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=== New Units === ==== Ogryn Mercenaries ==== :''Ogryn Mercenaries are employed by humans (both Imperial forces and also rebels, private armies, and local security details), but also by Orks and several other kinds of xenos – anyone who will pay them, really, as Orgyns do not care who they fight for (or against) or why. ‘Payment’ is something of a misnomer; ‘appeasement’ would be more accurate, as Ogryn mercenaries are not professional enough to keep a detailed account of their dues, and instead indulge constantly in food, entertainment and fighting, which is all that keeps them from simply wandering away. Clients who cannot provide a steady (and fairly even) flow of all three of these base desires may find themselves on the business end of an Ogryn’s weaponry (or fists), more to end the monotony than to settle any feeling of backstabbing. Orks however have no trouble with supplying this in abundance (whether they have enemies to fight or not!) and, in turn, find Ogryns to be – even if not truly Orky – most welcome company.'' These are the same as the ''Auxilia Ogryn Brute Squad'' from the Imperial Militia & Cults Army List (''Horus Heresy Book Five Tempest''). ----- ==== Big Nobz ==== :''Big Nobz are Orks who achieve such massive proportions that their raw, unarmored girth can exceed an Astartes in full terminator plate. These Orks have the physical might and ruthless cunning to lead their own empire; the only reason why they don’t is because – obviously – there is another Ork even more intimidating than them! In accordance with the unconsciously simple but inescapably rigid structure of greenskin society, rough equals will band together, usually lead by one who is… at least slightly more equal than the others.'' '''Elites 160pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Big Nobz | 5 | 2 | 5 | 5 | 3 | 4 | 4 | 9 | 4+ |- ! Big Boss | 5 | 2 | 5 | 5 | 3 | 4 | 4 | 9 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Big Nobz are Infantry, a Big Boss is Infantry (Character). '''UNIT COMPOSITION''' 2 Big Nobz and 1 Big Boss. '''WARGEAR''': * Choppa * ’eavy Armour '''SPECIAL RULES''': * ’Ere We Go! * Furious Charge * Mob Rule * Bulky '''OPTIONS''': * May add up to 7 additional Big Nobz for 34pts/model. * All models in the mob may: ** exchange a choppa for a slugga for 20 pts ** exchange a choppa for a big choppa for 50 pts ** gain a Cybork body for 140 pts ** be equipped with stikkbombz for 20 pts ** be equipped with an additional choppa for 20 pts ** be equipped with an additional slugga for 30 pts ** be equipped with an additional shoota for 40 pts * Alternatively, all models may replace any choppas, sluggas, shootas, or big choppas that they are equipped with, for Mega Armor, a twin-liniked Shoota and a power klaw, and replace their Bulky special ruled with the Very Bulky special rule, for 135 pts * Any model may take items from the Ranged Weapons and/or Melee Weapons lists. * Any model may take an Ammo Runt for 3 pts/model * Any model may take a Bosspole for 5 pts/model * Any model may take a War Instrument for 5 pts/model * One model may take a Waaagh! Banner for 20 pts * The entire mob may take Warbikes, or the entire mob may take Cyboars, for 33 pts/model. Cyboar Big Nobz/Big Boss gains +1 Toughness and the Very Bulky, Rage, Jink, and Outflank special rules, and change their type to Cavalry; a Big Boss becomes Cavalry (Character). * If it does not takes Warbikes or Warboars, the unit may take a Trukk or Battlewagon as a Dedicated Transport. ----- ==== Madboyz Mob ==== :''While many Orks seems to spontaneously obtain knowledge in specialized fields, such as Meks who intuitively understand mechanics and science, Painboyz who gain innate insight into anatomy and pharmacology, or Runtherdz who instinctively grasp husbandry and genetics, there are a few Orks whose heads are filled with bizarre information that they cannot process or apply. Sometimes these are genius-savants who can conceive incredible technological or engineering miracles, and are cursed with the inability to imagine the use of such wonders – or to convince other Orks of their merit. But sometimes, they are simply mad, with clashing or incomplete