Orks Chapter Approved

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The document provides questions and answers about various rules in the Codex: Orks.

They use the rules for bolt-on big shootas.

The rules state that models block line of sight, so shooters can pick targets behind other squads as long as the shot goes between models. The targeted models can use Living Shield if shot through a Gretchin squad.

Chapter Approved – Codex: Orks Q&A (v1.

0)

Q. When a zzap gun is mounted on a Battlewagon, replacing a twin-linked


big shoota, what are the effects of rolling an 11 or 12 on the Strength?
Normally some crew are killed, is this still the case?

A. No, it isn't. The roll of an 11 or 12 has no extra effects over and above the
irritation of the weapon not firing.

Q. On a related note, do the Grot crewmen (for the battlewagon big gun)
need to be on the vehicle or are the vehicle's crew assumed to be the
gunners as with other vehicle mounted weapons?

A. The vehicle’s crew act as gunners.

Q. Does the limitation on Big Mek's Mekboy bodyguard of not having the
same equipment apply to Mekboyz that are part of the Warboss's
Bodyguard? It does not indicate this specifically, but there is enough
information given to ‘interpret’ it this way.

A. The limit on Mekboyz is only intended to apply to the Big Mek’s bodyguard,
not the Warboss’s.

Q. You can have two Warbosses, right? Seems odd, but that's what the
rules say.

A. Aargh, that was an oversight on my part. You can take a maximum of one
Warboss. Two Warbosses would only appear if there were two separate
warbands fighting ie, if you were using multiple detachments (See Very Large
Games on p.131 of the Warhammer 40,000 rulebook).

Q. A bionik arm counts as a close combat weapon. Does this count toward
the 2 single or a single/double limitation on weapons? If so, I assume it is a
single-handed weapon, right?

A. No, it doesn't count towards the weapons limit - that's the advantage of having
it 'built in'.

Q. The kustom force field is a two-handed weapon, but I was under the
impression that it wasn't a weapon at all. Can you explain?

A. It’s actually a bulky piece of equipment that needs two hands to operate hence
I counted it as a weapon for the purposes of limiting what the Mek can carry.

Q. Kustom Jobs: Can the blasta job be combined with the other kustom
jobs?
A. Yes

Q. The battlewagon can mount multiple big shootas that are fired by
passengers, what are the restrictions for moving and firing?

A. They use the rules for bolt-on big shootas.

Q. In the Wargear rules under the Bosspole it says that it may be carried by
a Grot. Unfortunately, you can't buy the Grot to carry it; how can this be
done?

A. Oops, you're right. The solution is as follows:


Banna Wavva: 3 points
Grot statline: May carry a bosspole or a Waaagh! banner. A Banna Wavva may
not be chosen as a casualty caused by enemy shooting (only the luckiest Grots
are chosen for the job and they always seem to know when to dodge behind the
nearest cover, or Ork, to avoid fire.). Blast markers and templates will affect them
as normal. Banna Wavvas are armed with a Grot blasta.

Q. The rules for the zzap gun state that you pick a target model. Does this
mean that the gun can force a specific model to be removed as a casualty
in a squad, even though the casualty is normally chosen by the owner of
the target?

A. No. The use of the word ‘model’ is in reference to vehicles, which will be the
normal target of a zzap gun. When firing into a squad, the owner of the squad
can still pick which model is removed as with any other type of normal shooting.

Q. As per the Living Shield rule for Gretchin Mobs, Grots can be used as
cover for models behind them when the Grots are shot ‘through’. What
exactly does this mean?

A. The rules for 40K state that ‘models’ block line of sight. This does not mean
that squads do, only models. This means that shooters can pick targets behind
other squads as long as the shot goes between models in the interposing squad.
When this type of shooting happens ‘through’ a Gretchin squad, the targeted
models can use the Living Shield rule.

Q. First, when a character with Squigs (attack or hound) or Grots as


wargear dies, are they removed as well? On the one hand, they're wargear
and so should go with the character, but on the other they are models with
a profile of their own.
A. Hmmm. Tempting as it is to keep Grots and Squigs in play I think they're going
to have to be removed if the character dies to prevent all sorts of weirdness
breaking out.
Also, Grots and Squigs do become part of the squad that their character is part
of, so they do count toward the number of losses a unit sustains when working
out whether or not the squad has taken 25% casualties from shooting. They also
count toward casualties in close combat. If removed as part of the loss of their
character, they are counted as casualties as well.

