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Made in us
Krazed Killa Kan






Goresaw wrote:
'Ard boyz suffer from the tyranid syndrome of trying to polish a turd. Yeah, you can give a hormagaunt toxin sacks and adrenal glands so its actually... effective in combat instead of something to choke your enemy's guns. However, the upgrades cost as much as another gaunt.

In almost all cases, you're better off with just more wounds, more squads. More objective secured.


Yeah, with a 4+ armor save you're only saving 1/2 of a boy in an instance in which you'd be facing AP6 (not all the time), so it really should be 3 pts a model....

Also doesn't improve your new fethed leadership or help against AP4 which is prolific.

And of course that doesn't affect your offensive stats. Another boy is another 2 WS4 attacks (or 3 with choppa and slugga).

Point taken on that.

This message was edited 1 time. Last update was at 2014/06/22 13:04:09


Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in us
Lead-Footed Trukkboy Driver





If you want to embrace unlimited force orgs, you embrace seeing 12, 90 point annihilation barges. You embrace a tau player bringing MSU broadsides (20ish broadsides split up into smaller units). You embrace 9 thunderfire cannons.

Down this road lies only sadness and pain.

   
Made in us
Been Around the Block




Earth

So did I read / hear this right ghaz has no 'regular' invulnerable save? And to me his warlord trait sounds worse then the one in the book. Or are they the same?

- 5000
1000 (WIP)
500 (WIP)

 
   
Made in us
Krazed Killa Kan






 Mumblez wrote:


If you're looking for a deathstar unit nob bikerz will still do the job even after the nerf. A nob biker mob with a painboy biker, a KFF big meg biker and a warboss has a 4+ armor save, 6+ FNP even if the painboy is killed and 5+ as long as he's there and a 5++ against shooting - and they can still jink. That still seems krump-capable. Is it worse than the old nob bikerz? Yes, but come on, 2 wound bike models with 3 S9 AP2 attacks each with objective secured was a bit over the top.


They don't have objective secured, and Power Klaws cost half as much as a nob biker. Your criticism is complete bunk. The removal of scoring Nobz should have defanged any concern about obj secured, which btw only counts if you're using battleforged lists, which is intended as a benefit for hobbling your army by using an FOC, which unbound lists do not have to do.

A good nob biker unit could easily go over 400 points or over 500 points with the requisite bikerboss to make them scoring, and they could be countered in a straightforward way.

Edit: BTW, a KFF Big Mek Biker would run you over 100 pts, compared to 5ppm for cybork 5++ saves that could be used in close combat in the last codex. Huge nerf, both in terms of cost and effectiveness.

 ravenousork25 wrote:
So did I read / hear this right ghaz has no 'regular' invulnerable save? And to me his warlord trait sounds worse then the one in the book. Or are they the same?

Ghaz has no regular invulnerable save. Cybork bodies was nerfed to 6+ FNP.

This message was edited 1 time. Last update was at 2014/06/22 13:15:14


Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

 tarnish wrote:


Good god man learn to read back instead of spamming your questions endlessly.


Was this aimed at me sorry? I'm trying to figure out how answering peoples questions has offended you.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in us
Krazed Killa Kan






 Melcavuk wrote:
 tarnish wrote:


Good god man learn to read back instead of spamming your questions endlessly.


Was this aimed at me sorry? I'm trying to figure out how answering peoples questions has offended you.


No, he's suggesting that people to stop asking questions that you have already answered.

We hugely appreciate your help bro.

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in se
Waaagh! Warbiker





Sweden

 PhillyT wrote:
 jhnbrg wrote:
 PhillyT wrote:
This army is going to be great. Lets settle down guys.

We are having issue because people are in that difficult period where the various wish lists and rumors are proven wrong and folks are grieving.

Our threat ranges for charging in or out of vehicles are fantastic now. Ard Boyz are going to be a very good option.

The biggest issue for many is the removal of the various troop slot manipulations. Those are still possible with unbound lists. If your group doesn't allow it, that is a you thing, don't blame GW.

Others are complaining about the need for multiple FOC to maximize the heavy selections. If your group is unnecessarily restrictive and arbitrarily chopping out rules from the core system, why blame GW for not helping you out? Did you email them with the litany of changes you and your friends have made to the game so they could tailor the book to your experiences?

Within an unrestricted environment, this book is awesome.