data encoded into their minds. In either case, while respected by other boyz for their apparent favor of the Ork gods, they are disruptive and often morose elements that just cannot be tolerated for long in Ork society, and so they usually tend to gather together away from large established camps. When a Waaagh! begins they feel compelled to participate in battle as all Orks do, but sadly their scatter-brained klutziness leads them inevitably to a quick end – unless they’ve managed to find a renegade Warphead. Warpheads (who are borderline Madboyz themselves) are prodigiously powerful Weirdboyz that are addicted to the thrill of the near-suicidal use of their powers, and the minds of Madboyz resonate with clarity in their presence – just as Ork machines gain mind-boggling function through the unconscious application of Ork psychic energy, so too are interconnections made and missing details filled in inside the brains of Madboyz when saturated with enough ambient Orkish power. Madboyz in turn act as a focus for a Warphead’s power, and each will do their utmost to protect them from assailants.'' '''Elites 175pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Madboyz | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |- ! Warphead | 4 | 2 | 4 | 4 | 3 | 3 | 3 | 9 | 6+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Mayboyz are Infantry, a Warphead is Infantry (Character) '''UNIT COMPOSITION''' 1 Warphead and 9 Madboyz '''WARGEAR''': * Wierdboy Staff (Warphead only) * Choppa (Madboyz only) '''SPECIAL RULES''': * ’Ere We Go! * Furious Charge * Mob Rule * Psyker (Mastery Level 3) (Warphead only) * Adamantium Will (Warphead only) * Fearless (Warphead only) '''Waaagh! Overload''' — For each unit of Orks with at least one model within 12" of a Warphead at the start of each Ork player’s Psychic phase, the Warphead gains an additional Warp Charge point which can be used only by them. Each of these additional points not used by the end of that same phase must be allocated to any unit of Orks with at least one model within 12" of a Warphead (including the Warphead’s own unit if desired). For each point allocated, the unit suffers D6 S2 hits. Additionally, the Warphead suffers a single S2 hit for each point so allocated – this ''can'' be reallocated with a Look Out, Sir! Roll, as it represents feedback that can be earthed out through the Madboyz. '''Herald of Gork and Mork''' — While their Warphead is alive, Madboyz are Fearless, can issue and accept Challenges as if they were characters, and automatically pass Look Out, Sir! Rolls made to reallocated hits from their Warphead. '''Psychic Lightningrod''' — All units with at least one model within 12" of a Warphead at the start of the Psychic phase benefit from his Adamantium Will special rule. '''Mad Skillz''' — For every ten models in the unit, the Warphead gains +1 BS when rolling To-Hit with Psychic powers. '''PSYKER''': Warpheads automatically know all of the Powers of the Waaagh!, and may use any number of them as many times as they wish in their Psychic phase. '''OPTIONS''': * May add up to 10 additional Madboyz for 7pts/model. * All models in the mob may: ** exchange a choppa for a slugga for 20 pts ** exchange a choppa for a big choppa for 45 pts ** gain a Cybork body for 40 pts ** be equipped with stikkbombz for 10 pts ** be equipped with an additional choppa for 10 pts ** be equipped with an additional slugga for 20 pts ** be equipped with an additional shoota for 20 pts ** be equipped with ’Eavy armour 40 pts * The Warphead may exchange their Wierdboy Staff for a Force Sword or Force Axe for free. * The Warphead may replace his Wierdboy Staff with Mega Armour, twin-linked Shoota and Power Klaw for 20pts. * The Warphead may take items from the Ranged Weapons, Melee Weapons, Runts & Squigs and/or Orky Know-wots lists. ----- ==== Cyboar Boarboyz ==== :''While bikes and buggies are popular both for being noisy and fast, and a source of wonder for those who like to tinker with their workings, some Orks prefer the old-fashioned warboar. Boar-like Squigs are bred by Runtherdz or Pigdoks for their nasty tempers and equally nasty flatulence, and Ork camps traditionally get immense entertainment out of impromptu rodeos where