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Games Workshop Warhammer 40k - Ork Lootas (2018)

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M41 WAAAGH! Gazbag - Gazbag, a Speed Freek Warlord noted for his dogged determination if not his navigational skills, guides his WAAAGH! toward a group of largely unprotected Aeldari paradise worlds. The vengeful Asuryani of Craftworld Biel-Tan descend upon the invaders with destructive fury, yet find the Orks a numerous and deadly foe. Eventually the Aeldari are forced to withdraw, the flames of battle having reduced the paradise worlds' once verdant plains and jungles to smouldering ruins, providing Warboss Gazbag with a new empire to rule over. Indeed, many other intelligent species believe that violence itself is a language amongst the Orks, since they use pain and brutality to get their points across to each other. Orks are not very intelligent or clever, and they even label the use of strategy and fleeing from battle as simply "un-Orky." The Orks, also called Greenskins, are a savage, warlike, green-skinned species of bestial, asexual humanoids who are spread all across the galaxy. They are unique in that they possess the physiological features of both animals and fungi. They share many physical and cultural features with the dark fantasy Warhammer universe's Orcs (and were initially called "Space Orcs" to distinguish them). Crusade rules which tell the story of your army, including your Warboss’ quest to keep his boyz in line and stay on top of his Waaagh An Ork's love of speed can easily affect his brain, to the point where an Ork becomes addicted to the thrill of a wild ride into battle. Beyond even a Speed Freek's delirium there are also Flyboyz, whose need for speed has driven them into the air in search of ever greater thrills, piloting the Ork's Fightas and Fighta-Bommerz.

Lootas are who you come to if you want a lot of Dakka shots, with their deffguns becoming Dakka 3/2. That’s pretty much a straight upgrade, as it allows them to move and shoot without issue, and they’ll often get the top profile. The downsides are that they don’t have access to either the old version of More Dakka or a shoot twice effect any more, and now have to take a Spanner per 5 models. It’s no slouch when it comes to shooting, either: The Kill Rig has three ranged weapons – the 48” Heavy D6 ‘Eavy Lobba, that can fire S6 AP-1, 2-damage shots at targets out of line of sight, the S8, AP-2 3-damage Stikka Cannon that can re-roll hits against monster and vehicle targets (and traps them nearby), and the Wurrtower, a brutal 24” Assault 1 S9 AP-3 D6 damage gun that automatically hits its targets and does D3 shots if the kill rig successfully manifested any psychic powers this turn. Army special rules for fielding an Orks list, with rules for seven Clan Kulturs, the Ork subfactionsSome 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: The ancient Krork were known to possess more advanced technology than that of the present Greenskin race, and to be on average larger, in some cases standing as tall as 12 metres.

This is where Roar of Mork ended up – it still inflicts -1Ld to all enemies in range, but also tags one unit for -2 to Advance and Charge rolls. Pretty good! The people who love the idea of big green himbo football hooligans tearing their way across the galaxy in search of their next scrap. All of these problems are fixed in the new book. Shifting the basic Ork statline to T5 and adding AP to the choppa means that every Boy (plus all the units that share their statline) now feels more like a brutal brawlin’ killa. That’s good, and what’s more this is somewhere where I think other sliders have been moved to stop this being oppressive. Your Boyz are better on their base rate, but the removal of Unstoppable Green Tide means that your starting complement is your lot, and the difference between victory isn’t going to turn on a last few dice rolls that determine whether a unit clings on to be completely refreshed. I was a bit worried when T5 Boyz was announced that they’d be oppressive, but I think here the tuning is good – they’re playable (with maybe a slight asterisk of “once Enriched Rounds gets nerfed”) and scary, but not broken.The Orkoid sub-races have a symbiotic relationship of sorts; the smaller Greenskins perform menial tasks for their Ork overseers in exchange for a measure of protection. The Ork language literally has no word for "diplomacy"; they solve almost all of their disputes by fighting. They have been noted to have a greater proportion of Weirdboyz in their ranks than other klanz, who use their wealth to dress flamboyantly. Unfortunately for them, they end up being dragged off to battle and used against the enemy like any other weapon. Once again, they resort to the use of blood when the red paint runs out. Evil Sunz are distinguished by their use of bright colours, especially red and yellow. They like flame patterns and many sport goggles and driving gloves, whether they are driving a vehicle or not. The Evil Sunz are also found as an Orc tribe of the same name on the Warhammer World of Warhammer Fantasy.

M41 Green Tide over Ultima - The Ultima Segmentum is punished by wave after wave of Greenskin uprisings and invasions. Numerous outlying worlds are overrun, and only the tireless efforts of Chapter Master Marneus Calgar and his Ultramarines prevent far greater destruction from occurring. The Snakebites prefer ancient Orky tradition to advanced technology, shunning things like force fields and armoured vehicles in favour of protecting themselves with war paint and riding into battle on huge boars wielding spearz and choppas.

Fortifications

The Bad Moons are the richest Orks around, because their teef grow faster than anyone else's. This is not regarded as an unfair advantage, as any Ork big and nasty enough can simply smash the teef out of a Bad Moon's head. The Bad Moons essentially fulfill the role of a merchant caste in what passes for Ork society, and have a reputation for showing off. Within the Telon Reach was an Ork empire that rivalled that centred on Ullanor, and at its heart was the scrap world of Gorro. The Ork tech-caste, the Mekboyz, dominated the Orks of Gorro and had made the world their own. less than the Kill Rig and higher transport capacity, but no Wurrtower, no Psychic might and no CHARACTER keyword. The price differential to upgrade to the Kill Rig is small enough that it seems very unlikely you want to take this version. It’s certainly not a terrible unit, it’s just that the Kill Rig is outrageously, meta-bustingly good. Deff Dreads

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