Thursday 12 September 2019

Wargear cards of 2nd Edition 40k (General) - Investigation continues

While the Ork on the Monowheel decides which clan he wants to be a part of I thought it might be fun to go through the general wargear cards available to every race in 2nd edition Wrhammer 40,000.


It has to be said the sheer amount of customisation for your characters is one of the highlights of 2nd edition and the general wargear cards add to that feel greatly, providing oodles of strategy and combinations. Unless you are an invasive alien species from outside the galaxy but we'll get to the Tyranids another day.

There will be some additional input from ever hopeful Warboss Slegg Bloodnug because Orks know what's best :)

Slegg: Alright dere, I got de kno'ows bout dese contraptions. Jus let ol' Slegg guid ya and everything will be gud. If not blame a grot! Nar har har haa!

When picking wargear I like to remind myself that an extra Gretchin is only 5 points and they can take an objective or hold up the angry looking Deathwing terminator, before deciding if I really need it?
Let's begin and see what the quartermaster can offer to any general:
(I will be covering all generic wargear card items* including ones that only psykers can take.)

1. Aegis Suit (18 Points):

For those worried about psychic powers this is nice bit of tech for only 18 points. Very useful if the opposing force likes to control the psychic phase (Eldar) or just use a lot of aggressive psychic powers (Orks). It won't help if the opposing psyker teleports around killing your guys in hand to hand combat though.
Slegg: Dis is da bizness, Aunt Aggies coat has disrupted all dem fancy light shows many a time.

2. Armor-Piercing Ammo (5 Points):

Cheap but discard after use, I tend to forget I gave it to a character. The -6 save modifier is really useful, but the extra armour penetration is usually redundant unless the character has a heavy weapon like the Death Jester.
Slegg: Dakka is to show em how loud we are, get stuck in ya wimps!

3. Auxiliary Grenade Launcher (8 Points):

This thing is great. For a mere 8 points you get an additional shot in the shooting phase with a short range grenade launcher, albeit you have to pick frag or krak before the game starts. The -1 to hit modifier if you fire this and your main gun is of no concern to high ballistic skill characters. Great for surprising annoying assault troops.
Slegg: One time I 'ad one dat I gave to Kurbcutz, dem ummies never saw it coming, gwa haha!

4. Bionic Arm (5 Points):

All bionics are handy as they don't cost much and can give smaller charcters a little edge on the battlefield. The Arm grants a +1 boost to your strength and initiative, so good for characters that like hand-to-hand combat. Naturally if you have a mini with a visible bionic arm you should take it or if you like hurling grenades a long way.
Slegg: Got me a Power Klaw! Wat use is dis tin arm!

5. Bionic Eye (5 Points):

It's a Targeter and a Scanner rolled into one for an extra +2 points, very useful and my preferred choice for detecting troops in hiding over the scanner.
Slegg: I see you!! All of you! Get back to work ya stinkin gitz!

6. Bionic Leg (3 Points):

This one is more specialised as it's only good for close quarter fighting. Extra +1 to your attacks and the unique kick attack with potential knock back can be fun. It's a bit like Bomberman just without the explosions.
Slegg: Cud use did for booting Grots, always in da way.

7. Cameleoline (5 Points):

Interesting bit of kit, good for a character that doesn't move (Hey Shokk Attack Mek), can be good on your leader if he is fragile or being hunted by Assassins.
Slegg: Ere dat isn't very Orky, get in da mix and bash em on di 'Ead!!


8. Combat Drugs (25 Points):

If you know anything about 2nd edition 40k then combat drugs need no introduction. Move, Initative, Attacks all doubled. Boosts to your strength and toughness with a slight chance it might wound you. The insane things I have seen with this stuff makes it well worth taking. Every character loves it especially Assassins, tooled up Chaos Lords, Space Marine Librarians in Termie Armour, Exarchs, Ork Warbosses the list is endless.
Slegg: Wherz my komat fungus! Wot you mean da whirlo boss took it!? Gonna krump im gud when I seez 'im next!



9. Conversion Field (10 Points):

The first of the force fields. An unmmodifiable 4+ saving throw is great for only 10 points, the added Photon Flash effect can be useful if you are a space marineor in similar armour.
Slegg: Nope, dis no gud. Used it once, blinded my own ladz. Kept me alive but we lost da battle!


10. Digital Lasers (6 Points):

Nice little effect if your character gets into hand to hand combat. Though S3 and -1 save isn't powerful. Oddly effective if your opponent likes to bog your killer character down with fodder troops.
Slegg: Dis iz cheatin, no fair to see three ladz get minced by lazers before dey can raise an axe!



11. Displacer Field (20 Points):

Probably the best of the force fields, A unmodifiable 3+ save with it shifting the user in a random direction. It's drawback being only a marginal issue compared to being incinerated by heavy weapons. Pity it is of no protection against Vortex Grenades.
Slegg: Yeah now dis iz great, bar the one time it ported me to dem cactus plants!!