competitors would attempt to break in the bucking creatures — and subsequently jostle each other while mounted on their wild steeds in arenas or around racetracks. For many warbands, this truly Orky pastime is enhanced further by Meks who cyber-mechanically augment the boars to include armor plating, drug injectors, steel-sheathed tusks, spike-studded hoofs, or other, stranger augmentations, resulting in a Cyboar, which is ridden into battle by the most enthusiastic Orks.'' '''Fast Attack 90pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Cyboar Boarboyz | 4 | 2 | 4 | 5 | 1 | 2 | 1 | 7 | 4+ |- ! Cyboar Boss Nob | 4 | 2 | 4 | 5 | 2 | 2 | 2 | 7 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' A Cyboar Boarboy is Cavalry, a Cyboar Boss Nob is Cavalry (Character). '''UNIT COMPOSITION''' 4 Cyboar Boarboyz and 1 Cyboar Boss Nob. '''WARGEAR''': * Choppa '''SPECIAL RULES''': * ’Ere We Go! * Furious Charge * Mob Rule * Bulky * Rage * Jink * Outflank * Immunity '''OPTIONS''': * May add up to an additional 25 Cyboar Boarboyz for 16pts/model. * All models in the mob may: ** exchange a choppa for a slugga 15 pts ** exchange a choppa for a big choppa 60 pts ** gain a Cybork body 45 pts ** be equipped with stikkbombz 10 pts ** be equipped with an additional bow 15 pts ** be equipped with an additional choppa 15 pts ** be equipped with an additional slugga 30 pts ** be equipped with an additional shoota 30 pts * The Cyboar Boss Nob may take items from the Melee Weapons list. * The Cyboar Boss Nob may take a bosspole for 5pts. ----- ==== Overlord ==== :''In a society where might makes right, the leaders are the strongest, toughest, and most dangerous of their kind. Growing to massive proportions and becoming terribly powerful, Orks that reach the position of Overlord (a human term that they adopt purely because it sounds impressive) are titans of angry green muscle that can easily pummel some of the greatest warriors of the Legiones Astartes by virtue of nothing but sheer belligerent force — of course an “’uge pointy fing” is considered a favourite as well. Any other useful qualities that a proper leader might possess – intelligence, adaptability, generalship – are not required, though in some rare individuals they do serve to make an Overlord an even greater threat.'' '''0-1 HQ 250pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Overlord | 6 | 2 | 6 | 5 | 5 | 4 | 6 | 10 | 4+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' The Overlord is Infantry (Character) '''UNIT COMPOSITION''' 1 Overlord '''WARGEAR''': * Slugga * Choppa * Stikkbombs * ’eavy Armour '''SPECIAL RULES''': * ’Ere We Go * Furious Charge * Independent Character * Mob Rule * Waaagh! * Very Bulky * Fear * Hammer of Wrath * It Will Not Die! * Smash * Ded ’Ard * ’Eadbuttz * Colossal Charge * Big Boss ov da Waaagh! '''’Eadbuttz''' — when making a Smash attack in a Challenge, the Strength is increased from S10 to S D. '''Colossal Charge''' — This model’s Hammer of Wrath attacks have the Concussive special rule. Note that this bonus does not apply to Hammer of Wrath attacks where this model is embarked on a Chariot. '''Ded ’Ard''' — All shooting attacks against models with this special rule are resolved at -1 Strength. '''Big Boss ov da Waaagh!''' — Equivalent to Master of the Legion. May not take more than one model with this special rule for every 1,000 points in the army. When a model with this rule is the Warlord, they may roll twice on their chosen Warlord Traits chart (re-rolling any doubled result) and select which of the two results they wish to use; and a single mob of Nobz, Meganobz, or Flash Gitz, can be selected as a retinue as part of the same choice on the Force Organisation Chart – models in any such unit can choose to accept and issue Challenges as if they were characters. '''OPTIONS''': * The Overlord may replace his Slugga, Choppa, and ’Eavy Armour with Mega Armour, twin-linked Shoota and Power Klaw for 20pts. * The Overlord may take items from the Ranged Weapons, Melee Weapons, Runts & Squigs and/or Orky Know-wots lists. * May have the Planetary Overlord special rule for 20pts. * May take a Squiggolossus as a Dedicated Transport. <div class="toccolours"> ''He’s no Primarch, although if he gets