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  1. #1
    Fly Lord
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    Default Ork Rumor Roundup

    via BoLS 3-12-2013

    Said to be some ways off and in testing.

    NEW HQs
    "Grot Boss" Grot with a stateline of a Ork Boy, but higher BS. Equipped with a nice kustom-mega-shoota as an option. Can also get a Buggy or take a Killa-kan as a transport/upgrade

    "Da Crew" An HQ unit of even bigger Nobs. They have odd LoS modifications, One Nob must be nominated as "Da Boss", and if Da Boss is killed, one of Da Crew is promoted. This interacts in some new way with "Kill the Warlord" victory conditions, and is effectively an entire "warlord unit".

    NEW UNITS
    Grot Whirlybird: Rotored transport: Capacity 20 Grots. They get dumped on the battlefield roughly from the Whirlybird taking a mandatory DT test, and cause mayhem if they fall atop another unit.

    Grots Buggys: Similar to Nob Bikers, but are buggies with Grots on the back and Orks behind the wheel! Drive-by attacks. Highly likely this will be an "alternate unit" for a buggy combo-unit box.
    via BoLS 3-14-2013
    NEW UNITS
    Mek Tank – Sporting a giant Shokk Attack Gun, firing Bomb Squigs. Tank can purchase a KFF.

    UNIT UPDATES
    Flashgits - Their Snazz guns roll for random range each turn (12+3d6). On a triple 1 they overheat like Gets Hot. The unit may purchase upgrades like +1 BS, +1A, blast, rapid fire, skyfire, ans others, several are mutually exclusive.

    Boys - cheaper!

    Meks - Look for ability to field an increased number of Deffdreads and Kanns than currently.

    Stormboyz - Gain a "Rocket boost" attack that can target flyers. They must move 18” and if they pass a flyer they each get 2 attacks on it as if assaulting a vehicle. Move as infantry during their next turn. Looks like the designers played a lot of THQ's Space Marine!

    Buggys / Trakks - May tank shock if they are upgraded with spiked plates/wheels.
    Via BoLS 11-4-2013

    Orks in June, after Imperial Guard

    Ork models focus on updates/removal of metal and finecast models.

    Gutrippa returns as a reimagined halftrack with a Kannon and a nasty spike filled front, and a AAA Flakkwagon alternative build.

    Buggy kit
    Flashgitz/Tankbustas combo-kit
    Meganob kit (Warboss bit included)
    Big Gunz/Suppagunz combo-kit
    Deffkoptas
    Plastic cybork parts are included in one of those kits.

    Plastic Weirdboy clampack
    Plastic Mek clampack

    Last but not least... there is mixed chatter out there about... da CyBoar!
    Attachment 5542

    Ork latest 2-13-2014
    Orks (medium-low reliability sources)
    - June
    - A workmanlike release
    - Focus on moving range to plastic
    - New buggies
    - New Koptas
    - Plastic Tankbustas/Flashgitz
    - Plastic 'Ardboyz/Madboyz
    - Plastic Meganobs
    - Clampack bigmek
    - Clampack warboss
    via Juvieus Kaine 3-20-2014
    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.
    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

    Gretchin
    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
    via Natfka 4-10-2014

    This is a large release with five plastic kits and
    two codices - the main codex and one supplement for blood axe freebooterz.

    - a warboss in mega-armour with a "chainblade cleaver"

    - a box that makes 3 behemorks, giant orks, as large as a killa-kan. They are stitched-up painboy experiments with giant chainaxes and a cannon that shoots buzz saw-blades. There is a heavily armoured variant with power drills and some sort of shoulder-mounted beam weapon with a tesla coil muzzle.

    - a tankbusta combokit for the specialist ork squads

    - buggy kit that also makes defflaunchas, halftrakk multiple-rocket-launchers. There is pirate nob either on foot or on the buggy. He was described as a mix of pirate and mercenary. A giant grappling hook replaces his forearm, a custom energy pistol, a bandana and two crossed belts on his breast with trophy fangs. The nob is a new HQ choice called 'ead'unter.

    - The last kit is a battle fortress larger than a baneblade. It has a maritime vibe to it. It is basically a huge platform on three tracks with a round gun turret in the middle and several outer gun emplacements. The gun emplacement are not automated or armoured turrets, but open WW2 flak guns operated by orks and gretchins.

    The platform has the shape of a star like renaissance-era fortresses with corrugated metal rails. There is an engine section at the rear end under the platform with exaggerated exhaust-chimneys and a crane that puts scrabs into a tank mouth. The main turret superstructure looks like an igloo. It has either a cannon with three barrels, each with a different size and length or a command bridge. On the platform there is either a landing platform including a killa kopta, a missile silo or two double-barreled armoured turrets.

    The last options allegedly makes the fortress look like a battleship. There are galley-like trenches in the platform where ork passengers huddle. They are either empty or covered by canvas, so you can only see the bulges made by their heads.

