More Ork hype! This time the Bad Moons are up for a sneak peak.
Welcome to Clan Fokus – a new series on Warhammer Community where we’ll be taking a closer look at all the new Clan Kulturs in the new Codex: Orks. These powerful special rules let you tailor your play style and offer huge benefits to nearly every unit in your army. We’ll be previewing a new Clan Kultur every day this week, carrying on today with the Bad Moons…
No Ork clan is richer than the Bad Moons – and the Bad Moons never tire of reminding everyone else of that fact. This is due to the simple fact that Bad Moons grow teef (which is what passes for Ork currency) much faster than the Orks of other clans. Of course, what this means is that every other Ork knows that if you’re short of a few teef, you just need to smash a Bad Moon in his gob to be rewarded with a shower of currency! This leads every sensible Bad Moon to spend their teef on the biggest, shootiest gunz to deter any would-be attackers.
Ostentatious even by the normal standards of the Orks, Bad Moons augment their dakka with all manner of upgrades and enjoy demonstrating the shootiness their weapons in devastating fusillades. With the new Codex: Orks, you’ll even be able to represent this on the tabletop with a new Clan Kultur…
The Bad Moons are the shootiest Ork clans you can choose, giving you a welcome re-roll of 1s to hit in the Shooting phase. Combined with Dakka! Dakka! Dakka!, you’ll be able to make the most of your shootin’ and blow the enemy away in murderous salvoes of bullitz, wazzy lazerz and bomms.
This walking idol of destruction is nothing short of terrifying in the new Codex: Orks, with a host of improvements to its close-combat abilities, shooting and durability. Take the Stompa Rigger Crew – your enemy won’t just have to chew through 40 Wounds to take it down, but an extra D3 almost every turn:
Or the close-combat attacks – a couple extra go a long way when you’re hitting at Strength 20 (yes, really!) with its mega-choppa:
Or, most importantly, the Dakka – your three biggest guns have all been given a huge increase in their shot count:
With re-rolls of 1s to hit from choosing the Bad Moons, the Stompa is going to make mincemeat of anything it points its guns at…
It may not be as big as a Stompa, but the Morkanaut is covered in shiny gubbinz and gizmos – it couldn’t be more appropriate for the Bad Moons! It’s also received some significant improvements. First and foremost, the kustom mega-kannon is now a kustom mega-zappa, and boasts a much better attack profile, with 3D3 shots instead of D6:
With its kustom force field giving nearby units a 5+ invulnerable save, it will also serve to protect your shootiest units (Boyz with shootas, Meganobz, Shokkjump Dragstas, etc.) if you keep them close. Speaking of which…
It would almost be rude to talk about Bad Moons and not give this awesome vehicle a quick look at. It’s not only ridiculously shooty, but is also one of the most accurate units in the army thanks to its Grot Gunner and Targetin’ Squig ability, which add 2 to your hit rolls when firing its deadly kustom shokk rifle.
Rolled a 1 to hit? Don’t worry, you can re-roll that – you’re a Bad Moon, remember?
If you want nothing more than to annihilate your foes with epic levels of dakka, you’ll want to choose the Bad Moons for your Clan Kultur. If you haven’t already picked up a copy of Speed Freeks and got your hands on a Shokkjump Dragsta, you can pre-order yours now.
However, if it’s sheer speed you’re after, every Ork player knows that the red ones go faster, and in the new Codex: Orks that’s literally true! To learn more about it, come back tomorrow for a closer look at the Evil Sunz…
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!