Codex - Orks Angry Greenskin Edition

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Introduction

Angry codices are an attempt to improve internal and external balance. Check out the Angry Codex hub for the other angry codices.

Note that I am not an Ork player and have limited experience watching them and playing against them. Tips from Ork playas would be greatly appreciated as I can only really work through mathhammer, and I only start working on things which I never see anyone take, see everyone take or is just glaringly unbalanced.

Disclaimer

Games Workshop in no way endorses this codex nor any of the other Angry Codices. No infringement is intended with this work, nor any other of the Angry Codices. The intent of the angry codices is NOT to make GW go out of business, but rather to improve the quality of the hobby, which leads to a happier and larger player base.

Editing

Feel free to edit wordings to improve readability. Add anything you like to any of the Angry Codices, except the Angry Necrons, Dark Eldar and Daemons, for these documents you should instead first argue in the discussion page before adding or changing anything. If someone objects to something you have written or changed, you should civilly discuss and prove why your idea is good and how it fits with fluff/is more balanced etc. etc. If no conclusion can be made then the Angry Pirate has the final say, if he does not say anything remove any changes from the official codex. If you don´t agree with an edit the Angry Pirate has made you can write in the talk page of the relevant talk page or in my page by clicking the first blue link. Angry Pirate (talk)

WIP

Ork Wargear Lists

Ranged Weapons

A model may replace its ranged weapon with one of the following:

- Shoota - 0 pts
- Twin-linked shoota - 3 pts
- Kombi-weapon with rokkit launcha - 2 pts
- Kombi-weapon with skorcha - 8 pts

A model may take one of the following special rules for its dakkagun, slugga, shoota or the shoota profile of its kombi-weapon:

- Louda - 1 pt
- Moar Dakka - 3 pts
- Moar Killiness - 2 pts

Melee Weapons

A model may replace its melee weapon with one of the following:

- Big choppa - 5 pts
- Power klaw - 25 pts

Mek Weapons

A model can replace its ranged weapon with one of the following:

- Kombi-weapon with rokkit launcha - 2 pts
- Kustom mega-blasta - 4 pts
- Rokkit launcha - 4 pts
- Kombi-weapon with skorcha - 8 pts
- Kustom mega-slugga - 2 pts

A model may take one of the following special rules for its kustom mega-slugga or kustom mega-blasta. The first cost is for custom mega-sluggas and the second cost is for custom mega-blastas:

- Louda - 3/5 pts
- Moar Dakka - 2/4 pts
- Moar Killiness - 4/5 pts

Runts and Squigs

A model can take up to one of each of the following:

- 0-3 Ammo runts - 3 pts each
- 0-3 Grot oilers*1 - 3 pts each
- 0-1 Grot orderly*2 - 3 pts each
- 0-1 Attack squig - 10 pts

Orky Know-wots

- Bosspole - 5 pts
- Cybork body - 5 pts
- Gitfinda - 5 pts
- Warbike and twin-linked dakkagun*3 - 25 pts

Gifts of Gork and Mork

- Da Dead Shiny Shoota - 5 pts
- Da Finkin´ Kap*4 - 10 pts
- Da Fixer Upperz*1 - 15 pts
- Da Lucky Stikk - 25 pts
- Destrorktion Body - 20 pts
- Chosen of Gork (or possibly Mork) - 15 pts
- Headwoppa´s Killchoppa - 20 pts
- Warboss Gazbag´s Blitzbike*3 - 35 pts

Ork Vehicle Equipment

- Red paint job - 5 pts
- Reinforced ram*5 - 5 pts
- Stikkbomb chukka - 5 pts
- Extra armour - 5 pts
- Grot riggers - 5 pts
- Wreckin’ ball - 8 pts
- Boarding plank - 10 pts
  • 1: Meks and Big Meks only
  • 2: Painboyz only.
  • 3: Cannot be taken by a model with mega armour.
  • 4: Can onlyf be taken by your Warlord.
  • 5: Cannot be taken by a vehicle with a deff rolla.

Units

HQ

Warboss

  • WS 7

Weirdboy

  • 5+ Invulnerable Save
  • Purchase Weirdsquig for 15pts each
    • Weirdsquig: Allows Weirdboy to reroll psychic tests (Perals ov da Warp? Wot's dat?)