    The model has lots of humorous touches. The gretchins all wear spiked bismarck-like helmets. There is an ork bouncer standing at the bulkhead of the command tower.
    via BoLS 4-11-2014

    Orks - 5 Kits
    1) Plastic Warboss: Multi-part plastic kit which make a warboss in mega armor 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 armor Orks
    via BoLS 5-4-2014
    - 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
    image via Mr.Fixit 5-24-2014
    white Dwarf 18 cover - Gorkanaut!
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    via La Taberna de Laurana 5-25-2014:
    Ork Week 1 Accompanying Releases:
    Dual Kit Gorkanaught/Morkanaut 1 Model $105
    The Crimson Fist: GW Exclusive novel by John French $24
    How to Paint Citadel Miniatures: Ork Gorkanaut
    Mournfant Brown Spray- Basecoat Spray $18
    via La Taberna de Laurana 5-26-2014:
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    via Games Workshop 5-26-2014
    images/info via LaTaberna and Grot Orderly 5-26-2014


    First up - Weapon Stats:

    Deffstorm mega-shoota: R: 36" S:6 AP:4 Heavy 3d6

    Kustom mega-kannon: R: 36" S:8 AP:2 Heavy 1 Blast , Gets Hot

    Klaw of Gork: R: -- S:10 AP:1 Melee, Concussive

    Grot Riggers: It Will Not Die

    Morkanaut Vehicle Stats:

    WS:4 BS:2 S:8 F:13 S:13 R:12 I:2 A:4 HP:5
    Vehicle, Walker, Transport

    2 Twin-linked big shootas
    Kustom Mega-blasta
    Kustom Mega-kannon
    2 Rokkit launchas
    Klaw of Gork

    Transport (6)
    1 Access point (front)

    Options:
    KFF
    Extra Armor
    Grot Riggers

    Click image for larger version. 

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    images/info via LaTaberna and Grot Orderly 5-27-2014

    Point Costs:
    245 and 230 for Gork and Mork
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    Last edited by Bigred; 05-27-2014 at 09:34 AM.
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  2. #2

    Default

    This post commandeered in the name of the Realm!

    via redshirtman 5-29-2014:

    First sighting of Meganobz?
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    natfka's anonymous source says: 5-29-2014

    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.
    via Latabernadelaurana 5-31-2014
    Flashgitz
    Big gunz
    Mekboy
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    Ork Rumors 6-3-2014

    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.
    via Descanso Del Escriba 6-04-2014
    Flashgitz:
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    Sounds cool, but all this salt is playing merry hell with my arteries.

    via Beasts of War: 6-6-2014
    Rumors of upcoming Ork formations/rules:
    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.
    via Beasts of War 6-7-2014
    Meganobz
    120 points for 2 Meganobz and a Boss Meganob
    WS4 BS2 St4 T4 W2 I3 A3 LD7 SV2+
    Special Rules:
    'ere we go
    Furious charge
    Mob rule
    (No mention of slow and purposeful)

    May add Up to 7 additional Meganobz to a unit at 40 points per model.
    Power Klaw and twin linked shoota can be replaced by two kill saws
    Twin linked shoota can be replaced with kombi weapons (Rokkit launcher or Skorcha)
    Any model can take a boss pole
    Unit can take Trukk or Battlewagon as dedicated transport.
    via Grot Orderly 6-9-2014
    this weekend (13th June) we will see a new model of Big Mek model (as I wrote couple posts below) with Shokk Attack Gun. The model will be 100% plastic and will cost us 20 pounds / 35 dollars. Additionally we will get a new artillery unit. A Ork Mek Gun with six Gretchin crew. From the parts in the box we will be able to make Smasha Gun, Traktor Kannon, Bubble Chukka, Mega-Kannon. We don't know anything more about it, but I can guess this will swap the old artillery kits. Price: 25 pounds / 38 dollars.
    via Grot Orderly 6-16-2014

    I just got some info:
    - 20th June we gonna get new release info for 28th June: codex, two new models
    - Ork Codex will have 104 pages. It will be the first codex to sport new organization of unit info in form of Datasheets, each unit will get a one pager (25 quid).
    - new models for Painboy and Ork Mek (16 and 15 quid).
    - Ork Datacards: 43 cards (7 pyschic cards and 36 Tactical Objective cards). Limited Edition (5 quid).
    Last edited by Bigred; 06-16-2014 at 10:22 AM.
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  3. #3

    Talking

    This Post Commandeered in the Name of the Realm!