Q. Can you put Imperial vehicle upgrades on looted vehicles, or are you
limited to only Orky vehicle upgrades.

A. Orky vehicle upgrades only.

Q. It would seem that Ork vehicles with a Red Paint Job and Turbo can
actually move 7" and still be stationary! Turbo says that "for shooting and
disembarking troops the vehicle counts as moving the speed it went before
the turbo boosters were added". The Red Paint Job says it adds +1" to the
move distance so a fast Ork vehicle could move 13" and still fire one
weapon and or allow troops to disembark (which therefore means it counts
as having moved only 12"). If I announce I am going 0", I can Turbo up to
6", counting as moving 0" (the speed I went before boosting) and then add
1" to this distance and still fire/disembark as if I had not moved at all.

A. Not true, see the turbo boost rules. Realize that the 4+ refers to the distance
rolled ie, if you get an extra 4, 5 or 6" on the dice roll you can't shoot or
disembark. The Ork vehicle could, therefore, hope to roll a 3 or less and get the
benefits you mention, but it’s pretty risky!

Q. When Flash Gitz upgrade to kustom jobs, do all of them have to take the
same one?

A. Yes.

Q. I noticed the phrasing of the Flash Gitz kustom jobs is much like krak
grenades and the like in that it says the "entire mob may be given....."
When you buy krak grenades for a squad you cannot choose to upgrade
just a few models. They must all get the grenades and all must pay the
points for them. Is the parallel phrasing intentional? In other words, in a
mob of 10 Gitz, if I choose to upgrade them all to, for example, Shootier, I
must pay 20 points to do so. Then, after paying those 20 points, I can get 4
burnas for models for an additional 24 points, thus ‘wasting’ the 8 points
spent in upgrading the shootas that those 4 burnas no longer have. Is this
the intention?
A. Yes, that's right. Bear in mind that models like Devastators pay extra points for
having their extra heavy weapons - with Flash Gitz this is covered by the points
spent on kustom jobs instead.

Q. Choppas. The rule states that "In close combat choppas limit the saving
throw an enemy model can have to a 4 at best". This does not stipulate
Armour saves. Does this mean that Invulnerable saves are altered as well?

A. No, the choppa modifier applies only to Armour saves.

Q. Throughout the Ork list, squads are given the option "for an additional X
points, one of the Orks may be upgraded to a Nob". Burna Boyz are the
only squad that does not follow this as their option states, "for an
additional +9pts the Burna Boyz mob may be led by a Mekboy". I take this
to mean that it allows the mob to be 11 Orks strong. Is this correct?

A. Yes

Q. When an Ork mob loses a round of combat to a fearsome opponent, they


don't get a size check, correct?

A. No, remember the mob size check comes after failing a Morale check, so in
this case you fail the Morale check automatically and then take a mob size
check.

Q. Do Orks mob up before the enemy gets to advance (and potentially wipe
out the Ork mob)?

A. No, the rules state you check for mobbing up 'once moves are complete',
therefore any pursuits, crossfires etc. would take effect first.

Q. An Ork unit fails to regroup, and falls back with a movement that would
take them off the board edge. They do have another mob behind them, so
they fall back in that direction, but still have so much movement that they
get to the edge with movement to spare. They remain, at this point, within
6" of the other unit. They try a Last Chance to Regroup (we'll assume they
are above 50% etc) but fail, being Orks. Can they attempt to Mob Up, or do
they scamper off the board?

A. Hmmm, I would say no, based on the fact that the rule states that mobbing up
is done "after all moves are complete". In this case, the complete move takes the
Orks off the battlefield, severely cramping their ability to join their mates.

Q. If Orks in mega armour fall back, they move half the distance rolled on
the dice (because they count as being in difficult terrain). Do mega boostas
help them fall back any faster?
A. Hadn't thought of it like that but the rule states that boostas allow you to re-roll
the distance moved, which I would interpret as any movement distance involving
dice rolls (i.e. fall back, normal move, assault). Bear in mind that all Ork mega
armour moves are made as though through difficult ground. This could also go
for advance & assault movements, too (all we could think of here).

Q. Do Ork units behind the bikers receive a cover save when fired at by
Guess range weapons? (for example, Griffin with or without LoS lobs a
shell towards the Orks and hits a unit behind the bikers). The same for
Ordnance weapons too for that matter. Also, what if the firing weapon is
on a hill, the bikes are in the valley, and the target is on another hill (such
that the path of the bullet would not go through the bikes)? I guess bottom
line on this is, would targets get a save if the enemy are not really firing
though the warbikes but instead over them?