Troops

Boyz

  • Base unit cost - 50 pts
  • Additional models - 5 pts/model

Gretchin

  • Base unit cost - 30 pts
  • Addiional Gretchin - 2 pts/model
  • The entire unit may take Stikkbombs - 1 pt/model

Elites

Nobz

  • WS 5
  • Additional models - 8 pts/model
  • Eavy armour - 7 pts/model
  • Warbikes - 25 pts/model
  • Boss Nob
    • WS 6, T 5

Kommandos

  • Base cost - 70 pts
  • Additional models - 7 pts/model
  • The entire mob may replace sluggas with shootas - 1 pt/model

Fast Attack

Stormboyz

  • Base unit cost - 40 pts
  • Additional models - 8 pts/model
  • Follow Orders Ye Git: A unit containing one or more models with this special rule automatically counts as rolling the Breaking Heads result whenever they would roll on the Mob Rule table.

Warbuggies, Skorchas and Wartrakks

  • Now have the Jink rule.

Deffkoptas

  • 28 pts

Flya Skwadron

  • You may include 3 of the following models in any combination, counting as a single fast attack
    • Dakkajet
    • Burna-bommer
    • Blitza-bommer

Dakkajet

  • 95 pts

Heavy Support

Mek Gunz

  • Mek Gunz - 30 pts/model
  • Additional Gretchin - 6 pts/model
  • Kannons´ - Shell now has the Fleshbane type.

Deff Dread

  • 70 pts

Special Rules

  • Move Through Cover
  • ’Ere We Go!
  • May replace any of its big shootas with one of the following:
    • Rokkit Launcha - 4 pts/model
    • Kustom mega-blasta - 7 pts/shoota
    • Grotzooka - 10 pts/shoota
    • Skorcha - 0 pts/shoota
  • May take any of the following:
    • Grot Riggers - 7 pts
    • Extra Armour - 5 pts

Killa Kans

  • 45 pts/model
  • Has the Move Through Cover rule.
  • Any Killa Kan can replace their big shoota with one of the following:
    • Rokkit Launcha - 4 pts/model
    • Kustom mega-blasta - 5 pts/model
    • Skorcha - 0 pts/model
  • Any Killa Kan can take any of the following:
    • Grot Riggers - 3 pts/model
    • Extra Armour - 2 pts/model

Lootas

  • Base unit cost - 95
  • Additional models - 19 pts/model
  • Deffgun receives Twin-Linked special rule

Flash Gitz

  • 90 pts
  • 1 pts/ammo runt
  • 18 pts/model

Lords of War

Gorkanaut

  • 295 pts
  • Unit Type: Vehicle (Superheavy Walker, Transport)
  • Now has the Knight Stomp special rule.
    • Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.

Morkanaut

  • 280 pts
  • Unit Type: Vehicle (Superheavy Walker, Transport)
  • Now has the Knight Stomp special rule.
    • Knight Stomp: Replace the 6 result on the stomp table with the 2-5 result, except carried out at S D AP 2.

Ork Special Rules

Mob Rule

If every model in a unit has this special rule, and the unit fails a Morale check or Pinning test (after any re-rolls they may have), roll immediately on the following table:

D6 Effect
1 Born to Fight If the unit is locked in combat, it is treated as if it had passed the Morale check or Pinning test. If the unit is not locked in combat, it fails the Morale check or Pinning test.
2-3 Breaking Heads If the unit includes one or more characters (including Independent Characters), it suffers D6 AP- hits with a Strength equal to that of the highest Strength value in the unit (not including weapons and special rules), and is then treated as if it had passed the Morale check or Pinning test. These hits are Randomly Allocated, but cannot be allocated to Ork characters (any excess hits are lost). If the unit does not include any Ork characters, it fails the Morale check or Pinning test.
4-6 Squabble If the unit has 10 or more models, it suffers D6 AP- hits with a Strength equal to that of the most common Strength value in the unit (not including weapons or special rules), and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.

Ramshackle

A model with this special rule has a 6+ invulnerable save and fails Dangerous Terrain tests on a roll of a 1 or a 2. A model with this special rule may move as normal even if it has suffered an Immobilized result on the vehicle damage table as long as it contains a unit with 10 or more wounds total.

Gubbinz and Gunz

Melee Weapons

Ranged Weapons

Orky Know-wots

Bosspole

Each time a unit that includes at least one model with a Bosspole rolls on the Mob Rule table, you may choose to re-roll any result other than a Breaking Heads result. You must accept the result of the re-roll.

