The Space Orks
da TRUKKZ


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Wartrukks
Ork Light Anti-Infantry Transport
Wartrukk
Cost 150/135/3
Build times 25 seconds
Armour class 1975 hp Vehicle Medium
2173 hp (Extra Vehicle Armour: +10%)
Transports one squad only

This is the Ork's essential Tier2 anti-infantry unit. When da Boyz are being smacked around out all those other armies that seem to out gun and out run the Green Horde, its the WarTrukk that can swiftly turn the tables. Its a brilliant companion to the WarTrakk, and between these two Ork vehicles can suddenly pose a serious problem for many players. With the Blastier Research upgrade, these things get just that little bit meaner, dishing out serious harm.

While they sport regular vehicle armour, the relatively low number of health points can see them getting destroyed as fast as you can churn them out. While they might overpower infantry, AV units can wipe them out very quickly. But against massed Marines, or War Spiders, or any regular infantry, they rock. If you get three or four of them focus firing, they can even suppress AV infantry units like Horrors or Fire Dragons. But in a big fight with AV in play, expect these things to get skittled fast, especially to Melta and Haywire Bombs. Back

Turbo Boost
Wartrukk
TURBO BOOST

Keyboard Shortcut: J
Speed Bonus +50%
Duration 10 sec
Recharge 45 secs
Wartrukks have an innate ability that grants a massive speed boost for a short while. I don't think it affects the Trukk's weapon accuracy or anything else, although their ability to steer certainly isn't improved! Boosted Trukk's frequently get stopped by everything on the map. The spell works best when there's plenty of wide open spaces with no crowds getting in the way.
Perks Pros Cons

Blastier: +15% ranged attack

Turbo Boost ability: 50% speed increase for 10 seconds, recharges in 45.

Vehicle Speed Boost: 30% base speed increase

Extra Vehicle Armour: +10% hp

Turbo Boost ability

Excellent infantry breaker and demolisher.

Okay Boss killer; especially against Harlequins!

Can transport one Ork squad

Okay against light buildings

Trumps any Tier 0 or Tier 1 infantry with ease

Good counter for Bezerkers - with backup.

Very fast transport - ideal for large maps or delivering Orks right into the fight without losses.

Gets crushed by moderate anti-vehicle forces

More expensive than the WarTrakk.

Can only shoot when stationary.

Fast to move maybe, but slow to turn and easily held up by map obstacles.

Large, clumsy map "footprint" makes negotiating crowded battles and other tight spots slow and awkward. They can also block infantry badly.

COuntered by Horrors, Fire Dragons and any basic AV.


Wartrukk Weaponry
Wartrukk
TWIN BIG SHOOTAS
Heavy AV Ranged Weapon
A Wartrukk's Big Shoota is a solid infantry killer in Tier 2. Troops are hard pressed to take it on without huge casualties - unless they've got AV, of course. It does bugger all damage to other vehicles, and inefficient against LP's and power.
DAMAGE
per burst
~30-34/4 ea.
~60-69/8 (x2)
~68-79/8 (x2) (Blastier)
Min Damage 1.5 (each)
Range 35
Rate 1 burst every 0.3 seconds
Accuracy base DPS (x2) Blastier (x2)
stationary 80% 170.7/21.3 196.3/21.3
moving 10% 21.3/2.7 24.5/2.7
Armour piercing (approx) against...
35% builders
51% inf_med
40% inf_high
41% marines
35%
terminators
25% commanders
36% daemon
0% God monsters
7% light vehicles
0% vehicles
0% God vehicles
11% building_low
11% buildings
1% HQ's



Wartrakks
Ork Light Rokkit and Explodey Platform
  Wartrakk Details
Cost 150/135/3 Bomb Chucka Add-On 50/50 (max 200/185)
Build times 25 seconds Bomb Chucka Add-On 25 seconds
Armour class 1850 hp Vehicle Medium
2035 hp (Extra Vehicle Armour: +10%)
This is a fantastic little mini-tank that is cheap, light, disrupts infantry, acts as a reasonable anti-vehicle and anti-building unit and looks spectacular in action. Wartrakks act as the second half of Orks Tier 2 vehicle response. Like the Wartrukk, they're quite easily spammed once da Mek Shop goes up, and can rapidly dominate the field unless your opponent keeps their wits about them. Its not that hard to mass produce them, but its just as easy to lose them all as well. Many play.ers seem to get distracted by their disruption to realise that Trakks are very easily countered. If you've committed too much to infantry, then they, like Wartrukks, will over run you. But anyone who's saved for some anti-vehicle will hold the line and more than likely push you back. Trakks are beefy enough to withstand a little punishment, but not so strong against a concerted AV push.Back
Bomb Chukka
Wartrakk Add-On
BOMB CHUCKA

