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2014/03/19 13:14:26
Subject: Ork rumours - First post updated 20th June
Here's a little bit I was informed of by a friend. He's up in Scotland and good mates with a GW employee and apparently he's had a look at the next Ork codex.
In essence, Orks are the next 40k race getting an update.
Choppas are going to give +1 strength amended, see 19/3/14
Waaagh! is now old Fleet. So move, run and assault in the same turn.
Power Klaws are double strength, AP1
That's what I've heard so far. I can't verify the information since it's word of mouth but so far, his contact has been rather accurate on the more recent releases to date.
19/3/14 - moar rumourz
So my friend found out I posted here and threw a ton of stuff at me. You're welcome
Spoiler:
Orks
Still have the Mob and Furious Charge rules
Orks now have 6+ FNP Each unit now has Waaagh! points
Waaagh! charge now per unit, not per army.
Sluggas generate 1 Waaagh! point for each turn in combat
Shootas generate 1 point for each unit kill with shooting
Waaagh points also generated from every 3 units of 10+ models (unsure of this one)
Mega Armour now has Deepstrike rule
Boyz
Unit gets 2pts cheaper and weapons are now upgrades. Boyz must be either Slugga or Shoota, no fisticuffs
Choppas are AP6. +1str AP4 on charge. Cost 1pt each
Shootas cost 2pts each
Big Choppas now +2str AP4. AP3 on charge
Lootas
Deffguns are now options
Unit is now cheaper and has more options for weapons
Gains new rule: Loot
- If in base-to-base contact with a destroyed vehicle, they can fire one of its weapons. Not clarified if per turn or per game.
Flash Gitz
Weapons now have random range instead of random AP New range is 12 + 3D6”. Triple 1 on range causes Overheat
Weapon upgrade options include +1Bs, +1 Attack, Blast, Skyfire
Stormboyz
Can now assault Fliers
Must move 18” on movement if charging a flier
Grots
Whole bunch of Grot units, including Grot Buggies, Whirlybirds, Rokkits and Snotlings
Grot Boss unit – has same stats as an Ork Boy with +1Bs
Snotlings
Now separate from Grots
Units of up to 20, 2pts per model
Has an upgrade called Control Collars: basically, bomb collars that explode when the unit fails Leadership. Think alternative for Runtherders
Weirdboyz
Now have a warp powers table; either Divination, Gork or Mork
Use Waaagh! points for powers
Waaagh points also contribute to Weirdboy’s death. When he dies, casts "Eadbanga" on himself. More points means bigger and more powerful explosions
Bomb squigs now can be taken as units
Includes more options. Can have upgrades for more powerful explosions or melta
Due to Waaagh! changes, Ghaz has 3 Waaaghs! Not sure if armywide or distributed to units
Killa Kanz to Elites – may require Grot boss
NEW UNITS
New unit of Warlord Nobz, can be taken as HQ. One Nob is the Warlord. On death, another Nob is the Warlord. Must kill entire unit for the kill
Possible mek tanks with upgrades
- Upgrades including a KFF and a SAG that shoots bomb squigs – if they miss you place a bomb squig
SAG and Flakk guns might be taken as Big Gunz unit
Halftrakk unit called Gutripper
Multi-wound Squiggoth-like beast
Supplements
Goffs and Blood Axes first
Blood Axes can allow Kommandos as troops and can ally with Guardsmen
NEW BOXES
Snapfit mekboy and weirdboy?
Deffkopta kit
Cybork body parts box
Combi Flash Gitz/Tankbustas box
Saw this posted by Larry Vela on BOLS today, add salt as desired.
It's been nonstop 7th Edition talk for a week, but let's take a break to look at the latest Ork Chatter:
Orks are hot on the heels of 7th, (so June), and we have yet another source talking about kits that are jiving with stuff we've heard of late:
Look for the following:
- A new Ork Boys box triple-combo kit covering: Tank-Bustas, Kommandos, Flashgitz
- Buggie Combo kit (making the existing buggy and a new unknown kit)
- Mega-nobz Combo kit (making the existing Mega-nobz and a new unknown kit)
- Kopta Combo kit (making the existing Kopta and a new unknown kit)
-Stompa is said to included in the codex as a Lord of War
This latest set of rumours lines up pretty well with this set of rumours from past month:
Orks - 5 Kits
1) Plastic Warboss: Multi-part plastic kit which make a warboss in mega armour with new weapon options.