In an unrestricted enviroment this book will be a small green speedbump... The amount of cheese that can be thrown around in an "unrestricted enviroment" is terrible.
Trying to blame the gamers for GWs lack of balance is just stupid.


You aren't just referring to an unrestricted environment, you are referring to an unrestrictive environment populated by D-bags. The only time there is a requirement to put massive restrictions on the BRB is when you do not trust your fellow players. If you don't trust them, play a balanced list and the whole one FOC/no unbound list. If you have friends you trust, play themed unbound lists. Unbound was made precisely for bike and dredd lists.


its not about trusting my gaming group or not. being forced to play multi FOC or unbound just to fix the codex is pure stupidity. We played unbound 25 years ago and i cant see myself doing that now.

 
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

what page are the rules compiled on? does it state whether or not boys have ere we go? which units have it?

5000+ 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

OK, I'm not a competitive player so these might not be great but:

Big Mek, Mega Armour, KFF, Kustom Mega Blasta, Lukky Stixx.

Mek Gunz Battery: 5 x Kannons, 10 x Extra Grots.

240ish points, can walk and fire due to slow and purposeful, mek at front takes incoming fire. T7 due to artillery, 2+ save, 5++, rerollable. AP2 gets deflected onto T7 grots.

Tankbustas x 15, Battlewagon, 4 x Rokkits, Kannon

335 Points, 19 Rokkits a turn, plus a kannon shot. 15 of the rokkits are Tank Hunters, still has room in the wagon for a character to flavour (or Meks with more rokkits)

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in us
Lead-Footed Trukkboy Driver





I like Kustom Mega Kannons better. For a small points upgrade, you get AP 2 and blast. Points aren't the problem, Heavy Support slots are.

   
Made in de
Dakka Veteran




 lord_blackfang wrote:
RedNoak wrote:

the rule states (your quote):


Really? You're gonna do this? Rules lawyer the one person with the actual book based on his own paraphrased info?

no, i just wanted to understand the rule. no harm meant.

 PhillyT wrote:
This army is going to be great. Lets settle down guys.

We are having issue because people are in that difficult period where the various wish lists and rumors are proven wrong and folks are grieving.

Our threat ranges for charging in or out of vehicles are fantastic now. Ard Boyz are going to be a very good option.


your're right in the first part. overall rumors were quite good, the ones that did made it in the book are mostly terrible.

the thread range hasnt increased that much. (maybe the exact wording for the RPJ is needed) but the plank gives 1" more range than the RPJ and it costs 15 POINTS... quite an investment for a 30 point trukk (for battlewagons they're great)

The biggest issue for many is the removal of the various troop slot manipulations. Those are still possible with unbound lists. If your group doesn't allow it, that is a you thing, don't blame GW.

Others are complaining about the need for multiple FOC to maximize the heavy selections. If your group is unnecessarily restrictive and arbitrarily chopping out rules from the core system, why blame GW for not helping you out? Did you email them with the litany of changes you and your friends have made to the game so they could tailor the book to your experiences?

Within an unrestricted environment, this book is awesome.

its not that we are "chopping out rules from the core system" its just that unbound armies are just plain stupid. sure you can make alot of fun lists (like 50 sentinels)... but you could do so since 1st edition. in a 'friendly environment' this was NEVER a problem in the first place. JUST ASK AND DO IT.

the issue starts when you maximize the effectiveness of an army by taking only elite and support choices or whatever OP units the army has...
themed ork lists were NEVER overpowered. spamming bikes or kanz wasnt a gamebreaker... in the 4th edition using massive amounts of boyz was the best thing to do, still many preferred themed lists cause it was more fun to play, while remaining competitive.

it just feels to me that GW is forcing us to go unbound or multiple-FOC... how else do you explain the loss of bike troops, the densely cramped support section, lack of looted wagon, ghaz as Low and the stompa?

and by the way... in a 'friendly environment' we dont need GW to tailor the book to our experiences, the 'friendly environment' tailors the book to their experiences.

