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Warhammer 40K Orks Morkanaut / Gorkanaut

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About this deal

edition is out in the wild, and with it a whole raft of changes to the factions of Warhammer 40,000. Today, by extremely popular demand it’s finally the turn of the Orks. We decided waiting till November would be too mean. Gretchin are the big losers. The changes to army building in 9th meant there was no longer a need to run so many, but we still would like them for screening and character protection. 5 points a model is nearly ridiculous. I'd heavily consider 10 boyz instead, since they can at least hit something in a meaningful way. Hot off the presses we have our first winning list featuring Ghaz, leading up a massive contingent of Goffs to a win at the Gigabyte GT (there was also a Deathskulls list with Trukks there that did well). Mek Guns came out of the changes in a pretty good place point wise, and they can move and shoot without incurring a penalty to their hit rolls since they’re vehicles, but that’s a double-edged sword: they’re also going to bleed you points to the Bring It Down Secondary Objective, where their T5, 6-Wound frames do not do enough to protect them. Unless you’re going all-in on vehicles, that probably caps you at maybe 6 of these as a sensible number. With that in mind, there probably isn’t much draw to take a detachment just for running these, and you’re more likely to see a small number stapled onto another detachment. That isn’t the end of the world – the dreaded Smasha Gun is still an extremely nasty piece of kit, and giving up kills isn’t nearly as bad as it used to be. It really only takes one spike turn from a battery of these to waste a big target, so keeping some around is worthwhile. It does seem a bit less likely you’ll see them in Grot Mobz, though that is an option if you end up needing to take a Patrol to squeeze in HQs. Scorched Gitbonez- PSYKER only (including the Kill Rig), granting them +1 to cast Witchfires, and a 4+++ vs Mortals taken by Perils of the Warp. It’s fine, though the Witchfires aren’t amazing when compared to the buffing powers of the Ork Disciplines. Smite isn’t a Witchfire either, so no boosted super Smites for you.

One big thing to note here – the first is that the Warboss on Bike is gone, but can potentially be replaced with another Wartrike, as here almost everything can benefit from their version of Advance and Charge. You lose a nasty beater, but it isn’t the end of the world. Ard As Nails- -1 to Wound the Character is a great defensive buff given their already high Toughness makes most weaponry wound them on 4s or 5s anyways. The in general low Svs for Orks is slightly more palatable if you only need to take 1 or 2 of them. Applies to both melee and ranged so will always be useful. Grotsnik has this, as he’s more machine than Ork now… Zzappas • Shunta • Gaze of Mork • Lifta-Droppas • Rivet Gun • Mek Speshul • Shokk Rifle • Shokka Pistol • Wurrtower Grot Blasta • Slugga • Shoota • Big Shoota • Dakka Shoota • Snazzgun • Deffgun • Thump Gun • Boomstikk • Burna • Skorcha • Rokkit Launcha • Kombi-Weapons • Squig LaunchaSome weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: At the heart of the Morkanaut’s power lies its primary weapon, the awe-inspiring Kustom Mega-Kannon. This potent firearm brims with worky gubbinz and zappy bits, ready to unleash devastation on the battlefield. With its firepower, enemies are left quivering in fear, knowing that their fate is sealed in the hands of this mechanical monster. More Dakka!- All of an ORKS unit’s Dakka weapons count as being in half range for their number of shots. Will depend on the unit you use this on, as some will benefit far more than others. A unit of 9 Warbikers going from 54 shots to 90 is well worth 2CP. A unit of 10 Boyz going from 20 shots to 30, not so much. As the cost is flat regardless of unit or size, use this on the biggest and most dakka-ry units you have for maximum carnage.

You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move:Eadbanger (WC 5)- An enemy unit within 18” takes D6 Mortal Wounds if you roll over their T on a D6. Can only kill one model however, so basically it is a good Character sniper, or to try and especially on T3 units. Doesn’t need Line of Sight either, making it a semi useful “artillery” power. All CHARACTERS can have these ones. BEAST SNAGGAS and SPEED FREEKS have their own mini tables, but can still take these normal ones if they wish. Orks tend to be mobile and able to spread out to grab a lot of space and objectives, which helps with quite a few secondaries. Unstoppable Momentum- If a NOB ON SMASHA SQUIG finishes a Charge Move with no enemy units within Engagement Range (ie he runs them all over), he can immediately Charge again. Very niche and unlikely to come up, though quite amusing when it does, especially against already very wounded units or Characters so you can go off and threaten something else.

Well, I’m going to go into excruciating detail of everything right and wrong with this misfire of a big release. All in just 3 easy steps: Good, Bad, and Ugly. First turn of combat’ means any rules that trigger when you Charge, are Charged, or Heroically Intervene. Enhance the yellow details and create depth by applying a wash of Agrax Earthshade. This will add shadows and definition, making the details pop and giving your Morkanaut a more realistic and captivating appearance.

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I created a rope winch by cutting a dropper bottle to a cylinder, gluing plaplate on both sides, and then wrapping braided thread until it was fully wrapped. A claw from the grot kit worked great to add to the end of it. I then salvaged a head from the First Grade Gundam RX-78-2 kit with hanging wires to use as a trophy that the Morkanaut is dragging around. It was a fun opportunity to add a sort of tribute to my two plastic modeling hobbies.

Morale is less severe on hordes. While large units of boyz still have the advantage of using Mob Rule to get high Leadership values, the penalty for losing 20+ boyz in a single turn of shooting is no longer near as harsh; you can now auto-succeed on a 1 for your Morale test, and on a loss you’re only losing 1 model + the results of your combat attrition test, making it less likely that your large unit will be wiped out. Going into this kitbash I wanted to attempt to be as WYSIWYG as possible to the profile of the Morkanaut. In addition to that, fitting the Morkanaut to the appropriate base was important too. Lastly and most importantly, I HAD to include a goblin pilot inside the Ball. Lumbering Strides- Lets a NAUT or STOMPA reroll one of the dice for ‘Ere We Go , instead of both. Obviously pretty great if you roll a 6 and 1, but this will be dependent on your charge needed. In general, it’s not worth using unless you have a 5 or a 6 on one of the dice, and a 1 or a 2 on the other, and you need a long charge. In most circumstances however, rerolling both is the better option.

Attributes

The Morkanaut boasts an impressive array of secondary armaments, making it a versatile and deadly adversary. Twin-linked big shootas rain a hail of bullets upon unsuspecting foes, while rokkit launchas add a touch of explosive chaos to the mix. For close encounters, the Kustom Mega-Blasta delivers a blistering blast, ensuring no enemy can escape unscathed. Warbike • Deffkilla Wartrike • Warbuggy • Wartrakk • Wartrakk Skorcha • Boomdakka Snazzwagon • Shokkjump Dragsta • Kustom Boosta-blasta • Megatrakk Scrapjet • Rukkatrukk Squigbuggy • Trukk • Big Trakk • Cutta • Big Lugga • Trakbike

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