Keyboard Shortcut: J
This is a wonderful little mortar add-on that allows the Wartrakk to lob bundles of explosive as well as fire twin Rokkits. You'll know its been used when the battlefield is peppered with noisy, messy explosions and littered with lots of lovely craters and most of the enemy troops are too busy describing parabolas through the air to be able to fire back at you. As cheap, nasty basic artillery, the WarTrakk is a beaut. The only problem with it is that it'll disrupt and harm your own troops as much as the enemy. The Bomb Chucka does xx% friendly fire.
Turbo Boost
Wartrakk ability
TURBO BOOST

Keyboard Shortcut: J
Speed Bonus +50%
Duration 10 sec
Recharge 45 secs
Like the Wartrukk, Wartrakk's come with the Turbo Boost ability: a ten second speed increase of 50%. Unlike the Trukk, the smaller size of the Wartrakk makes it a better hit and run raider, able to duck through convoluted maps and crowds. Its also a great way to get this relatively brittle mini-tank out of trouble when the AV units close in.
Perks Pros Cons

Bomb Chucka: area effect mortar disrupts and mangles infantry at reasonable range.

Turbo Boost ability: 50% speed increase for 10 seconds

Vehicle Speed Boost: 30% base speed increase.

Extra Vehicle Armour: +10% hp.

Excellent infantry disrupter.

Great against light vehicles and buildings.

Okay at heavy vehicles.

High speed and smallish "footprint" makes it ideal for hit and run raids.

Double the fire rate of most Ork Rokkit weapons.

Readily spammed. Cheap and quick.

Half the accuracy of most Ork Rokkit weapons.

Bomb Chucka disrupts friendly troops, and causes friendly fire damage.

Gets wiped out by even moderate anti-vehicle forces or micro managed missile turrets.

Countered easily by Horrors, Tankbustas, Missile Marines and Sentinels.

Wiped out by anything in Tier 3.


Watrakk Weaponry
WarTrakk
Wartrakk
DUAL ROKKIT LAUNCHA
Heavy AV Ranged Weapon
A solid Rokkit weapon. Unlike most Orky Rokkits, it fires twice as fast but at half the usual accuracy. Rokkits only inflict area effect damage when they hit something, otherwsie they sail harmlessly out of the fight.
DAMAGE
per pair
450-550/50 area effect
Min Damage 12.5
Range 35
Effect Radius 4
Rate 1 pair every 2.5 seconds
Accuracy base DPS
stationary 70% 140/14
moving 10% 20/2
Armour piercing (approx) against...
9% builders
8% inf_med
5% inf_high
9% marines
4%
terminators
4% commanders
9% daemon
15% God monsters
48% light vehicles
36% vehicles
15% God vehicles
30% building_low
20% buildings
10% HQ's
Wartrakk
BOMB CHUKKA ADD-ON

Anti-infantry mortar
One of the better disruptive anti-infantry weapons in the game. You can disrupt large groups of infantry with a few of these, and badly damage vehicles and mechs. Problem is, it also disrupt and damages your own troops. But Orks do like big bangs! Lots of lovely craters for everyone! A near miss from a Chucka still does some area effect damage.
DAMAGE
per lob
123-145/15 area effect
Min Damage 12.5
Range 35
Min Range 10
Effect Radius 4
Rate 1 lob every 2 seconds
Accuracy base DPS
stationary 80% 53.7/6
moving 10% +6.7/6
Armour piercing (approx) against...
63% builders
50% inf_med
52% inf_high
51% marines
15%
terminators
11% commanders
36% daemon
5% God monsters
15% light vehicles
10% vehicles
6% God vehicles
0% building_low
0.5% buildings
0.5% HQ's


Killa Kans
Ork Heavy Walker
  Killa Kan Details
Cost 190/300/4 Killa Kan Rokkit Launcha Add-On 50/50 (max 200/185)
Build times 30 seconds Killa Kan Rokkit Launcha Add-On 25 seconds
Armour class 3000 hp God Vehicle Armour
3300 hp (Extra Vehicle Armour: +10%)
Charge 10 range

Killa Kans are probably one of the best walker units in the game if you consider how well they take damage and destroy bases, or one of the worst walker units in the game if you consider manoeuvrability and walking speed to be more important. Built like brick shithouses, able to inflict massive amounts of melee damage to just about anything, they are the serious hard points to Orks generally lighter units. By the time you get a couple of Kans out, your forces should be looking a little more formidable with the MAN, Nob Squads and the Big Mek. However, they got nerfed in the 1.41 patch, and since then they now cost a massive 4 Vehicle Pop to produce - making each Kan the equivalent of a God unit, minus the points. Against the Eldar and Imperial Guard, Kans are devastating and hard to kill. But against clouds of Orky Rokkits and the Marine races, they take a pounding and can be readily overwhelmed.

Killa Kans have about three special attacks. These usually go for about one to two seconds, and invariably involve throwing enemies about. There's usually 5 seconds between specials. When a Kan does kill infantry, they ALWAYS score a sync-kill, which enhances their survivability no end.

They also seem unaffected by any kind of cover.

Kans present a serious obstacle to most infantry forces. They're ideal for taking a beating from all except the most dedicated anti-vehicle counters. Again, like all Ork units, they work best when part of a larger force of units. On their own they get picked off, and their slow speed makes it hard for them to evade trouble or to chase down fleeing targets. Their best roles are demolishing enemy bases, which naturally enough, can't run away or bulletsoak for the rest of the Boyz.Back

Prerequisites Perks Pros Cons

da Mek Shop

60 Ork Resource

Rokkit Launcha: replaces Big Shoota with an anti-building Rokkit Launcha

Extra Vehicle Armour: +10% hp

Comes with God vehicle armour!

Good bullet soak for Ork melee force.

Single Big Shoota extremely potent.

Exceptional bash bashing abilities.

Lethal against Imperial Guard and Eldar.

Slow to move, thus easy to evade. Unless you're a building.

Takes 4 Vehicle Pop

Usually outnumbered and smashed up by the Marine races

Rokkit Launcha upgrade expensive and inaccurate - not an instant gratification weapon.


Killa Kan Weaponry
Killa Kan
BUZZA SAW

Smush! Chop! Tzzzzingg! Aaagh!
Not quite the last word in Orky close combat - although the Kan is so slow that prey often gets a chance to escape. Its a great home wrecker, though!
DAMAGE
per smack
584-716/300
Min Damage 10
Range hand to hand
Rate 1 evisceration every second
Accuracy base DPS
stationary 60% 390/180
Armour piercing (approx) against...
45% builders
38% inf_med
35% inf_high
41% marines
36%
terminators
23% commanders
41% daemon
30% God monsters
58% light vehicles
48% vehicles
30% God vehicles
33% building_low
13%
buildings
23% HQ's
Killa Kan
BIG SHOOTA

Anti-Everything Ranged Shooter
The ultimate Big Shoota in the Ork arsenal, the Killa Kan's single shoota is sometimes half the reason why some people go to all that time and effort to put one out on the field. Its roughly the equivalent of an entire Shootaboy squad!
DAMAGE
per burst
67.5-82.5/12
Min Damage 1.5
Range 35
Rate 1 burst every 0.3 seconds
Accuracy base DPS
stationary 70% 175/28
moving 70% 175/28
Armour piercing (approx) against...
25% builders
21% inf_med
18% inf_high
25% marines
23% terminators
10% Commanders
21% daemons
20% God monsters
20% light vehicles
17% vehicles
12% God vehicles
14% building_low
10% buildings
0% HQ's
Killa Kan Rokkit Launcha
Killa Kan
ROKKIT LAUNCHA ADD-ON