    Via Descansodelescriba 6-9-2014
    Ork Week 3 Releases: Shokk Attack Gun, Ork Big Guns
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    One of Gary's commenters says: 6-11-2014
    Orks Week 4
    -Meganobs
    -Warboss (plastik)
    -Dok (plastik)
    -Codex Orks
    Upcoming Orks SKUS: 6-16-2014

    99070103001 50-18 ORK MEK Plastic Clam 21-Jun-14 28-Jun-14 RTD $21

    99070103002 50-25 ORK PAINBOY Plastic Clam 21-Jun-14 28-Jun-14 RTD $26

    60030103005 50-01-60 CODEX: ORKS (ENGLISH) Book (HB) 21-Jun-14 28-Jun-14 RTD $49.5
    via La Taberna De Laurana: 6-16-2014
    Gary's anonymous source says: 6-17-2014

    Ghazghgull is a lord of war
    The stoompa is in the codex
    Waaagh- They can run and charge same turn
    Boarding planks adds 2inches to your move on disembarking te vehicle
    Ere we go- reroll one charge die
    In combat they are always fearless
    Killa Kanz are now 6 a unit
    Bikes are down 7 points Can be 15 a unit
    A seperate forceorg chart
    9 troops
    3 HQs
    via Grot Orderly 6-17-2014
    So look what's showing up in the June 28th White Dwarf:

    "The biggest Orks you ever did see" makes it kind of obvious...

    "There will be an option to build three Nobz or two and a Warboss."
    Attachment 9414
    via grot orderly 6-17-2014
    ORK CODEX
    "There will be two versions of the codex. First is going to be the normal one, and it will cost us 30 pounds. The quality will match other latest GW codices, high quality paper and hard bound.
    The other version is called the Warboss Edition and is going to be a limited edition. Apart from the normal codex in another blurb, second book with stories on famous Waaaghs of different Warbosses and 8 cards with some artwork. On top of that we will receive six objective tokens. It will cost us 100 pounds.

    The new dex will have an Ork specific FOC, 9 Troops slots and 3 HQ. Additionally it will be the first codex to sport new layout of Dataslates for each unit. Interesting.

    DATA CARDS
    Together with the codex we will have new cards released with Ork specific psychic powers and 36 objective cards, again, Ork specific. The cards will cost us 5 pounds."
    ------------------------------------
    ORIGINAL POST:


    Grot Buggys!! O'please tell me I can really do drive by's with Grots! For some reason this part of the rumor gets me all giddy.
    Last edited by Bigred; 06-17-2014 at 11:59 PM.
    "I have seen what you will see. I have fought what you must fight, and I have slain what you must slay...." Commander Dante

  4. #4

    Default

    This Post Commandeered in the Name of the Realm!

    via Warboss85 6-18-2014
    Attachment 9415Attachment 9416Attachment 9417

    Captn Badrukk is HQ choice now
    Painboy is HQ
    Stompa is in the Dex
    No signs of a 6 killa can unit or dual fire weapons

    If Orks fail there leadership check they have to roll on the (in german) "grüner Mob Tabelle" something like "green mob spreadsheet" (new mob rule)
    where a result of 1 ignores the missed LDCheck or on other results the unit run away or have a little battle on each other.
    Bosspole gives you a reroll of this green mob table.

    It seems so as Ork flyers become troop choice if a BIg Mek is in the army

    So apparently the Full Ork codex as up for sale for a short period of time instead of the preview and a handful of people bought one. Here's what community members Skullchewer and NotmyIfurita hava said:

    via Skullchewer and NotmyIfurita: 6-20-2014


    Ghaz is a LOW.
    No Wazdakka, no Zogwort.
    HQs listed as
    Big mek, Zagstruk (!!!), Badrukk (We knew that was coming), Grotsnik, Mek (Not big mek), Painboy, Warboss, Weirdboy.

    Megas, they can take up to 9 in a unit, and 1 Boss Meganob. Any model may replace their twin-linked shoota and power klaw with two killsaws

    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

    Ork Morale 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.

    Boarding Planks is partially true. Disembarking an open topped vehicle adds +2 to charge distance.

    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.

    Killkannon did not change

    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 now, thats nice.. and they didnt see a point hike like burnas and tankbustas

    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

    Codex pic of Buggy is the same old 2nd ed era model..

    Killkannon still lowers transport on BW

    Deffrolla gains AP4 and loses half the hits

    Lootas HS and cheaper

    Kans come in 6 packs, LOL

    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.


    I\f you take an Ork Warband detachment, you can Waaaagh every turn after the first:
    Warband is a special formation that gets to Waaaagh every turn. Have to take 1 Warboss, 1 Mek, 1 Nobs or Mega Nobs, and 6 boyz mobs for it

    Stompa is in, is a Super Heavy, BW has gone up by 20 points.

    Mek is a different HQ to a Big Mek, not an upgrade.
    Lootas and Burmas can still upgrade to Meks. (Nauts filled with burnas and meks is go).

    Yeah Lootas 5 points cheaper than previous base unit.

    Burna Boyz are 5 points more expensive for base unit.
    1 Boss Nob per bike unit, 15 bikes total (Including Nob).
    Yes, Warbike seems to be optional wargear for some models.

    So in the wargear section there is the Orky Know-Wots. Boss poles, Cybork body, Gitfinda and... Warbike. Warbike cannot be taken by a model with Mega Armour.

    Warboss WAAAGH!isn't every turn, (Not sure where that came from) but it allows all friendly units made up entirely of models with the ’Ere We Go! special rule, to charge in the assault phase even if they ran that turn.
    More from Skullchewer: 6/21/2014

    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.
    via Grot Orderly 6-23-2014

    Codex Supplement: Waaagh! Ghazghkull
    We got a confirmation it's coming out on 5th of July! Sooner than everybody expected. It will be a limited run (not edition); later on it will be available via Mail Order.

    Deff Dread Mob
    Two existing models packed together. Limited run. Saving of 15% against two separate boxes.

    Ork Trukk Boyz
    A set similar to Armoured Fist, meaning Troops and Transport in one box. Potential saving of 10% against when bought separately.

    Ork Meganobz
    As I wrote previously, 3 MANs with an option to make one as a Big Mek in Mega Armour. Additionally we will get a Grot Oiler model.
    via Warseer 6-24-2014


    via Skullchewer 6-26-2014
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    Ork Red Waaagh 6-30-2014


    --------------------------------------------
    Original Post





    There will never be a grot boss in 40k. Never in 40 thousand years has a grot ever risen above the station of favorite mascot/stress ball.

    It just doesn't make sense. Grots aren't like fantasy gobbos, they don't have that glimmer of ambition that overtakes the best of goblinkind and produces things like Night Goblin Big Bosses and what have you. Not saying that wouldn't be amazing, just pointing out that its never been represented in the fluff ever.

    None of these "rumors" feel even remotely real. No salt needed, I simply shall not partake.
    Last edited by Bigred; 06-30-2014 at 09:44 AM.

  5. #5

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    Grotz from da skies!

    Incoming!

    Newwwaoummmm!


    Booom!
    Fan of Fuggles | Derailment of the Wolfpack of Horsemen | In girum imus nocte et consumimur igni

  6. #6

    Default

    Quote Originally Posted by Power Klawz View Post
    It just doesn't make sense. Grots aren't like fantasy gobbos, they don't have that glimmer of ambition
    You may be right that the rumors are false, but I don't think you're right about gretchin lore. As the codex says on page 53, "Gretchin practically queue up for the chance to become a Killa Kan pilot. After a lifetime of menial tasks punctuated by casual violence, the idea of striding about in a hulking metal body and lording it over his Ork oppressors is irresistible to a grot." Consider also the rebel grots in Gorkamorka, led by the infamous Red Gobbo. I don't find the idea of additional gretchin forces, or a gretchin boss, inherently far-fetched.

  7. #7

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    Could also be a misreported 'Boss' Grot'. As in belonging to the Warboss.

    But very salty rumours here.
    Fed up for Scalpers? https://www.facebook.com/groups/1710575492567307/?ref=bookmarks

  8. #8

    Default

    Quote Originally Posted by Power Klawz View Post
    There will never be a grot boss in 40k. Never in 40 thousand years has a grot ever risen above the station of favorite mascot/stress ball.

    It just doesn't make sense. Grots aren't like fantasy gobbos, they don't have that glimmer of ambition that overtakes the best of goblinkind and produces things like Night Goblin Big Bosses and what have you. Not saying that wouldn't be amazing, just pointing out that its never been represented in the fluff ever.

    None of these "rumors" feel even remotely real. No salt needed, I simply shall not partake.
    Its like you never played GorkaMorka!

    The Grot revolution happened, the grots rose up on that planet rebelled aginst the Orks, ok it didn't turn out great, most were massacred, but still, they got their freedom.

    The only thing I'd say is that I just can't picture an Ork following a Grot, I'm all for Grot armies, I'd love to do one myself, but it shouldn't allow Boyz!

  9. #9
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    Grot Whirlybird: Rotored transport: Capacity 20 Grots. They get dumped on the battlefield roughly from the Whirlybird taking a mandatory DT test, and cause mayhem if they fall atop another unit.
    Ohh if true, then this is something new for SotonShades infamous Kopta force!
    Either there is life in the universe more intelligent than us, or we are the most intelligent form of life in the universe. Either way, it's a worrying thought!

  10. #10

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    I never did get a chance to play Gorkamorka unfortunately.(man when did that come out? I was a wee lad and had probably spent all my birthday money on Blood Angels or something.)

    I'm all for grots having a personality more involved than a football with legs, it just hasn't been well represented in 40k for quite some time.

    Personal preference aside, however, none of these rumors seem remotely true. I could probably throw together a codex wishlist and be more accurate.

 

 
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