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40K Roundup 6-29-14 – Orks, Movies, and Dark Angels OH MY!

7 Minute Read
Jun 28 2014
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It’s been a busy week on the newsfront.  Heres not only the latest orks releases but a lot of movie and videogame eye-candy to keep you waiting for more!



ORK RULES


Kirby has the Ork codex in hand and takes us through all the big confirmed rules and changes.


Thanks to Jidmah for putting together a lovely copy of all the Orky changes (plus Ghazzy) for 7th :).


Codex Big Changes

So, since our codex has arrived early due to GW‘s very own Mek technology shooting the codex into close combat, it’s finally time to have a look at what changed for us orks from 6th edition: 

7th Edition: 


1) Shooting – (Combi-)Skorchas no longer shoot at the same time as burnaz, potentially leaving either out of range to hurt anything. – Focus fire is gone. Putting half your mob in cover is no longer a disadvantage. – Artillery can move and shoot. 2) Assault – You can now charge vehicles and monstrous creatures you can’t hurt – You can move through space smaller than your base while charging – Charging through difficult terrain is -2″ – ‘urty syringe only gives a reroll if your strength is higher than target 3) Characters – When a character overkills is opponent in a challenge, the excess wounds are allocated to the unit. No more sergeants taking one for the team – When the unit has no one left to fight, they will pile in the challenge and can allocate wounds to the challenge. No more characters stalling a mob of boyz for one turn by challenging the nob – Any character can be your warlord – New warlord tables, some pretty useful for orks 4) Vehicles – Rams no longer take distance traveled into account, but gain +1S from reinforced ram’s +2AV – Vehicle explosions are S4 for everyone, inside and outside – Can’t explode vehicles without AP2/1 unless open topped – Passengers of open-topped vehicles now suffer hits from template weapons – Deff dreads and Killa Kanz got Hammer of Wrath 5) List-building – Can take any number of detachments with at least 1 HQ and two troops – Lost Tau, Necrons, and Imperial Guard as allies of convenience – Can now ally “come the apocalypse” factions


Codex: Orks: 

 
Faction-wide special rules 


– Kept Furious charge – Need Warboss to call Waaagh! – Waaagh! goes back to allowing running and charging during the same turn – Waaagh! is now called before rolling for reserves – Got ‘ere we go, which allows to reroll one charge dice. All orks have ‘ere we go – Mob rule changed: On a failed moral or pinning test roll D6 instead: 1 Born to Fight: If in combat, pass, otherwise fail 2-3 Breaking Heads: If character in unit, pass and take d6 S4 hits, otherwise fail. Wounds cannot be allocated to ork characters (wounds disappear if only characters are left) 4-6 Squabble: If 10 or more orks in unit, pass and take d6 S4 hits, otherwise fail – Orks can choose to use a detachment with 3 HQ 9 Troops 3 FA 3 Elite 3 HS 1 LoW 1 Fortification instead of the normal one. If they do 1 HQ and 3 Troops are mandatory. Units of 10 or more models that roll 10″ or more on the charge have Hammer of Wrath. No objective secured. – Formation requiring exactly 6 Boyz mobs, 1 unit of Nobz, 1 unit of Gretchin, 1 mek and a Warboss allows for unlimited Waaaghs! Has Hammer of Wrath rule above as well

Full Rules Rundown here.

Ork Weekly Releases

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Codex Orks $49.50
 
Orks live for fighting. They fall upon their foes like an avalanche, a vast horde of barbaric green-skinned warriors wielding an assortment of crude but deadly weapons.

This 104 page hardback Codex is the definitive guide to the Orks. It presents their unrelentingly brutal history and explores everything from their origins to Ork Kultur. It is also packed with full -colour pictures and full descriptions of each Ork unit, the rules for that units use and an army list. This Codex enables you to organise your collection of Citadel miniatures into an army worthy of the mightiest Warboss.



Warboss Edition $165 Webstore Exclusive
 
The Codex: Orks Warboss Edition contains a wealth of brutally kunnin’ Ork content including two books, an art wallet and brushed metal tactical objective tokens. This Webstore Exclusive Edition is only available in English and it is strictly limited to 2000 copies worldwide.

Presented in a chest with a hinged lid and detailed with a large Ork glyph, the Warboss Edition contains two volumes: a special edition of Codex: Orks and the brand new, never before seen special edition of Waaagh! Ghazghull: A Codex: Orks supplement. Each book is bound with a finish unique to this edition.

