Warhammer 40K Orks Morkanaut / Gorkanaut

£9.9
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Warhammer 40K Orks Morkanaut / Gorkanaut

Warhammer 40K Orks Morkanaut / Gorkanaut

RRP: £99
Price: £9.9
£9.9 FREE Shipping

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Description

No Mercy, No Respite is a weaker category, but While We Stand We Fight is worth considering for the infantry lists, as many of them will have Ghaz plus other characters as the eligible models. As if the Morkanaut’s arsenal wasn’t fearsome enough, it wields the mighty Klaw of Gork (or maybe Mork). With this colossal power claw, the Morkanaut can crush anything that dares to stand in its path. The thrill of witnessing this behemoth in action is matched only by the terror it strikes in the hearts of its adversaries. Base coat the metallic parts of your Morkanaut, such as weapons and machinery, with Leadbelcher. This will be the foundation for achieving a metallic appearance. Ensure even coverage to create a consistent and striking effect. For the yellow details, start by applying a base coat of Averland Sunset to the designated areas. Use multiple thin coats to achieve a smooth and solid coverage. This color will complement the red and add eye-catching details to your model. Whilst all of these are separate Datasheets, they share enough in common to have a general breakdown before diving into their unique aspects. Being SPEED FREEK VEHICLES opens up a good chunk of rules interactions, though they aren’t CORE so watch out for that.

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. While there were certainly some 9th edition changes in that hurt Orks (seriously, 5 point grots is a war crime), any wailing and gnashing of teef was clearly premature. The more aggressive play style that the game requires significantly benefits Ork armies. We’ve already seen multiple successful builds of Orks at the competitive level and it’s likely there are more to experiment with and test that we haven’t seen yet. So stop cowering in fear of blast weapons, grab a choppa, and get out there. Making this Goffs rather than bringing Ghaz along with Evil Sunz does give you the big upside of having him with a Clan-matched Painboy, letting you heal him up with a medi-squig and further extend his usable lifespan. Some armies will find him incredibly difficult to remove over the course of the game with that layered on top.Army construction changes. Orks are one of the few monofaction armies that have been hurt by the changes to army construction – grots were a marginal tax to pay at most, and the ability to take three Battalions or a Brigade means that Orks will likely have less CP to work with in 9th edition than they did in 8th. There’s also a harsh penalty for mixing Kulturs since you’ll need to pay the CP to take multiple detachments. The upside is that you have to buy (and paint) fewer grots. While we love grots and want to see more of them on the table, that’s not the end of the world because… Imagine it: a hulking, clanking, lumbering, dakka Spewing, face krumping killing machine. Built by Meks in the vision of their god, towering over most everything else in the battlefield. But, like most Orky contraptions, their bark is worse than their bite. Big and scary looking, but with rules that just don’t match. A Waaagh! and Speedwaaagh! each have two stages. The first stage is active from when the Waaagh! or Speedwaaagh! is called, and lasts until the start of your next Command phase. When the first stage ends, the second stage starts, and lasts until the start of your subsequent Command phase. After this point, the Waaagh! or Speedwaaagh! is no longer active, and has no further effect. Calling a Great Waaagh! is treated as calling both a Waaagh! and a Speedwaaagh! at the same time. Both are active from when a Great Waaagh! is called, and each stage starts and finishes as described above.

Finally, pour one out for the Warboss on Warbike, who has now passed into Legends after seeing only a small points increase initially. RIP. On a serious note, this is pretty challenging, as a Bike Warboss with Da Biggest Boss and Da Killa Klaw was pretty much a staple of competitive lists, and there’s nothing that immediately fills that slot. Players will need to decided if they’re happy with an inferior foot Warboss, or whether to take a Deffkilla Wartrike –the latter potentially attractive if you’ve gone wide on buggies, especially as he only went up a tiny number of points. Troops

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. Grot Blasta • Slugga • Shoota • Big Shoota • Dakka Shoota • Snazzgun • Deffgun • Thump Gun • Boomstikk • Burna • Skorcha • Rokkit Launcha • Kombi-Weapons • Squig Launcha in Battlefield Supremacy, Domination is great for infantry lists, as it’s one of those things where if they’re ever consistently failing to score it they’ve probably already lost, while Engage on All Fronts is ideal for vehicle spam lists on most maps – just be ready to drop a single point on Search and Destroy deployments. The loss of Specialist Detachments takes away one of your best relics. Losing the Dread Waaagh! Specialist Detachment in Competitive Play means losing Da Souped-up Shokka, one of the best relics Orks could take

Hit ‘Em Harder- A MEGANOBZ unit gets +1 Dmg with their Power Klaws or Killsawz for a Fight Phase. Not always useful depending on targets, but being able to have greater damage on tap can help them when going after particularly hard targets, or thus with Damage reduction. As with other Ork Stratagems, not cheap at 2CP, but can make all the difference on the right targets. explode’ essentially translates to ‘An unmodified 6 to Hit does an additional hit’, so read that as ‘Does 2 Hits instead of 1’. Per the Core Rules, anything that might also happen on a 6 to hit (such as auto-wounding) does not apply to the additional hit, only the original. If a unit from your army starts your Movement phase embarked within a TRANSPORT model, that unit can disembark in that phase.

One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open). Beauty da Morkanaut’s abilities are especially good at mobilizing a strong final push and, if done correctly, can turn the tides in your favour in a devastating fashion. 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. Da Krunch (WC 6)- Roll D6 for each model in an enemy unit within 18”, doing a Mortal Wound for each 6, or for each 5+ if cast on a 9+. Decent for thinning the ranks of larger squads, though Orks can do that fairly well already. Doesn’t need Line of Sight so can help a bit there, but will not be inflicting massive damage outside of good rolls on large units.



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