a Wound on Hammer of Wrath, and then a Deathblow when he Smashes, he could theoretically beat almost anything before it could even strike back. There’s less than a 1.5% of chance of that happening against most Primarchs, but that’s kinda the point – he’s not meant to be a match for a Primarch, but is meant to be a threat to Primarchs. Notably, his chances of beating Roboute plummet to tiny fractions of a percent since he has to survive a full round almost entirely by luck because Roboute ignores Concussive. Horus is almost as well-off, ignoring Concussive on a 3+. Keep in mind, while he won’t frighten a Primarch, he’s still powerful enough to annihilate practically anything else that can’t kill him before he gets to strike, and even Primarchs that let him get to his Initiative step will feel it.'' ''Oh, and stop it with the “There were Orks equal to Primarchs” idea. Even the biggest Ork, while perhaps exceeding their overall girth, never approached the power level of a Primarch – at least, not Horus:'' :“Horus faced Urlakk himself. The Overlord was an enormous Ork. But he was simply no match for the Primarch’s skill and unnatural power.” </div> ----- ==== Squiggolossus ==== :''Yet another bizarre variant of Squig, these massive creatures develop diamond-hard hides, muscular bodies, multitudes of wickedly sharp spines and teeth, and even membranous wings. Rarely seen in any but the longest established Ork settlements, their precise role in the orkoid ecosystem remains a mystery. Nevertheless, Ork Bosses that want the status of having a massive squiggly-beast at their command — and the satisfaction of subduing it himself, rather than having it reared by one of the Runtherdz — can do little better than to conquer one of these behemoths. However, though they seem to enjoy crushing enemies as much as their Boss, and obedience can be temporarily assured by a steel-shod kick to the back of the head, they certainly aren't ever tame - even those rare Bosses with the raw physical strength to subdue one of these mighty beasts, will still be chewed up as easily as a careless grot the instant that he fails to respect the incredible power he has shackled.'' '''Dedicated Transport 180pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Squiggolossus | 3 | 2 | 8 | 7 | 6 | 2 | 4 | 5 | 3+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' The Squiggolossus is a Jump Monstrous Creature '''UNIT COMPOSITION''' 1 Squiggolossus '''WARGEAR''': * Close combat weapon '''SPECIAL RULES''': * Concussive * Extremely Bulky * Fearless * Furious Charge * Vector Strike * Monstrous Chariot * Destructive Bulk '''Monstrous Chariot''' — A model with this special rule counts as a Chariot for the purposes of being a Dedicated Transport for its rider. It follows all the usual rules for Chariots, with the following exceptions: * The Squiggolossus may fight in close combat using its own profile as though it was a seperate model from its rider. Opponents in close combat will strike either the Squiggolossus or its rider, as per the normal rules for Chariots. * References to Hull Points refer to the Wounds characteristic of the Squiggolossus * References to Armor Penetration refer to To Wound rolls against the Squiggolossus * References to Glancing Hits and Penetrating Hits refer to unsaved Wounds against the Squiggolossus * Ignore references to Armor Facing * Ignore references to Immobilised results and other Damage Table results '''Destructive Bulk''' — The Squiggolossus may make Vector Strikes during the movement phase even though it will never be Swooping or Zooming, but may not Charge on a turn in which it makes a Vector Strike attack. A Squiggolossus's Hammer of Wrath and Vector Strike attacks are treated as being S D. In addition, a Squiggolossus may choose not to attack at its initiative step (it still makes its Pile In move at its own initiative step), and instead make a Stomp attack, comprising a single Stomp rather than D3 Stomps, at the Initiative 1 step. <div class="toccolours"> ''Honestly, this is just an excuse for those players who are buying (and optionally, converting) Age of Sigmar Orruks, to be able to use their Maw-Krushas.'' </div> -----
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