2) Deffkoptas: Plastic box. Dual build kit with a new Grot skimmer.
3) Tankbustas/Flashgitz/Ardboys: Multi-part plastic kit which makes any of the three units.
4) Buggy/Halftrakk Plastic kit with a new Supa-rokkit Launcha option.
5) Mek/Mad-doc/Mega-armor unit (NEW): Plastic dual unit kit - First unit is similar to oversized Cyb-orks. Shoots new saw-cannon. Second unit option makes mega armour Orks
5/5/14
Courtesy of Kroothawx:
Spoiler:
Here a set of rumours from a source that prefers to stay anonymous:
The new mid size stompa thing looks like a pregnant Deff Dread. Comes with various weapon mountings, including what looks like a KFF.
New Gretchin models, including a grot oiler.
New mega nobs, not plastic versions of the existing.
Big Mek in mega armour with some interesting KFF like add ons.
Big Mek in Mega Armour with shoulder mounted weapons, maybe SAG but doesn't look like it.
Warboss is similar to the remodelling of the Helbrute from Dark Vengeance, it looks like a reworking of the AOBR Warboss with an attack Squig
New Pain Boy with a kind of Narthecium cybork hand.
Flash Gitz (They look particularly awesome, very much like Freebootaz with loads of variation in the kit).
Big Gunz. Total redesign.
Jidmah wrote: So, for all not able to sound angry all the time:
- KFF confirmed as 5++ save within 6"
- Gorkanaut has rampage, adding d3 attacks whenever outnumbered, but can't take KFF. Otherwise identical statline to Morkanaut.
- Gorkanaut 245 points, Morkanaut 230
- Text keeps talking about TL bazookas, unit entries have regular bazooks. Yay GW.
Automatically Appended Next Post:
Dr. Delorean wrote: "Rettungswurf" Google Translates to "saving throw", so all I can do is appeal to our German-speaking allies as to whether an invulnerable save is referred to as a Rettungswurf anywhere.
"Rettungswurf" has always been invulnerable save. Cover save would be "Deckungswurf".
And some more pics from ClockworkZion
Spoiler:
ClockworkZion wrote: The ones that don't give point costs for the models from /tg/:
29/5/14
Rumour from Natfka rehashing squads generating warp charges, posted by Pretre
pretre wrote: Ork Rumors - May 2014
via an anonymous source on Faeit 212
Ork units over a certain large size generate a warp charge. Each separate combat Orks are in generate a warp charge.
Multiple units in the same combat are treated as a single group in regards to hit the size threshold for generating warp charges, so that several small units can mob up to generate a charge where they would not be able to otherwise.
30/5/14
Some tidbits from some posters.
rothrich wrote: The rumor so far is 60 bucks for 3 manz.... box o' three seems likely seeing as how there are only three in the picture here...
Squidbot wrote: New Dok looks to be nob sized. Quite likely a character. Cybork hand could be a PK but it has fingers. Well... scalpels and syringes.
Both look mono pose.
Those MANZ are the new ones for sure. Overall design is very similar to existing, but they're not the same models.
pretre wrote: Anyone want to give me a summary of what BoW said for Ork Rumors? I've got the Stompa in the Codex bit.
Formation - 'ork warband' - warboss, mek, unit of nobs, six boys mobs, one unit of grots. Gives Boss of the Waaagh! Greenskin Hordes and Stampede rules.
Boss of the Waaagh! Lets you re-roll your warlord trait if taken as a primary detachment.
Greenskin Hordes. "Evey unit with ten or more models in the detachment gains the Hammer of Wrath special rule... and in every assault phase in which is successfuly charges an enemy unit the dice rolled for it's charge range in ten or more before modifers..." The wording here is confusing; not sure if it means that Hammer of Wrath only works if you roll ten or more, or if there was another rule which got cut out.
Stampede! If the formation's warboss is your warlord, he can use his Waaagh! special rule each and every turn after the first. This implies that warbosses have a special rule called 'Waaagh!' which usually can't be used every turn.