Anti-Building Rokkit Launcha
The ultimate Rokkit belongs to the Kill Kan. The one thing that stops 90% of all Ork players from using it though is that it costs and arm and a leg and the Killa Kan Big Shoota actually does more damage against most targets. Against buildings though, the KK Rokkit is formidable.
DAMAGE
per rokkit
450-550/50
Min Damage 10
Range 35
Rate 1 rokkit every 4 seconds
Accuracy base DPS
stationary 60% 75/7.5
moving 60% 75/7.5
Armour piercing (approx) against...
15% builders
0% inf_med
0% inf_high
5% marines
0%
terminators
5% commanders
0% daemon
36% God monsters
78% light vehicles
68% vehicles
36% God vehicles
100% building_low
89% buildings
67% HQ's


Looted Tank
Ork End Game Tank
  Looted Tank details
Amour 5044hp Vehicle High (God level Armour)
Ranged 67-93 Battle Kannon & 3 Big Shootas
Accuracy  
Add-Ons none

Sometimes called the Looted Leman Russ (or just LLR) in the fan fora. Looted Tanks are wrecks scavenged off the battlefield are restored to some kind of life by the Orks. Its the sole Ork end game tank. It has an impressive artillery cannon that's pretty accurate, that functions as a good infantry disruption, vehicle counter and a good base demolition tool. On top of that, three Big Shootaz can do serious harm to end level infantry, vehicles and bases. The Looted Tank is a big, ugly, block of a unit - taking considerable punishment and dishing out as good as it gets. Once you've grown old waiting for the Extra Vehicle Armour Research to finish, you can spam these things out reasonable rate, and they can completely replace Wartrakks and Wartrukks.Back

Perks Pros Cons

None.

Solid chunk of tank: Battle Kannon is excellent artillery and anti-infantry weapon.

Massing its Big Shootaz does impressive anti-infantry and AV damage - even against Possessed Space Marines.

Solid base basher and demolition, at range.

Readily produced once you finally struggle past Tier 4.

They seem to come too late for many Ork online games

Hopeless anti-vehicle capability: gets wiped out by Predator Annihilators, normal Leman Russes and Chaos Projectiles. Keep yer Tankbustas handy!

Battle Cannon does less damage to vehicles and buildings than the Big Shootaz!


Looted Tank Weaponry
Looted Tank
Looted Tank BATTLECANNON
Ultimate Ranged Hand Weapon
An suitably powerful weapon but outclassed by other Tier 4 tanks. This is an anti-infantry and base demolition artillery piece, NOT an anti-tank weapon, although it can land some solid punches to other vehicles. The Battlecannon is totally inaccurate when moving, but its usefulness as disruption remains largely undiminished.
DAMAGE
per burst
335-465/75
Min Damage 40
Range 60
Min Range 16
Effect Radius 7
Rate 1 round every 5 seconds
  Accuracy base DPS
stationary 70% 56/10.5
moving 0% 56/10.5
Armour piercing (approx) against...
23% builders
23% inf_med
23% inf_high
23% marines
23% terminators
25% Commanders
23% daemons
36% God monsters
101% light vehicles
65% vehicles
67% God vehicles
25% building_low
25% buildings
50% HQ's
Looted Tank
Looted Tank
FRONT BIG SHOOTA

Ultimate Ranged Hand Weapon Mk II
An upgraded Big Boss gun: less damage, but more firepower over all. Its better all round, especially more adept at popping Heroes, Daemons and Light Buildings.
DAMAGE
per burst
200-225/12
Min Damage 2
Range 35
Rate 1 burst every 0.4 seconds
  Accuracy base DPS
stationary 40% 212.5/12
moving 40% 212.5/12
Armour piercing (approx) against...
22% builders
27% inf_med
21% inf_high
15% marines
7% terminators
5% Commanders
14% daemons
7% God monsters
24% light vehicles
12% vehicles
0% God vehicles
23% building_low
8% buildings
14% HQ's
Looted Tank
Looted Tank
SIDE BIG SHOOTAS

Ultimate Ranged Hand Weapon Mk II
An upgraded Big Boss gun: less damage, but more firepower over all. Its better all round, especially more adept at popping Heroes, Daemons and Light Buildings.
DAMAGE
per burst
150-175/12 (x2)
Min Damage 2 each
Range 35
Rate 1 burst every 0.4 seconds
  Accuracy base DPS
stationary 40% 162.5/12 each
moving 40% 162.3/22 each
Armour piercing (approx) against...
22% builders
27% inf_med
21% inf_high
15% marines
7% terminators
5% Commanders
14% daemons
7% God monsters
24% light vehicles
12% vehicles
0% God vehicles
23% building_low
8% buildings
14% HQ's


Squiggoth
Ork God unit
  Squiggoth Derails
Amour 11000hp Monster High (God level Armour)
Melee 1730-2114 Squiggoth gorin' an' squishin'
Ranged 480-586 Zzzaaap Gun & two twin-linked Big Shoota turrets
Accuracy poor
Garrisons 2 squads
One of the biggest and spectacular units in the game, the Squiggoth is a rampaging war-dinosaur of colossal health and power.Back
Perks Pros Cons

Rampage spell: description goes here

8 special attacks.

