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

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. Stormboyz went up a few points as we mentioned earlier, which isn’t great, but they’re also much better in the new missions, where their mobility is a major asset. Stormboyz lists were occasionally popular in 8th as a way to overwhelm opponents with large numbers, and that may still be a viable option, especially given 9th edition’s smaller table sizes. The main concern here is whether you actually need them to threaten enough of the table any more, and running full units when they’re 50% pricier than boyz for the same defensive profile feels like a big risk, especially when you can supplement your board control with Kommandos. Our gut feel is that these aren’t quite priced to move at the new cost, but it’s somewhere that we’re willing to be proved wrong. Heavy Support

Gun Crazy Show Offs- A unit of FLASH GITZ shoots again at the end of the Shooting Phase, but has to target the nearest unit. Restrictive in use and costly at 2CP, however a unit of Flash Gitz can hit pretty hard, so if you get them into position against a favourable target they can wreak some fairly significant damage. Zzappas • Shunta • Gaze of Mork • Lifta-Droppas • Rivet Gun • Mek Speshul • Shokk Rifle • Shokka Pistol • Wurrtower 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.

Abilities

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. I also plan to get a Stompa at some point in the near future. While they seem to be useless in the game I think it would be fun to build and make an impressive display piece. Imagine being good at your job, but you have to commute via a Razor Scooter. That kind of sums the Gork/Morkanaut movement.

Da Ded Shiny Shoota- Makes a Kustom Shoots Dakka 14/10, with +1 in Str AP and Dmg. A pretty potent ranged relic, which if used on a Mega Armoured Big Mek lets him lay down some fairly impressive firepower (for an Ork) thanks to his BS4. Not a bad secondary Relic, or if you only have a Wartrike as well and nothing to give him. On a positive note, Boyz going up only 1 point is a win. Everything else about 9th is conspiring to murder them, but as far as points go, and 8 point boy ain't shabby. 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. 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.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. 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.

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: 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. Lootas saw a much more modest change – going up to 20 points – but the bigger challenge is that without Grots to shield them they’re going to be much less survivable, and their AP-1 looks increasingly inadequate in a world full of power-armoured models. They’re also a big victim of the changes to detachment construction – the only thing you ever really wanted as Bad Moons was exactly one squad of these, and you tended to put them in a detachment with Weirdboyz and Grots. That’s now a much more expensive prospect, and given these need a big CP investment to do their thing as well, they’re probably on the bench for a while. 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. Orks ultimately win via pressure, and that’s going to be more true than ever now that overtuned Big Mek shooting isn’t going to be reaching out and atomizing enemy vehicles with impunity. The good news is that the 9th Edition missions are well set up to reward you for playing aggressively, with both primary objectives and many of the secondaries favouring it.Whichever you choose your goal is simple – make as much of the table as possible a live, dangerous place for your opponent, grab the objectives and focus your biggest threats on taking out whatever they have that might actually sweep you from the table fast. With 9th’s gameplay being faster and more brutal, it’s never been more true that Orks is never truly beaten – if your opponent tables you in turn 5, that won’t help if you held most of the objectives all game prior to that! Secondary Objectives 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. Da Killa Klaw- Makes a Power Klaw Ap-4 and Dmg3, and removes the -1 to Hit. A reliable and potent melee Relic, effectively ensuring only invulnerables will apply, and even then most things are dead and gone after only failing 2 saves. The Morkanaut is more durable by itself (assuming the KFF) The blastas are very useful. The Morkanaut can also protect surrounding orks, which is very helpful. A mek with a KFF doesn't make the Morkanaut more durable, but he can repair it. 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.



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