Additionally, the Warboss Edition includes eight art prints within an art wallet; these are the covers of previous Ork books, from ‘Ere We Go and Freebooterz to the latest Ork Codex. As if that isn’t enough, there is a set of brushed metal coins numbered ‘wun’ to ‘lotz’, ideal for marking out objectives in games of Warhammer 40,000.


Mek $21

 
Ork Meks are eccentric inventors that possess a natural ability for creating wotzits and fixin’ gubbinz. From building deadly dakka from scrap to creating wobbling bubbles of force to protect da boyz from harm, Meks can do it all.

This single frame plastic Mek is armed with a kustom mega slugga and mek’s tools.


Painboy $26

 
Painboys are at home amongst the blood and horror of the battlefield, eagerly patching up lost limbs, doing a spot of welding on a broken face or furnishing the Warboss with a brand new flame-throwing arm. They learn their craft through a mixture of instinct, trial and error, and the time-honoured principles of ‘Orky know-wotz’.

This single frame plastic Painboy is accompanied by a grot orderly and he’s equipped with Dok’s tools and a ‘urty syringe.

Datacards: Orks $8
 
Datacards: Orks contains the seven Power of the Waaagh! psychic powers cards and a deck of Tactical Objectives cards. This deck of 36 cards replaces the first six cards of the standard deck with the six Ork exclusive objectives from Codex: Orks.
 

Ork Boyz $29

 
Big Mek in Mega-armor $63.00

When Big Meks go to war they do it in style; festooned in massive mechanised contraptions of their own design and brimming with kustom dakka.

The Big Mek is armed with a kustom mega-blasta and power klaw (which is also functions are Mek’s tool for battlefield repairs). Your big Mek can also be equipped with a back mounted kustom forcefield or a tellyport blasta and comes with a Grot Oiler; a diminutive assistant that is mostly employed putting out fires or crawling into functioning machinery.


This multi-part plastic kit makes three Meganobz, one of which can be assembled as the Big Mek in Mega Armour.

 
Waaagh Ghazghkull! Codex Supplement $49.50

Waaagh! Ghazghkull is a supplement for Codex: Orks which expands upon the campaigns of the mighty Ork Warlord – Ghazghkull Mag Uruk Thraka.

This 80 page tome holds the details of the savage splendour of the most famous Ork invasion force to ever take over a planet. From the strange tale of how Ghazghkull took his first fateful steps towards his unlikely destiny as ultimate overlord of the largest Waaagh! in the galaxy, to the rules that allow you to arrange your collection of Citadel Miniatures into Formations and Detachments from Ghazghkull’s army.


If that’s not enough, this volume is packed with pictures of fantastically painted Ork miniatures and datasheets. There are also new Warlord Traits, a section devoted to Orkimedes’s Kustom Gubbinz, and Altar of War and Echoes of War scenarios that let you recreated Ghazghkull’s exploits.



Deff-rolla Battlewagon $74


Battlewagons are perfect for smashing through enemy formations, with their killkannon booming the hulking spiked deff rollas grind all opposition into the ground.

This set contains 1 multi-part plastic Battlewagon and the plastic Battlewagon upgrade frame, which includes a killkannon, a lobba, a deff rolla and a Grot Rigger.



Deffdredd Mob $85

The Deff Dread Mob contains two multi-part plastic Deff Dreads. You get two face plates so you can give your Deff Dreads a distinctive look. Each also has two cockpit sights, five different close combat weapons, two big shootas, two rokkit launchas, two kustom mega-blastas and a skorcha. Plus there are loads of handy spares and other assembly options.
 

Trukk Boyz $60

The Ork Trukk Boyz set combines a mob of 10 multi-part plastic Ork Boyz with the multi-part plastic Trukk kit. You have the option to arm your mob of Boyz with sluggas and choppas or shootas. There are also the parts to assemble a Ork Nob (perfect for keeping da Boyz in line) armed with a big shoota and rokkit launcha.
 


Digital Ork Codex Pics

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Now a Lord of War
New Warband
New Tactical Objectives

Ork Week 5 Miniatures



Deathwing VideoGame



Lord Inquisitor Movie Latest Trailer


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Go Waaagh yourself!   ~Nykona

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