with all cargo inside, +1S to all guns, heal d3 wounds).
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