Can transport two whole squads

Can be repaired by Grots

Immune to Psyker's Curse of the Machine Spirit spell.

Awesome engine of infantry, vehicle and base smushin'.

Moves 50% faster than most Ork infantry - when it gets a clear run that is.

Gets stuck very easily even in moderately large spaces - in fact it can be completely immobilised at da Mek Shop if you build your Orky base wrong. Worse, it can block your entire horde at the drop of a hat. Beware of Choke Points, ramps and cluttered bases!

Rampage ability is completely blocked by any vehicle or building standing in its way.

Vulnerable to massed missile turrets, D-Cannons and Rokkit Waaagh! Banners.

Vulnerable to Bosses, Mega Armoured Nobs, Tier 4 tanks, and Assault Terminators.

Incredibly slow turn rate.

Very slow acceleration rate.

When in close combat, none of its ranged weapons function.

Apart from some obvious area effect special melee attacks, the Squiggoth can only gore ONE target at a time.

Zzzap Gun effect and Gore always shows a hit, even when they sometimes miss.


Squiggoth Weaponry
Squiggoth Gorin' & Smushin'
Squggoth
GORIN' & SMUSHIN'

Ultimate Ranged Hand Weapon Mk II
There's very little that can withstand the dreadful maw of a Squiggoth. But like all Ork close combat, not that accurate. But one blow can kill a Marine, take off 300- 400hp on a building, or up to 650hp off a building. Gulp!
DAMAGE
per maul
3461-4230/150
Min Damage 10
Range hand to hand
Rate 1 might blow every 2 seconds
  Accuracy base DPS
stationary 65% 1250/50
Armour piercing (approx) against...
19% builders
26% inf_med
23% inf_high
20% marines
16%
terminators
4% commanders
19% daemon
10% God monsters
25% light vehicles
17% vehicles
20% God vehicles
15% building_low
8%
buildings
11% HQ's
Zzzap Gun
Squiggoth
ZZZAP GUN

Ultimate Ranged Ork Weapon
If only the Orks had more of these things! This is Ork's high end ranged weapon for its high end God monster. It takes off about 800hp off infantry, about 300-400 off vehicles and buildings, and 250ish for Terminators and Daemons.
DAMAGE
per zzzap
1440-1760/100
Min Damage 20
Range 35
Rate 1 zzzap every 3 seconds
  Accuracy base DPS
stationary 75% 400/25
moving 75% 400/25
Armour piercing (approx) against...
50% builders
50% inf_med
50% inf_high
50% marines
17% terminators
13% Commanders
17% daemons
10% God monsters
30% light vehicles
25% vehicles
20% God vehicles
30% building_low
25% buildings
20% HQ's
Twin Big Shoota turret
Squiggoth
SIDE TWIN BIG SHOOTAS

Cosmetic side turret x2
Two surprisingly ineffectual twin Big Shoota turrets adorn the paladin of the Squiggoth. They literally only do minimum damage to everything other than light infantry - and daemons and Heroes, and even then, little more than what you'd get out of a lone, upgraded Big Shootaboy with a Big Shoota. Strange.
DAMAGE
per burst
324-396/12 (x2)
Min Damage 1.5 each
Range 35
Rate 1 burst every 0.3 seconds
  Accuracy base DPS
stationary 50% 600/20 each
moving 50% 600/20 each
Armour piercing (approx) against...
7% builders
4% inf_med
5% inf_high
0% marines
0% terminators
8% Commanders
7% daemons
0% God monsters
0% light vehicles
0% vehicles
0% God vehicles
0% building_low
0% buildings
0% HQ's


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Last modified Sat, Jan 3 2009 by Lindsay Fleay