Cybork Body

A model with a cybork body has the Feel No Pain (6+) special rule, while it is in a unit including a model armed with dok’s tools it instead has the Feel No Pain (4+) special rule.

Gitfinda

A model with a gitfinda has Ballistic Skill 3.

Kustom Force Field

The bearer, and all models within 6", receive a 5+ invulnerable save against any shooting attacks. If the bearer is embarked in a vehicle, then the vehicle receives a 5+ invulnerable save against any shooting attacks instead.

Mek’s Tools

In each of your Shooting phases, a model equipped with Mek’s tools may choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 5 or more, you may either restore a Hull Point lost earlier in the battle or repair a Weapon Destroyed result or an Immobilised result instead; this is effective immediately. A model cannot fire any ranged weapons in the same turn it uses its Mek’s tools,

Rokkit Pack

A unit made up exclusively of models with rokkit packs can choose to use them to Run 2D6" in the Shooting phase instead of the normal D6" even if it used them in the Movement phase. If it does so, every model in the unit must take a Dangerous Terrain test.

Stikkbombs

Shooting

Stikkbombs may be fired as a shooting attack using the following profile, only one model per phase in each unit may make use of the ranged profile:

Range S AP Type
8" 3 - Assault 1, Blast

Assault

Models equipped with stikkbombs don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.

Tankbusta Bombs

When fighting one or more units including a Vehicle and/or a Monstrous Creature any number of models armed with tankbusta bombs may make a single attack against one of those units with the profile below instead of attacking normally:

Range S AP Type
- 8 1 Armourbane, Unwieldy

Waaagh! Banner

All models in a unit that includes a Waaagh! Banner add +1 to the Weapon Skill characteristic on their profile.

Warbike

When models armed with a warbike turbo-boosts, they gain the Stealth special rule until the start of its next turn.

Armour

’Eavy Armour

Models armed with ’Eavy armour increases their Sv to 4+.

Mega Armour

Models armed with mega armour increases their Sv to 3+, add +1 to their Toughness and gain the Bulky special rule in addition models armed with mega armour cannot Run, Turbo-boost, move Flat Out, perform Sweeping Advances or fire Overwatch. However, they can shoot with Heavy, Salvo and Ordnance weapons, counting as stationary even if they moved in the previous Movement phase. They are also allowed to charge in the same turn they fire Heavy, Ordnance, Rapid Fire or Salvo weapons.

Ork Vehicle Equipment

Extra Armour

Rules for this upgrade can be found in Warhammer 40,000: The Rules.

’Ard Case

A vehicle with an ’ard case no longer counts as Open-topped. Note that this affects its Access Points and Fire Points as detailed in the appropriate datasheet entry.

Boarding Plank

If a unit disembarks from an Open-topped vehicle with a boarding plank and declares a charge in the same turn, it adds +2 to its charge distance (to a maximum of 12).

Deff Rolla

A vehicle with a deff rolla treats its front armour as two higher than normal when Ramming. In addition, if an enemy unit makes a Death or Glory attack on a vehicle with a deff rolla and fails to stop it, then the unit suffers D3 Strength 10 AP4 hits in addition to the damage they normally suffer for the failed attack. Furthermore, a vehicle with a deff rolla can re-roll failed Dangerous Terrain tests.

Grabbin’ Klaw

At the beginning of the enemy Movement phase, nominate a single enemy Vehicle or Monstrous Creature that is within 2" of the vehicle’s grabbin’ klaw. On the roll of a 4+, that vehicle may not move this turn. Gargantuan Monstrous Creatures, Flying Monstrous Creatures, Super-heavy Vehicles, Flyers and Skimmers cannot be affected by a grabbin’ klaw.

Flyboss

A vehicle with a Flyboss has Ballistic Skill 3 when shooting at Jetbikes, Skimmers, Flyers or Flying Monstrous Creatures. A vehicle with a Flyboss still fires Overwatch at Ballistic Skill 1 when firing Snap Shots.

Grot Riggers

A vehicle with grot riggers has the It Will Not Die special rule.

Red Paint Job

Ork vehicles with red paint jobs add +1" to the amount they can move whenever they move.

Reinforced Ram

A vehicle with a reinforced ram can Tank Shock and Ram, and treats its front Armour Value as two higher than normal when Ramming. Furthermore, the vehicle may re-roll failed Dangerous Terrain tests.

Stikkbomb Chukka

A vehicle armed with a stikkbomb chukka is armed with stikkbombs. Any unit disembarking from a vehicle with a stikkbomb chukka is treated as having stikkbombs for the remainder of that turn.

Wreckin’ Ball

Range S AP Type
3" 9 4 Assault D3

Gifts of Gork and Mork

Chosen of Gork (or possibly Mork)

A model with this gift of Gork and Mork has a 5+ Invulnerable save.

Da Dead Shiny Shoota

Range S AP Type
18" 4 6 Assault 6, Stray Shot, Twin-linked

Stray Shot: Roll a D6 each time Da Dead Shiny Shoota fails To Hit its target (after re-rolls). For each roll of 1, a friendly unit within 6" of the target, chosen by your opponent, suffers a single Strength 4 AP6 hit as if it were just shot by the wielder of da Dead Shiny Shoota. The wielder of da Dead Shiny Shoota, and his unit, cannot be chosen as the targets for a Stray Shot.

Da Finkin’ Kap

The wearer of Da Finkin’ Kap generates an additional Warlord Trait from the Strategic Traits table in Warhammer 40,000: The Rules. If the additional trait is the same as the first trait they generated, roll again until a different trait is generated.

Da Fixer Upperz

In each of your Shooting phases, instead of firing a weapon, a model equipped with da Fixer Upperz can choose to repair a single friendly vehicle he is in base contact with or embarked upon. To repair a vehicle, roll a D6. If the result is 3 or more, you may either restore a lost Hull Point or repair a Weapon Destroyed or an Immobilised result instead; this is effective immediately.

Da Lucky Stikk

All models in the bearer’s unit add +1 to the Weapon Skill characteristic on their profile (this is not cumulative with the bonus from a Waaagh! banner). In addition, the bearer can choose to re-roll any failed To Hit or To Wound rolls or saving throws that they make. However, should three or more of the re-rolls generate failed results in the same turn, the model is immediately removed as a casualty with no saving throws of any kind allowed.

Destrorktion Body

A model with armed with the Destrorktion Body has the Feel No Pain (6+) special rule. Once per game at the beginning of any player turn you may turn the Destrorktion Body into ovadrive mode for the remainder of the turn. While in ovadrive mode the model armed with Destrorktion Body gains the Feel No Pain (4+) special rule and its Strength is increased by 1.

The Power of the Waaagh!

Primaris Power

Frazzle... Warp Charge 1

Frazzle is a nova power with the following profile:

Range S AP Type
9" 6 3 Assault 2D6

1. ’Eadbanger... Warp Charge 1

’Eadbanger is a focussed witchfire power with a range of 24" which does not require a To Hit roll. The target suffers a Wound with no armour or cover saves allowed.

2. Warpath... Warp Charge 1

Warpath is a blessing that targets the Psyker. Whilst the power is in effect, all models in the Psyker’s unit that have the ’Ere We Go special rule gain the Rage and Fearless special rules.

3. Hand of Gork... Warp Charge 1

Hand of Gork is a blessing that targets the Psyker and his unit. Remove the unit from the board. It then immediately arrives using the rules for Deep Strike anywhere on the battlefield.

4. Waaagh! Lance... Warp Charge 2'

Waaagh! Lance is a Beam which does not require a To Hit roll it has the following profile:

Range S AP Type
18" 10 2 Assault 1

5. Power Vomit... Warp Charge 2

Power Vomit is a witchfire power which does not need to roll To Hit, it has the following profile:

Range S AP Type
Template 7 2 Assault 1, Torrent

6. Foot of Gork... Warp Charge 4

Foot of Gork is a Witchfire power which does not need to roll To Hit but scatters as normal, it has the following profile:

Range S AP Type
24" 10 2 Assault 1, Large Blast, Barrage, Gork’s Warpath

Gork’s Warpath: After resolving a psychic shooting attack witht this special rule roll a D6 and consult the following table:
D6 Effect
1 Slipped Your opponent may resolve an additional attack with the profile above upon any of your units as if he was controlling the caster, this attack may be resolved against the caster if your opponent wishes. After resolving this attack nothing further happens.
2-3 Wanders Off Nothing further happens.
4-6 More Stomping! You may resolve the psychic power again, either against against a new unit. After resolving this attack roll a D6 and consult this table again.