12. Force Axe (10 Points):

Ah the force weapons. So this and the Sword are the same except if you discard a warp card you get +3 and a -3 modifer for fighting with the axe.
Slegg: Maybe da Warphead can use it when he iz down from dat copper tower.

13. Force Rod (15 Points):

No discard option for this one. Yet you can store 3 warp cards which is really good! Well worth that 5 points extra.
Slegg: Boring stick for a light show, maybe I can hit someone wiv it?

14: Force Sword (10 Points):

Same as the axe except of course the sword can parry and isn't as strong with only +2 to strength and a -2 modifer and which is obviously not as good in that regard.
Slegg: Another? How many psychic sticks do we need? Enuff!! Ladz lets go! we are off to stomp some ooman weirdboyz!! "Shouting & hollering can be heard"

15: Frenzon (5 Points):

This is handy if you can't afford Combat Drugs or have a close combat unit that needs a boost. I find the re-roll for hatred and leadership boost is more useful than frenzy myself. I have never had to worry about the multi-use D3 wounds as I have yet to activate Frenzon twice in one battle.
Wotclankz: Boss?! Guess I'll take over den. Never used da stuff, plenty of Madboyz about already.

16: Haywire Grenade (10 Points):

This grenade is very useful, the enemy always has some vehicle/machine that causes trouble and this can slow them down greatly. The fact it also works on Terminators and bypasses the armour is a bonus (especially for orks). Not sure how good it is on Wraithguard.
Wotclankz: Dis iz great, really botches machines up. No wait Boss don't turn it on ere!! "WHUMPF"

17: Immune (5 Points):

Honestly never taken this as it's kind of niche and depends on if the opponent took any of the mentioned weapons that might make it useful. I'd rather spend the points on something else.
Wotclankz: Dis gonna take ages to fix now!
Slegg: Out of da way Clanky, got ta get a booster, bein ill not fun for fightin'.

18: Jump Pack (10 Points):

Mobility is always welcome and this has decent range. Not used it on my own orks before but my old Chaos Lord had one and worked a treat as a deadly distraction. Also the fact it won't blow up like the ones the Stormboyz use is good.
Slegg: Stole dis off a Space Marine, much better than Wotclankz makes.
Wotclankz: Oi!
Slegg: Har Har Ha!

19: Master-Crafted Boltpistol (10 Points):

What has this got over the normal bolt pistol? Better range 0-12" (short) & 12-24" (long) alongisde improved to hit modifiers at long range +1. The range and modifier is the great thing especially for low ballistic skill characters.
Slegg: Better than your average dakka!

20:Master-Crafted Plasma Pistol (15 Points):

Much like the above bolt pistol this has better range. The real good thing about the master crafted Plasma Pistol though is you don't miss a turn waiting for it to recharge, Unless you jam it with the sustained fire dice.
Slegg: How dis work? bloody hell I've put a hole in da wall! Glad dis ain't leakin!

21: Medipack (10 Points):

An all purpose healing pack which can do a variety of helpful things. It's not bad but unless you have specific plan for who is carrying it, I think you can find better ways to spend the points.
Slegg: Don't need dis, that's wot the good Doc is for. Wot yer say Bumpitz? The ogryns use em? Well I ain't faut of dat, not aving de orky physi .. pyshiorkogy.

22: Power Field (35 Points):

A 2+ unmodifiable armor save, very nice and very expensive. No use for those who like hand to hand fighting though as opponents just jump inside the force field. Knowing my luck I'll just roll a 1 anyway.
Slegg: Nothing gets through, cept oomans and panzees, plus those orrible warp beasties, yeah and da bugs, those stunties too come to fink of it ... Oi Baldo! How did you walk through my force field?!!

23: Psychic Hood (25 Points):

Re-rolls for nullifying enemy psychic powers is incredibly powerful and useful. Were it not for the fact Ork psykers need protection I would be taking this every time. When using my Eldar or Chaos then the Psychic Hood is one of the first things I add to my army list.
Slegg: A hood, that it? Wot you wanting dat for, pretend to be a Deffskull with the sneakin around and stealin stuff? Weirdboy don't really need it, he got iz copper stick.

24: Rad Grenades (25 Points):

Oh yes these are fun, throw them and hope you don't get caught in the random area of effect. D6+D4 roughly averages out at about 4-5 so it's strong enough to stop most troops. It also remains in play handy if you want to block a route. It also isn't discard after use like other special grenades so have fun hurling them from a bike or other fast moving character.
Slegg: Ere you talkin bout radiation?! Dangerous stuff that lad, I 'eard one Warboss talk about a ooman captain who used one, it went off in his hand! Da whole command group were propa dead afterwards, har ha ha!