Detachment 'ork horde'. HQ, three troops, elite, fast attack, heavy support, fortification and Lord of War. Gives Greenskin Hordes and Boss of the Waaagh! Not sure if 'elite, fast attack and heavy support' was meant to mean one of each is compulsory.
Ork Buggies
BS:3 (Grot Gunners)
AV and HP unchanged
+5pts apiece
As wide as the Trukk model, but half the length
Ork Trukk-style tires
Hot-rod engine with oversized engine piping along the sides
Turret-gunner is seated behind the driver
Multiple weapon options including:
Supashoota (linked)
Rokkit launcha (linked)
Heavy Flamer (linked)
Big Guns
There is contradictory chatter about a "Flakk" anti-air option for the Big Guns
Rumors reliability is average, coming from both known and unknown sources.
NamelessBard wrote: So, Black Library screwed up and has let a random amount of people download the codex... This is from Skullchewer from Warseer (who gave use the orinal model rumors)
Relics are in. Not had time to read.
Buggys don't get new weapons, do get Grot Riggers at 10 points.
Not seen anything about FNP at all yet.
Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.
Looks to be a lot more options with selecting wargear for meks
"A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Mob rule is replaced by the D6 roll, yes.
Kustom Mega Slugga is a thing.
A Big Mek with mega armour can take one of the following
- Tellyport blasta
- Kustom force field
Relics:
Gifts of Gork and Mork
Da Dead Shiny Shoota
Da Finkin’ Kap
Da Fixer Upperz
Da Lucky Stikk
Headwoppa’s Killchoppa
Warboss Gazbag’s Blitzbike
D6 Result
1
If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3
If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6
If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.
Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.
D6 Warlord Trait
1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.
From NotMyIfurita:
attack squig nerfed to 1 reroll in melee per turn
Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear.
Yay Tankbustas can shoot at whatever they like, and Bustas and Burnas can take dedicated trukks
Kommandos get Stealth now, thats nice.. and they didnt see a point hike like burnas and tankbustas
eww.. Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance
Buggies in units of 5, gained outflank and a minor point decrease.
Snikrot is not HQ, effectively works like before when you add to Kommandos. Listed Elite. No slot if you bring Kommandos. He has Ambush and it gives Shrouded instead of Stealth the turn they arrive... still no charge from Reserves
Killkannon still lowers transport on BW
Rule for planks is a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range
Deffrolla gains AP4 and loses half the hits
Lootas HS and cheaper (shocking)
I dont see any way to get Kans or Dreads as troops
Kans come in 6 packs
Wow.. Ghazzy is a LoW but I can't see why.. they didnt change him
Wow.. if you take an Ork Warband detachment, you can Waaaagh every turn after the first
HQs listed as
Zagstruk
Grotsnik
Mek is a slotless HQ, 1 per actual HQ bought
Big Mek does not change FoC Painboy
Warboss does not change FoC Weirdboy.
Badrukk is a HQ (3+, 5++, str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear
Snikrot is not HQ, Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll)
No Wazdakka
No Zogwort.
Ghaz is a LOW now, can take runts/squigs, stats look unchaged
D6 Warlord Trait
1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.
Buggys don't get new weapons, do get Grot Riggers at 10 points.
Not seen anything about FNP at all yet.
Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.
Looks to be a lot more options with selecting wargear for meks
"A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Mob rule is replaced by the D6 roll, yes.
Kustom Mega Slugga is a thing.
A Big Mek with mega armour can take one of the following
- Tellyport blasta Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.
- Kustom force field
- Shock attack gun roll of double 6 is vortex!!!
- KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
- Git finda on SAG mek?
Relics:
Gifts of Gork and Mork
Da Dead Shiny Shoota 6 shots twinlinked shoota, rolls of 1 hit one of your own units
Da Finkin’ Kap gives your warlord an additional trait from the strategic list.
Da Fixer Upperz
Da Lucky Stikk
Headwoppa’s Killchoppa is a +2 str, AP5, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike has an AP3 deff gun on it
Mob Chart
D6 Result
1 If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3 If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6 If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.
Boss Pole gives Reroll on the mob chart.
