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Games Workshop Warhammer 40k - Ork Lootas (2018)

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It is not uncommon to find looted Imperial vehicles in Death Skull armies, such as Chimeras and Rhinos. When dealing with the Death Skulls, many other Ork klans will often find a few of their vehicles missing as well, and then suspiciously similar ones reappearing painted blue amid the ranks of the Death Skulls' vehicle pool. Part of the reason they’re going to be squeezed for places in premium builds is, of course… Kill Rig Orks are thus genetically engineered to be muscular, aggressive, and none too bright; their technology is maintained by a caste of Oddboyz who possess genetically-implanted dispositions and technical knowledge that grant them unusual skill with maintaining and developing technology.

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. 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. 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 Overall, a short list but not a bad one – you’re going to find several things you want every game, especially once you factor in the Clan relics. Psychic PowersThe 9th Edition Ork release in the summer of 2021 brought the Greenskins in line with the new edition and not only upgraded the old units but even added in a completely new line of models, the Beast Snaggas. Like all codexes it is a mix of amazing must-take units and soggy brown banana units that you can just leave on the shelf. This list does appalling amounts of damage and looks like a complete nightmare to contemplate taking off the board for anyone that isn’t the Adeptus Mechanicus. I expect to see builds like this experimented with heavily, and I’m sure there are optimisations you can make, but as a starting point it looks brutal. Wrap Up Hooo boy here we go. As of this book, Orks are going to have some of the nastiest characters in the entire game, and yes that takes into account the fact that Drukhari exist. On some level that is as it should be – the mightiest of the Orks should be able to krump anything that takes their fancy – but you can do some spectacular stuff here, especially on Squigosaurs. You may have noticed they’re being mentioned a lot and that’s because they’re outrageous just on base rate, and adding some of these traits can pump them up to contend with the real greats. Several warbands make up a tribe, which is led by the biggest and most powerful Ork, the " Warboss." Each warband is ruled by its own Warboss or any especially violent Ork, while the monstrous Warbosses known as " Warlords" are so powerful their brutal command is heeded by many tribes. Although all Orks belong to a tribe, most also belong to klanz such as the Goffs or Evil Sunz. Tribes are constantly breaking apart and reforming in the crucible of battle, but the klanz are constant and enduring. A large tribe usually contains many different klanz, and each klan has its own distinct character and identity.

The Orks' widespread advance was only halted in 546.M32 when the Imperium resorted to the most extreme and desperate of measures to invade the Ork homeworld of Ullanor Prime and eliminate The Beast. The war incurred terrible costs upon the Space Marine Chapters of the Adeptus Astartes and the other military forces of the Imperium. However, the war also gave birth to the Ordo Xenos of the Inquisition and the Deathwatch Chapter of Veteran Space Marines who were together tasked with making sure that no xenos threat to Human dominance of the galaxy ever grew so great again. Though the bigger, meaner Ork Boyz will lord it over the smaller, ganglier ones, even a subservient Ork is of limited use when it comes to practical tasks that do not involve fighting.Overall this is an interesting and potentially potent part of the book. Trukk Boyz actively switches on some nasty stuff, and the rest go some way towards mitigating one of the challenges you often get in list design, which is taking units that don’t fit the main theme of your chosen faction. Quite a few of these let you amp up shooting units in a melee build or melee units in a shooting or vehicle-focused list, and that’s a neat mechanic that we really like. Warlord Traits M41 The Mighty Mangler's Battlewagon Brigade - The Mighty Mangler of Bork launches his WAAAGH! from the head of a vast brigade of Battlewagons. Each vehicle is incredibly well armoured, and the ground shakes when his brigade is on the move. To the dismay of the Imperial armies sent to intercept him, the Mighty Mangler lives up to his name. WAAAGH! Bork collapses the defences of the Ghoul Stars and claims a great area of the galactic fringe. 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. Mek Gunz were a constant nightmare from the old book, being far too annoying to take off the board, far too powerful for the cost (in the case of Smashas at least) and very abusive with While We Stand (less with To the Last, but still annoying). They’ve had a bit of a shakeup here – like all the other vehicles they no longer split, and their unit size is capped at three, so a maximum of nine on the table in any given game. Their leadership is also an atrocious four, so if you take a multi-model unit and one dies you lose another on a 4+, and have a one in six chance of losing the entire unit of three.

Burna Boyz and Tankbustas both catch some improvements. Burnas do now have to take a Spanna per five models, but they get the general boost to 12” range on their flamers that all similar units have received, and a full unit of 15 runs you 9PL, the perfect number to squeeze into Strategic Reserves for a single CP. Whether that’s good enough to justify the price tag in this stonkingly powerful book is an open question, but it doesn’t seem ridiculous as a plan. The Ullanor Crusade was a vast Imperial assault on the Ork empire of the Overlord Urrlak Urruk during the Great Crusade in the final year of the 30th Millennium. Finally, for your slightly fancier class of plane you have the Wazbomb Blastajet. An important change on these is that they no longer have a KFF, instead being able to buy a Wazbomb Force Field that provides a 5++ aura for Aircraft only. If you find yourself taking several planes it might be worth considering, but it’s fairly pricy for a single one – especially as the planes can still benefit from a KFF on the ground, meaning that if you’re going vehicle heavy and relying on a Boostaed field for turn one protection, these can just tag in on that.

Lord of War

Those are the real highlights, but there are some other workhorse things here that’ll see use. The standard extra warlord trail option is incredibly welcome because boy howdy does this book support herohammer, and extra relics are as good as ever. You also keep access to Tellyporta, which is still tremendously helpful to have around, and a few other old favourites such as Grot Shields, Orks is Never Beaten’ and Hit ‘Em Harder. Lootas are the thieves and scavengers of Ork society - light-fingered villains who will pinch anything that isn't nailed down. No one can feel safe around a mob of Lootas - a brief scuffle with a Loota over a stolen thing will most often result to the previous owner finding his lunch, his Slugga and his golden teef are mysteriously missing. Some of them are so efficient, they can even loot enemy vehicles. However, Lootas are also very open-minded about their posessions. If an Ork is skilled enough to be able to steal anything from a Loota, he won't claim his posession (at least not when the thief is looking) - he stole it fairly, after all. Some Lootas insist that 'sharin' is an essential part of Ork Kultur, but most Orks insist that Lootas are a bunch of thieving skumbags, with no more honour than a baked squig. [1a] The anarchic nature of the Orks means that their military groupings often change, but they are always ruled by the application of martial power -- usually expressed as a punch to the face. A warband is the usual Ork army, but the term covers everything from a handful of mobs to many hundreds of fierce Greenskins. Finally, if you play Snakebites you can take a named version of this in the form of Mozrog Skragbad. For 25 extra points, you get improved saves, a better weapon, and even more mortals if the great white squig rolls a 6, with the only downside being that he’s fixed to the high variance Surly as a Squiggoth trait. He’s probably still worth considering – his extra kit probably works out as less good than peak optimising a generic one yourself, but can save you 2CP. Deffkilla Wartrike Orks generate a potent psychic gestalt field that allows them to accomplish many feats of technological engineering that might otherwise seem impossible. At the same time, the power of this psychic field is directly proportional to the number of Greenskins present in a given location.

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