25: Refractor Field (5 Points):

Cheap unmodifiable 5+ save. Good for less important characters you want to keep alive. Although it does stop the character hiding which is unfortunate.
Slegg: When ya low on ammo and your choppa is blunt be sure to pack dis ere field. Probably won't 'elp much but ya never know.Mork might be listening.


26: Scanner (1 Point):

Ah the old reliable 1 point gadget to detect troops in hiding. To me the bionic eye has more charcter but sometimes you have just 1 point left and it doesn't do any harm to give it to your runtherd or something that might be near the frontline and expendable.
Slegg: I got me bionics in my eye, don't need a bulky gizmo to tell me were da enemy at.


27: Seeking Ammo (5 Points):

For a mere 5 points, on a 2+ roll as long as you can see or the enemy unit is detected this will hit the target for that shot. Sounds great, except it only works with projectile ammo (Bad luck melta, flamer, laser, Snotling based weapopnry). I love a vague drawback. Obviously bolt weapons work with it but you need to think outside the box a bit here to get the most out of this ammo. For Orks the only use I found is giving this to either Nazdreg or Grotsnik and then equipping them with either a Missile Launcher or Autocannon as they can take Heavy Weapons.
Slegg: Dey a gud laff, whizzin' round corners, up stairs into sum oomans skull, har har!


28: Stasis Grenade (20 Points):

This is a weird one, as once a unti is in the area of effect they are stuck but also mostly immune to damage until it disperses. I have had most luck using it to slow down very fast moving troops or for incapacitating otherwise very deadly monstrous creatures.
Slegg: I think dis wer' used on dem bugeye claw fings, slowed em right down.




29: Storm Shield (10 Points):

You need a field for orks without any drawbacks? The Strom Shield is what you should take. 4+ unmodifiable save from anything directly in front (90 degree fire arc) of the character is good, it giving you a parry aswell is excellent. All for a mere 10 points!.
Slegg: Had one of deez, good for knocking eads trying to grab a fungus brew. Eavy and sturdy iz wat you want.

30: Targeter (2 Points):

I rarely take this, unless I have 2 points spare and a character without a wargear card. It has it's place but i'd rather us the points buying two swords.
Slegg: Ere' just point ya bolta at the enemy, wat's dis aiming nonsense?

31: Teleport Jammer (20 Points):

If you know an opponent likes dropping grey knights or terminators in with teleportation this is probably a must have. I assume it works on Warp Spiders too so could be handy there as those guys are beyond dangerous. Otherwise it is a wasted slot.
Slegg: Huh?! Dis one new to me. "pushes button"
Teleport Jammer AI: Hello, thank you for choosing T.J you have chosen to block all teleportation within 5 km of this location. We accept no responsibility for accidental loss of life or inconvenient materialisations.

32: Toxin Grenade (15 Points):

This is one of those cards that starts off sounding amazing then gets less impressive as you carry on reading. Everything dies on 2+; Hurrah!, unless they have some sort of protection then it is 3+; Hurroo?,  or they are have sealed armour or are a tyranid then it doesn't work at all; Boo!
Slegg: Wat in dis bomb den? Smells bad, fink I'll leave it ere.

33: Virus Grenade (50 Points):

Much like the Virus Outbreak strategy card don't use this in your 40k games. It's unfair and can kill off IG and Ork armies on it's own.
Slegg: Keep that away! Iz not safe! ... for da ladz, I ad me immune boosta earlier.

34: Vortex Grenade (50 Points):

Everybody it is time to collapse a dimension and kill anything no matter how big. Armour, fields, wounds, psychic enhanced, friends with a Chaos God, 20 ft tall, ablative armour. Unless you are Cypher the fallen angel you will die if this hits you. 50 Points may seem a lot but it is rightly feared as a big equaliser.
Slegg: Top Slegg tip, don't activate dis on a starship, big mess.


35: Warp Jump (30 Points):

I'm surprised this isn't an ork only weapon as although powerful it's chance of going wrong is high. A roll of 2D10 on scatter can be huge, plus double 1 sends you on a date with a daemon! Then again the ability to teleport anywhere on the battlefield is amazing. 30 points is almost a bargain.
Slegg: So I push da big blue button Wotclankz? ... "FZZZTTT" ... How I end up on da roof? Ooze dis smokey red guy den wiv da big sword? Ave sum of that!!

(sounds of dakka, end this transcript)


Until next time :)


*The Combi-Weapon is Imperial and Orks only, please see the Ork wargear post for my opinion on it.


2 comments:

  1. Great post. I must say a tooled up Farseer with combat drugs is a wonderful thing. My ork warboss takes combat drugs a power claw and chainsword and is pretty tough in CC but has died once or twice from the effects of the drugs!

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    Replies
    1. Yeah the damaging effects are a problem if you take them too early.

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