This message was edited 1 time. Last update was at 2014/06/22 13:27:03


 
   
Made in us
Krazed Killa Kan






Compiled rules posted below (repost) for convenience, someone please put this in the OP kthx

Spoiler:

COLLECTED LEAKED INFO

HQs listed as
Zagstruk
Grotsnik
Mek is a slotless HQ, 1 per actual HQ bought, has Boy statline
Big Mek does not change FoC "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."
Painboy Painboy is IC, so put him where you need him, can take a bike, no 'Eavy Armor
Warboss does not change FoC
Weirdboy. 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. Can be upgraded to Psyker level 2. Power of the Waaagh! and Daemonlogy disciplines.
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), causes fear.
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.

Power of the Waaagh!
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.

Mob rule is replaced by the D6 roll on Mob Chart

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.

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

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

Kustom Mega Slugga is a thing.

Buggys don't get new weapons, do get Grot Riggers at 10 points.

Painboy gives 5+ FNP, Cybork Bodies now gives 6+ FNP.

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

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

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

Orks are susceptible to fear now

Tankbustas, are elite, got Tank Hunter, 2 points cheaper per model, and no longer have to shoot at nearest tank, Tankbusta bomb is now a melta bomb, can take a trukk, and get 2 VP for first blood if they blow up a tank.

Stormboyz can NOT assault flyers

Meganobz still bulky and use 2 spots in transport

Kommandos got move through cover, stealth and infiltrate, no point hike

Burnas can take dedicated trukks

Ork boys cost the same, but Shoota is 1 pt ugrade now

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

Cheap IWND on vehicles (5 points on Kans, 10 on dreds)

Dedi transports available for burnas and tank bustas now

Warboss/Bigmek Mega Armor Kit is a thing

Fang, son of Great Fang, the traitor we seek, The laws of the brethren say this: That only the king sees the crown of the gods, And he, the usurper, must die.
Mother earth is pregnant for the third time, for y'all have knocked her up. I have tasted the maggots in the mind of the universe, but I was not offended. For I knew I had to rise above it all, or drown in my own gak. 
   
Made in gb
Stabbin' Skarboy





crewe

Can we buy the waaagh! Ghazghkull supplement separate from the warboss edition package? The white dwarf states " these limited editions are available exclusively in this box set - in the case of waaagh! Ghazghkull, this is the only place you'll find the book until the standard edition is released in a couple of weeks time"

so does that mean the supplement will be sold separately on the week of the meganobs release..?

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in us
Savage Khorne Berserker Biker





Texarkana TX

 TedNugent wrote:
Compiled rules posted below (repost) for convenience, someone please put this in the OP kthx

Spoiler:

COLLECTED LEAKED INFO

HQs listed as
Zagstruk
Grotsnik
Mek is a slotless HQ, 1 per actual HQ bought, has Boy statline
Big Mek does not change FoC "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."
Painboy Painboy is IC, so put him where you need him, can take a bike, no 'Eavy Armor
Warboss does not change FoC
Weirdboy. 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. Can be upgraded to Psyker level 2. Power of the Waaagh! and Daemonlogy disciplines.
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), causes fear.
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.

Power of the Waaagh!
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.

Mob rule is replaced by the D6 roll on Mob Chart

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.

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

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

Kustom Mega Slugga is a thing.

Buggys don't get new weapons, do get Grot Riggers at 10 points.

Painboy gives 5+ FNP, Cybork Bodies now gives 6+ FNP.

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

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

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

Orks are susceptible to fear now

Tankbustas, are elite, got Tank Hunter, 2 points cheaper per model, and no longer have to shoot at nearest tank, Tankbusta bomb is now a melta bomb, can take a trukk, and get 2 VP for first blood if they blow up a tank.

Stormboyz can NOT assault flyers

Meganobz still bulky and use 2 spots in transport

Kommandos got move through cover, stealth and infiltrate, no point hike

Burnas can take dedicated trukks

Ork boys cost the same, but Shoota is 1 pt ugrade now

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

Cheap IWND on vehicles (5 points on Kans, 10 on dreds)

Dedi transports available for burnas and tank bustas now

Warboss/Bigmek Mega Armor Kit is a thing



thank you ted!


Automatically Appended Next Post:
Hmmm i dont see where it says who gets 'ere we go!
army wide ork rule?

This message was edited 1 time. Last update was at 2014/06/22 13:46:19


5000+ 
   
Made in gb
Nasty Nob






 deffrekka wrote:
Can we buy the waaagh! Ghazghkull supplement separate from the warboss edition package? The white dwarf states " these limited editions are available exclusively in this box set - in the case of waaagh! Ghazghkull, this is the only place you'll find the book until the standard edition is released in a couple of weeks time"

so does that mean the supplement will be sold separately on the week of the meganobs release..?

Yes, it's going to be available later as a separate item, although it's not clear exactly when and whether it will be a physical book or just a digital release.

   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





UK

Every actual ork (not grots, grot gunners etc) gets Ere we go, vehicles (including Kans and Dreds) also dont get it.

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
Facebook: https://www.facebook.com/BasiliskStudios
Email: Basilisk.Studios@yahoo.co.uk 
   
Made in gb
Stabbin' Skarboy





crewe

Ok thank you Perfect Organism

How many kans can a killa kan kill if a killa kan can kill kans?  
   
Made in de
Dakka Veteran




best compilation/summary i've found so far:
including special rules and wargear

thanks to www.belloflostsouls.net
AND Melcavuk ofcourse



Spoiler:
NO FOC SWAPS
Just to clarify, as I am getting a lot of questions about this:
No unit allows other units to change their slot type.
No Bikes as troops, no Dreads as troops, no nobz as troops.

Placing any non troop choice into a troop slot in a Battleforged army is not possible.

ARMY-WIDE RULES
'Ere We Go lets you re-roll 1 charge die.
Waaagh! allows all units with 'Ere We Go to run and and charge in the same turn.

WARBAND FORMATION
So, been going over the Formation for an Ork Warband that's listed, that alone is pretty interesting. You have to take at least 60 boyz (6 units). But as stated previously, with this formation a WAAAGH! can be called every turn after the first.
That's at least 60 Boyz that can run AND charge in the same turn, every turn after the first. And with 'Ere we go they get to reroll one charge die. And this formation gives Hammer of Wrath to every unit over 10 models that has 'Ere we go, providing they roll over 10 for charge range. Looking at the wording, it's roll over 10, not charge over 10. "it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more (before modifiers)".
And for comedy value; the Formation has to have a unit of Gretchin. So technically you get Grots with Hammer of Wrath.


Ork Rules Confirmations - Collated:

Alternate FOC
3 HQ, 9 Troop, 3 Heavy, 3 Fast, 3 Elite. Minimum is 1 HQ 3 TROOP.
This is OPTIONAL instead of the standard FOC, you can still use the core books one.

HQ
No Wazdakka, no Zogwort.

Snikkrot- doesn’t take a slot if taken with Kommandos.

Badrukk- 11* pts. 3+, 5++, str 7 AP2 assault 3 gun.

Grotsnik- Gives fearless, rampage and FNP.

Painboy- 5* pts, nob stats, urty/slugga. Confers FNP.

Weirdboy- only option is ml 2. +1 charge if there is at least 10 boys or orks with the ere we go rule nearby (this doesnt stack for multiples of 10). Cheaper, and his ml2 is also cheaper. Ork powers and Daemonology.

Frazzle (1 WC, primaris)
Ead Banger (1 WC)
Warpath (1 WC)
Da Jump (1 WC)
Kill Bolt (2 WC) 18 inch str 10 ap 2 beam
Power Vomit (2 WC) Str 7 AP2 template
Da Krusha (2 WC) Str 2D6 Large Blast, if you roll a over 10 you hit everything twice at str 10

Warboss- 6* pts. klaw and big choppa same cost. Boss pole allows a reroll on the mob table when you fail morale. Same statline, Slugga, Choppa, Stikkbombs. Can take 'eavy armour, mega armour, TL shoota and PK. May select items from: Ranged weapons list, Melee weapons list, Runts&Squigs list, Orky...

Big mek- gets access to mek gear (kmb, kms, kombis, rokkit, etc), or can take mega armour. Still has relic, shooting weapon, accessories etc access (full list), but can take a kill saw. Non mega big mek can take SAG or KFF (also has bike access in the know wots menu). Mega Mek can take KFF or
HQ Mek is literally the same as a mek in a unit, and must be put into an artillery or infantry unit before start of game.

A Big Mek with mega armour can take one of the following:
- Tellyport blasta
- Kustom force field

ELITE
Nobz- 18 pts. Bikes in the Nob unit are +27 point upgrade. Nob Bikers are the same points as before (but nobs themselves cheaper), Eavy Armour got a point cheaper on the Nobz.

Manz- Kill saw is 10 points for the pair for mega nobz, replaces both weapons.
Waagh banner is 20 pts.
Trukk or Battlewagon for the Mega Nobz. 40 pts/model.

Tank bustas- 65 pts. 2 pts/model cheaper. melta bombs, tank hunter, glory hogs- 2 vps for first blood on a tank, Tankhammer- str 8 AP3, unwieldy. 2 pt decrease/model. Bomb squig- Wargear, str 8 AP 4 can buy up to 3, works same as before, no risk to own unit. No longer have to shoot at nearest tank.

Burna boyz- 75 pts. Unchanged.

Kommandos- Price drop. move through cover, stealth and infiltrate, stikkbombs, no shootas. Can take 2 burnas as one of their special weapons, however they can only take 2 in a mob. May include Snikkrot (doesnt take a slot if taken with Kommandos otherwise HQ) (shrouded on arrival, you pick an edge to outflank dont roll) Snikrot causes fear.

TROOPS
Ork boyz – 6 pts. +1 pt each for shootas. Units can pay for ‘eavy no longer restricted to 1 per army. One in 10 can take special weapon (Same but rokkit cheaper than it used to be). One model may be a Nob, may select from Ranged or Melee weapons list.

Gretchin- Runtherd comes with Grabba stick, can buy squig hound. If the unit breaks the hound causes D3 str 3 hits on the unit, and can then reroll the morale test.
Grot prod can exchange its attacks for a single double strength attack. AP -
Grabba reduces the enemies attacks by one
No special rules, at all

FAST
Stormboyz- For 30 points more than the old mob you get 30 Stormboys now. Jump Infantry, can run 2D6 instead of one but take dangerous terrain tests doing so. No longer blow themselves up.

Zagstruk- 6* pts. Slugga, choppa, eavy, stikkbombs, cybork, rokkit pack. 1 Less Wound, 1 Less Toughness than a Warboss. Hammer of wrath is str 8 AP2. Cant assault from deepstrike but is a HQ choice.

Deffkoptas- 30 pts each, 5 pt reduction. both its gun changes are now free. Other points stay the same

Buggies- 25 points, 5 pt reduction, up to 5, outflank. Skorcha same cost as before, trakk is a 5 point upgrade.

Warbikers- 18 pts, 7 pt reduction, no exhaust save, get +1 cover if they turbo boost now, otherwise no improved cover at all.

Dakkajets and blitza bombas- maxed out burna bommer now costs 180pts with red paint job. A maxed out blitza-Bommer cost 140pts with red paint job.

Dakka jet guns now only fire one more shot than normal on a Waaagh, not everything twice.

Blitza Bombs: 2D6, on a 2 you crash, 3 you and your target take a str 9 AP 2, otherwise you hit, with 12 meaning you can shoot your guns aswell. (str 7 AP2, large blast armour bane, one use only).

Burna Bombs str 5 AP4 large blast ignore cover. Skorcha Missiles str 5 AP4 small blast ignores cover.


HEAVY
Looted wagon- (found in WD not codex). 37 pts, 2 pt increase. 3 weapon upgrades all 5 pts each. Killkannon 30 pts.

Battlewagon- 110 pts. 20 pt increase. Kill kannons 30 pts reduce capacity by 8. Deff Rolla 10 pts.

Big gunz-

Lootaz- 70 pts. 5 pt reduction. Everything else same.

Killa Kans- got more expensive. 25% more expensive for the big shoota variant. Kans now panic when 25% have died, if they fail a roll they are all shaken due to the grots freaking out.

Deff Dread- 80 Points, 5 pt increase, comes with 2 big shootas, rokkits are a free exchange. KMB are +5 point Exchange. Riggers are 10 points confer IWND. For the price of an old Deff Dread with 2 x Rokkits you can get a new Deff Dred with 2 x Kustom Mega Blastas and Grot Riggers.

Flash gitz-

Gorka/Morkanaughts- arent assault vehicles and have no options to become one.

DT
Trukk- 30 points. 5 pt reduction. Ramshackle- changed, now when you take a penetrating hit roll a D6, on a 6 that hit is now downgraded to a glancing hit. Dedicated transports available for burnas and tank bustas now.

Wreckin ball is a 3 inch range str 9 ap 4 D3 weapon.

Boarding planks- +2" on the charge the turn you disembark from an open topped vehicle with a plank

Deff Rolla- 10 pts. D3 instead of D6 hits now AP 4.

Red paint Job- +1 inch to flat out moves.

LOW
Ghazkul- Same cost, is eternal warrior. His warlord trait makes boyz within 12 inches fearless in a waaagh. Only one waaagh per game unless you are running a specific formation (which ghaz isnt in, so irrelevant sorry)

WARGEAR
Melee Weapons
Klaw- unchanged.
Kill Saws- armour bane.
Choppas- are just CCW.
big choppas- +2 str AP 5.

Ranged Weapons
twinlinked shootas and kombis

Runts & Squigs
surgical grot- reroll fnp
ammo runt- reroll shooting to hit
attack squig- reroll cc to hit
grot oiler-

Orky Know-wots
Bike- Painboy's and Warbosses bike is 25 pts, a nob's bike is 27 pts.
Cybork- fnp 6+
Boss pole- reroll chart result.
Gitfinda- BS 3 if stationary.
Waaagh banner- +1 WS.

Zapp gun- 2D6, gets hot on a 1-3 if you roll 11 or 12
KFF- price hasnt changed. KFF is 5++ if embarked than vehicle gets this INSTEAD, explicitly just shooting. KFF can be combined with mega armour and bikes.

Shock attack gun- seems to be combinable with bikes. Double 6 is vortex.

Teleporta Blasta- small blast str 8 ap2, on a 6 its insta death or insta pen.

Grot riggas- IWND (5 points on Kans, 10 on dreds)

Weapons arent exchanged for many of the options on characters, the warboss for example reads "May take items from the Ranged Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork list"
There are other bits that do exchange weapons (taking mega armour for example). Relics are one of each per army (but can take multiple different ones)


RELICS
Da Ded Shiny Shoota - Assault 6 Shoota, twinlinked, rolls of 1 richochet into friendly units.

Lucky Stixx - Can choose to reroll failed hit, wound or saving throws, if 3 of these rerolls fail in a single turn the model is removed.

Warboss Gazbag’s Blitzbike – Bike, Assault 3, AP 3, Str 6 twinlinked shots.

Headwoppa’s Killchoppa - Str +2, AP5, rending, two handed, rolls of 6 are instant death.

Da Finkin Kap - Warlord gets a strategic trait along with his normal warlord trait.

Da Fixer Upperz - repair vehicles on 3+ (hull points, weapon destroyed or immobilised).

ORK OBJECTIVES
Shoot an enemy unit off the board, Kill the enemy warlord in a challenge with your warboss, destroy an enemy unit in your assault phase (more units gone, more points), Turbo boost 3 vehicles (or bike units), secure a random objective (roll a D6), Charge more than 10 inches.


D6 Warlord Trait
1 Prophet of the Waaagh!:
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:
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!:
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’:
The Warlord can re-roll one failed To Hit or To Wound roll each turn.


5 Kunnin’ but Brutal:
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.


6 Might is Right:
The Warlord receives +1 to the Strength characteristic on his profile.

Mob Rule Chart (name?):
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.

This message was edited 1 time. Last update was at 2014/06/22 13:54:14


 
   
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Secret Inquisitorial Eldar Xenexecutor





UK

Tis a good summary

Mob rule needs updating to:

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. These hits are Randomly Allocated, but cannot be allocated to Ork characters (any excess hits are lost). If the unit does not include any Ork characters, it fails the Morale check or Pinning tes

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

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Charging Orc Boar Boy





What dose the lucky stick do?
What war gear do the regular meks have access too?
Do orks still have furious charge?

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!
 
   
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Deep in the Woods

So is the Stompa still a "LoW superheavy walker" or just a superheavy walker? Can you take it as you would a Knight now?

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crewe

Melcavuk, are ammo runts, attack squigs, grot oilers, grot orders one use only? Or is it one re roll per turn?

How many kans can a killa kan kill if a killa kan can kill kans?  
   
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Ambitious Acothyst With Agonizer





-A quick question regarding Waaagh! Is it only warbosses that grant you access to it?
-If so does Zagstruk have it?
-Also can a Waaagh! be called on turn 1?
-Does Zagstruk have the hammer of wrath special rule, or does he only get it from his jump pack (in which case he can only use his power klaw feat if he uses his jump pack in the assault phase)?
-Also does Da Finkin’ Kap let you roll on strategic or pick a warlord trait from strategic?