A. In order to keep the rules clean; yes the save will apply against any attempts
to fire past the warbikes whether it’s over, under or through. This will apply to
Grot screens too, of course (cross out 'murk' and insert 'bodies').

Q. Are Killer Kans treated as Ork Dreadnoughts with regards to vehicle


upgrades?

A. Yep, treat as Dreads in all respects.

Q. Can Lootas take the transport option from a squad?

A. Yes, they can.

Q. Can Big Gunz be targeted as vehicles, and therefore cannot be screened


by models?

A. Yep, 'fraid so. Try to go for maximum crew and include a Mek with kustom
force field and tools so he can fix broken gunz. This should help them last.

Q. If a looted Rhino is upgraded with weapon options (bolt-on big shootas


for example), would that mean only one Rhino could be taken since any
upgrade would put it above 50 points? Or is it just for the initial cost where
you have to deal with the 51+points limitation?

A. The former - it's the vehicle worth that's the issue.

Q. Is the indirect fire option for a Basilisk considered a weapon option or a


vehicle upgrade? The reason I ask is that Ork looted vehicles can take the
weapon options, but not the upgrades, of the looted vehicles. In other
words, is a looted Ork Basilisk capable, for +25 points, of firing indirectly?
A. It's an option, so can be taken for a looted Basilisk. The vehicle upgrades are
listed separately.

Q. If an independent character takes Grot or Squig wargear, is he still an


independent character? He seems to almost become a small squad at that
point.

A. Yes. Wargear is still wargear, even if it has legs.

Q. As it is a Guess Weapon (barrage), the Stomp Weirdboy power causes


pinning, right?

A. I suppose they do really.

Q. A Weirdboy has joined a mob of Boyz, as he has to. They are all behind
a forest and have no line of sight through it. Can the Ork player declare that
the mob is shooting a target beyond the wood, having only the Weirdboy
shoot?

A. Yes, though it's highly un-Orky.

Q. Does a Weirdboy have to shoot the same target unit as his mob?

A. Yes

Q. When using Forced March (US White Dwarf 238 Chapter Approved), do
Orks get to use their size check after taking casualties?

A. Yes. They will, therefore, not run away if they pass.

Q. If I take 3 looted Rhinos, can they carry anyone (Rhino specifies Marines
may be carried, not Orks)?

A. I'm not even going to dignify this with an answer (yes).

Q. If so, can they group together to transport a squad of 30 Boyz? I guess


the same question applies to some other armies. For example, can 3 Land
Raiders be used to transport 30 Cultists or can 2 of them transport one
squad of 20 Berzerkers? I assumed the answer was yes, providing that the
vehicles maintained 2" coherency. Of course, this could only be done with
vehicles that are not squad-linked. For example, you obviously cannot buy
a second Rhino for a Berzerker squad to accomodate the extra 10 men, but
it seems ok to get 2 heavy support Raiders and share that way.

A. How can I put this? No No No and yet another NO!


We've talked this one out before now and the conclusion was that we shouldn't
allow squads to split across multiple vehicles. Why? Because it’s too weird,
causes problems with what happens if one is destroyed or immobilized, and the
limit on the size of mechanized units means that foot-slogging infantry still get to
have some role in the game, instead of being completely outmoded (like they are
in Epic, for example).

Q. What I want to do is take an Ork biker Nob and but a little sidecar on it to
carry three attack Squigs around. All it would be is a way to visually
represent the Squigs keeping up with the bikes. It would have no special
rules impact. It would still be just a biker Nob and three Squigs (no attack
bike benefit).

I also want to chain three Squigs with their tongues wagging behind them
(like a dog leaning out a car window) to a Stormboy Nob and have them
zipping through the air with reckless abandon. It would look goofy (in a
good way) and Orky, I think.

The question that arises is, will the presence of the Squigs slow down the
bikes or Stormboyz since, rules-wise, they do not have bikes or jump packs
themselves? Or are they wargear (as you once put it "Wargear is still
wargear, even if it has legs") and can hitch a ride like a bionik (Squig) arm?
They do, after all, get removed when their ‘master’ goes away and count as
casualties. It would be a nice (and fun!) little perk for them.