Stompa in as super heavy
Battle Wagon up 20 points.
Killkannon still lowers transport on BW
Attack squig nerfed to 1 reroll in melee per turn
Tankbustas can shoot at whatever they like, and Bustas and Burnas can take dedicated trukks
Kommandos get Stealth, no point hike
Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance
Buggies in units of 5, gained outflank and a minor point decrease.
Rule for planks is a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range
Deffrolla gains AP4 and loses half the hits
Lootas Heavy Support and cheaper (5 points less per squad)
Kans come in 6 packs, NO twin guns, NO Troop choice option, have special morale rule
If you take an Ork Warband detachment, you can Waaaagh every turn after the first
Weirdboys gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I've seen) in 12" but has to take a psychic save or take a hit.
Power of the Waaagh! and Daemonlogy disciplines.
Can be upgraded to Psyker level 2.
Ork psychic powers are all cool. Either high strength, or teleport, large blast etc.
Primaris power is Frazzle (Blast witchfire).
'Eadbanger is now a focussed witchfire.
Warpath is a self blessing
Da jump is what used to be 'ere we go.
Killbolt is a beam attack.
Power vomit is a template witchfire.
Da Krunch is a barrage witchfire.
Cheap IWND on vehicles (5 points on Kans, 10 on dreds)
Painboy is IC, so put him where you need him, can take a bike.
Dedi transports available for burnas and tank bustas now
Warboss/Bigmek Mega Armor Kit is a thing
Ork boys cost 1 less point, but Shoota is 1 pt ugrade now
The HQ Mek (not Big Mek) has Boy statline
Pain Boys can not get 'Eavy Amor?
Zzap gun 2D6, gets hot on a 1-3 if you roll 11 or 12
Kannons and Lobbas unchanged
This message was edited 23 times. Last update was at 2014/06/21 11:18:18
He probably meant after IG, since we already have all the pics from IG.
Frankly, i'm excited for any ork rumors.
Several armies have had 2 codexes since Orks came out, and it's about fething time...
The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
Interesting. +1 strength to choppas doesn't do much, unless they're planning on making shoota boys weaker in melee to give us a reason to take choppa boyz again. I'm not super excited about that, but since my shoota boyz didn't normally get the charge off anyways, it's not a big change. Plus, anything that makes sluggas more useful is a good thing.
Don't why Power Klaws would be AP 1, but I can dig it (Power klaws that are slapped together in a few hours by a mek boy would now be better than the Mechanicus's best powerfists )
If WAAAAAAAGH gave back old fleet, that would be awesome. In most other armies this wouldn't be a big deal, but I think orks have the numbers to make this useful, especially if the choppa upgrade of +1 S is a permanent upgrade and not just on the charge
This message was edited 1 time. Last update was at 2014/03/19 14:51:10
'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader
"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell
Could be true after all they are releasing the taurox, which looks more Ork than IG and maybe the hydra is a dual kit after all with a gun truck .
LOL, Theo your mind is an amazing place, never change.-camkierhi 9/19/13
I cant believe theo is right.. damn. -comradepanda 9/26/13
None of the strange ideas we had about you involved your sexual orientation..........-Monkeytroll 12/10/13
I'd put you on ignore for that comment, if I could...Alpharius 2/11/14
Don't know why Power Klaws would be AP 1, but I can dig it (Power klaws that are slapped together in a few hours by a mek boy would now be better than the Mechanicus's best powerfists )
The Mechanicus? Humans who don't understand their lost technology? Trying to build something they don't understand, using old diagrams and prayerbooks, taking years to craft one item?
Vs. a Mechboy who has the advantage of advanced technology that is literally coded into his genetic structure. Technology so advanced that the "mechanicus" can't even figure out how it works. That Mechboy was tinkering with stuff when his mechanicus counterpart was still fondling prayerbooks and couldn't use a screwdriver without reciting litanies for 6 hours.
By the time the humie has made one weedy powerfist, the Mechboy has made hundreds. Constantly changing designs, working with different materials, and trying to fill the needs of some vary demanding customers.
Plus, he gets to make a Klaw that's 4x as massive as the humie version.