Thanks for answering all the questions so far.

This message was edited 1 time. Last update was at 2014/06/22 14:08:27



 
   
Made in us
Regular Dakkanaut







Help squash my naivety about 7th edition FOC.

I can understand why there is alarm regarding the use of Unbound armies, but why are multiple Combined Arms Detachments looked upon with equal reservation? Isn't it intrinsically a part of the "non-Unbound" rule set?

Is this a common perspective for anyone outside of the very vocal (but admittedly minority) Dakka community?

Are players using house rules to ban CAD out of fear of what WAAC will do with such freedom?

If so, that seems like they are only delaying their disappointment.

To me, it seems like the new ork codex was written specifically for using multiple CADs, hence the "Heavy heavy" unit selection and lack of "can be taken as troops" alternatives.

And the ork codex might be the first to embrace multiple CAD, but I'd wager all future codices will follow suit. Unless they are saving troop expansion exceptions for DLC / Data Slates / supplements, which is a possibility, I suspect.

Am I seeing this wrong?



   
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Secret Inquisitorial Eldar Xenexecutor





UK

rothrich wrote:What dose the lucky stick do?
What war gear do the regular meks have access too?
Do orks still have furious charge?


Can choose to reroll failed hits, wounds or saves, however if 3 or more of these rerolls also fail in a single turn the model is removed as a casualty.
Mek gear and a kill saw. Along with oilers. mek gear covers all Kombi weapons, Kustom Mega Blastas, Kustom Mega Slugga.
Yes

Nicorex wrote:So is the Stompa still a "LoW superheavy walker" or just a superheavy walker? Can you take it as you would a Knight now?


Lord of War, it now competes with Ghaz in that slot.

deffrekka wrote:Melcavuk, are ammo runts, attack squigs, grot oilers, grot orders one use only? Or is it one re roll per turn?

Attack squig is once a turn, the others are one use only


Does Zagstruk have the hammer of wrath special rule, or does he only get it from his jump pack (in which case he can only use his power klaw feat if he uses his jump pack in the assault phase)

His hammer of wrath attacks are Str 8 AP2, however the actual hammer of wrath is conferred by his jump pack, and thus must be used.



Mushkilla wrote:A quick question regarding Waaagh! Is it only warbosses that grant you access to it? If so does Zagstruk have it? Also can a Waaagh! be called on turn 1?

Also does Da Finkin’ Kap let you roll on strategic or pick a warlord trait from strategic?

Thanks for answering all the questions so far.


Waaagh is once per game, and can be used on Turn 1, however if you run the special formation you can do it every turn, but not on turn 1. Only Ghaz and the non-named Warboss have this rule.
Lets you roll.

This message was edited 1 time. Last update was at 2014/06/22 14:13:16


Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

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Nasty Nob






How do faction-specific objectives work? Do they replace one of the objective categories in the main rulebook? Are they optional?

   
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Secret Inquisitorial Eldar Xenexecutor





UK

 Perfect Organism wrote:
How do faction-specific objectives work? Do they replace one of the objective categories in the main rulebook? Are they optional?


If your Warlord has the Orks Faction, these Tactical Objectives replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

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Ambitious Acothyst With Agonizer





Thanks for answering my questions, I really appreciate it.

This might sound rather obvious but do battlewagons have access to boarding planks? Or is it just trukks?


 
   
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Secret Inquisitorial Eldar Xenexecutor





UK

Battlewagons get it too

Soon his foes would learn that the only thing more dangerous than a savage three hundred pound brute is a savage three hundred pound brute with a plan - Ork Codex

30K Imperial Fist Progress
Tale of 6 Gamers - 30K

I've recently started taking on commissions, if you'd like to talk a project over feel free to PM me here, or find me at:
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Regular Dakkanaut






 morganfreeman wrote:
 Multimoog wrote:
 Toburk wrote:


The morale check caused due to taking 25% casualties can't create another morale check due to taking 25% casualties.


This is all I'm saying.


.. Which is not what they're saying. They're talking about a pinning test being the initial test which causes the events to trigger, not 25% losses.


Pinning tests don't cause further checks either, as is stated in the results of Mob Rule rolls.
   
 
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