A. They would slow the unit down as the unit would only be able to move/assault
at the speed of its slowest member.

Q. Is a slugga (single-handed weapon) with Kustom: More dakka (wargear)


a ‘different weapon’ from a slugga (shw) with Kustom: Shootier (different
wargear). This is important for a Bigmek’s Mekboy bodyguard. I guess if
they are, that means all five Mekboyz can have burnas:
1) burna
2) burna + claw
3) burna + choppa
4) burna + slugga
5) burna + kustom slugga.

or (better yet)
1) burna
2) burna + slugga
3) burna + dakka slugga
4) burna + shootier slugga
5) burna + blasta slugga
It would seem this gets around their ‘violent aversion to standardized
weapons’. They are, after all, kustomized (a far cry from standardized).

A. Hmmm, this is something of an attempt to evade the spirit of the rule while not
actually breaking the letter of it. The first example you give I'd say was legitimate
(just barely) as at least they all have different combinations of weapons. The
second uses the same combinations with some tweaks to try and satisfy the rule.
It's a fine line but I'd say yes to the first and no to the second.

Q. When moving Nobs in mega armour I have always rolled for each Nob
separately... otherwise putting one character in mega armour with a unit
will slow the whole unit down, which doesn't seem right. Also, if there is a
Warboss without mega armour I have always moved him his normal move
since I understood that coherency is suspended mid-combat.

The mega booster wargear entry specifies that Nobs with the booster move
separately to Nobs without it, not that they all move at the speed of the
slowest.

So, when making a charge or sweeping advance with a retinue that


includes some mega armoured Nobs, who may each move at differing
speeds, what speed should the Warboss move at?

A. What the rulebook says is that Orks in mega armour move 'as if they were in
difficult terrain', and therefore the different movement rates of the two types of
model are covered by the rules for difficult terrain which explain what to do if
some models are in difficult terrain and others are not.

Q. On page 8 of Codex: Orks, it states that, "The Warboss may be


accompanied by between five and ten Nobz," and "If a Warboss is
accompanied by a bodyguard he may also be accompanied by up to two
Mekboyz”.

On page 111 of White Dwarf #247 for August, 2000, Karl Renwick writes in
his description of his Ork warband that, "(his) Warboss was escorted by
three Nobs with choppas and two Mek Boyz with burnas . . .."

1) If the minimum number of Nobz in a Warboss' bodyguard is five, then


how can he have only three Nobz in the bodyguard?

2) Do the two Mekboyz count as part of the bodyguard, bringing the total up
to five and, if so, why?

A. Karl Renwick screwed up his army list. The bodyguard starts at 5 Nobz and
then you can add extra Meks etc. Any other interpretation is getting a bit too
creative really.
Q. How does the addition of Cybork Bodies in a unit affect the 'Mixed
Armour' rule? It seems from the wording of the rule that you would ignore
them until there are NO other models in the mob (after having soaked up
some casualties from a lesser save). This situation becomes more dramatic
(and odd) if they outnumber any other type of model in the mob.

A. How is this resolved? The mixed armour rule is only applied to Armour saves,
whereas Cybork body gives an Invulnerable saving throw. On this basis, it would
be most logical to ignore the Cybork body altogether and saves would be taken
using the most prevalent armour type, regardless of whether the Orks in question
had Cybork bodies or not.

Q. Warboss and 10 Nobz in mega armour, 2 Mekboyz and 2 Mad Doks.


Each Nob has an attack Squig and the Doks each have 3 Grot orderlies.
The Warboss and the Nobz have a 2+ save (11 of them). The Mekboys and
Doks have 3+(heavy armour and a bionik bonce - 4 of them). The Squig
hounds have a 6+(10 of them) and the orderlies have no save (6 of them).
So, with this unit of 31 figures would the save be a 2+? The Rules mention
a ‘majority’ of the unit, but in this example there is no majority.

A. 2+ - majority (until casualties, anyway)

Q. Do Ammo runts affect the Armour save of a unit? Their rules state that
they cannot be chosen as a casualty from enemy shooting. So if a unit of 1
Warboss and 9 Nobz in mega armour each with 3 Ammo runts is the save a
"-" or is it a 2+?

A. 2+, as you say, runts can't be chosen as casualties and hence can't make
saves.

Q. Power of the Waaagh! tests: Do Killer Kans get to Waaagh? (They are
listed as a Mob.)

A. No

Q. When a Mekboy with a kustom force field is riding in a vehicle where is


the force field’s effect measured from?

A. From the Mekboy model himself, not his vehicle.

Q. When determining if an Ork vehicle is close enough to a kustom force


field to count as being ‘hull down’, does part of the vehicle have to be
within 6” or all of it?

A. All of it.

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