....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
Interesting. +1 strength to choppas doesn't do much, unless they're planning on making shoota boys weaker in melee to give us a reason to take choppa boyz again. I'm not super excited about that, but since my shoota boyz didn't normally get the charge off anyways, it's not a big change. Plus, anything that makes sluggas more useful is a good thing.
I disagree... a permanent +1 strength for choppa boyz is a huge boone. S5 on the charge is juicy and S4 at other times is fantastic. To me, that *fixes* the choppa boyz and makes massed trukk+choppa boyz viable again.
Don't why Power Klaws would be AP 1, but I can dig it (Power klaws that are slapped together in a few hours by a mek boy would now be better than the Mechanicus's best powerfists )
Eh... I can see it helping orks vs high AV vehicles... if they can catch up to it.
If WAAAAAAAGH gave back old fleet, that would be awesome. In most other armies this wouldn't be a big deal, but I think orks have the numbers to make this useful, especially if the choppa upgrade of +1 S is a permanent upgrade and not just on the charge
A Thousand times this!
*wishlisting... even allows the Ork walkers (Deffdread/Kans) to join in the WAAAAGH! would be epic.
It would be cool if ork boys get 2 wounds each or feel no pain,go from 6 to 8 points each,and ork bikers get plus one tuff,and better shooting or they get to have more shots if you have big shoots ,oh oyhu can squad big shootas ,and make deff dread armour 13 and cans amour 12 ,that would be alot better.
I remember reading somewhere that an Ork Boy can basically be put together by a Pain Doc from spare limbs that were just laying around. With that lore in mind... I would love to see Boyz given a 6+ feel no pain. It gets irritating taking 100 models and tactically laying them out, only to have a couple large blast templates dropped on them and pull them off when the the weapon firing them was AP6. But, that just my humble opinion.
Bloodhorror wrote: Honestly, if Tyranids didn't get Move, Run, Assault I don't see why Orks should get it...
The orks would only get this one turn out of the whole game. It would be powerful without being game breaking and would be a slight tweek that could save an entire army. Of all the rumors I have heard these are the ones that I hope are the most true.
Stikk bommas are special among ork society for one reason - They know when you pull the pin out of a stikk bomb you throw the bomb not the pin!
Yeah, I'm taking the new rumours with a big bag of salt. Deepstrike for Mega Armour? It's not termie armour, I can see them DS via tellyportas from a Big Mek invention or Warlord Trait but not from the armour itself.
This is without mentioning the very unlikely separation of Grotz and Gretchin which I think has no fluff-basis for being different, I always thought they were synonymous.
This message was edited 1 time. Last update was at 2014/03/19 22:16:59
The one thing that has been consistent with all of these rumors is the idea of different mobs generating tokens that can then be used to power abilities, whether they be waaagh tokens or weird tokens or whatever.
Which is good, because the one big complaint I have is that 40k is not complex enough, and would really enjoy one more thing to keep track of with little bits of crap all over the board.
lord_blackfang wrote: Respect to the guy who subscribed just to post a massive ASCII dong in the chat and immediately get banned.
Flinty wrote: The benefit of slate is that its.actually a.rock with rock like properties. The downside is that it's a rock
BunkerBob wrote: I believe he means they come with choppas and a slugga but can be upgraded to shootas.
The way its written it sounds like they come with standard close combat weapons and sluggas, then you can pay points to give them choppas (upgrade to CCW) or Shootas.
As if ork turns didn't take long enough, you may now have to spend even longer deciphering your total number of waaaaaagh points before doing anything else...
I'll be taking a hammock to each game I play now then
Which is good, because the one big complaint I have is that 40k is not complex enough, and would really enjoy one more thing to keep track of with little bits of crap all over the board.
Yeah, I've given up and just keep my fingers crossed I can get to a table, roll some dice, move some tiny mens about on the table and be told by someone more 'with it', likely with an electronic tablet device of some kind, that I lost and then glaze back over when they start gibbering to me about formations and additional special rules that you could only have got if you bought this download on a full moon and that expansion with a new bit of skull covered scenery for a limited time offer of $99.99.
It's c-c-c-crazy!
We'll see how my games go in the UK before I just write off 6th and hibernate to await 7th ed.