HQs listed as
Big mek, Zagstruk (!!!), Badrukk (We knew that was coming), Grotsnik, Mek (Not big mek), Painboy, Warboss, Weirdboy.
No Wazdakka, no Zogwort.
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.
Stompa in as super heavy
BW up 20 points.
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
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.
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 (Yes really) is a template witchfire.
Da Krunch is a barrage witchfire.
Ded shiny shoota: 6 shots twinlinked shoota, rolls of 1 hit one of your own units. The bike relic has an AP3 deff gun on it, Hedwompas choppa is a +2
str, AP5, rending choppa that beheads on a roll of 6 (insta death). Da finkin kap gives your warlord an additional trait from the strategic list.
Big Mek doesnt change your
FoC, nor does warboss (no more nob/dred troops).
Mek is a slotless
HQ, 1 per actual
HQ bought
Ghaz can take runts/squigs, but looks the same, its lord of war.
Ork psychic powers are all cool. Either high strength, or teleport, large blast etc.
Shock attack gun roll of double 6 is vortex!!!
http://www.forgeworld.co.uk/Downloads/Product/PDF/d/Dred_Mob.pdf
Cheap
IWND on vehicles (5 points on Kans, 10 on dreds)
Relics are cool and give variety.
Psychic powers are good.
Warlord traits are all useful (none of this "gives fear" rubbish)
Alot of point drops across the board.
KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
Git finda on
SAG mek?
Painboy is
IC, so put him where you need him, can take a bike.
Mega nobz look cool.
Dedi transports available for burnas and tank bustas now
Badrukk is a
HQ (3+, 5++,
str 7 AP2 assault 3 gun) , Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll)