Warhammer 40K: Psychic Awakening – Ork Rules Preview
WAAAGH!!! Get ready – cause the Orks are on the move. Check out a preview of their new rules from Games Workshop!
It’s a new Psychic Awakening book which means new sets of “Stratagems, Kustom Jobs, psychic powers and specialist mobs” for the Orks! It’s about to be Krumpin’ Time!
New Ghaz Rules
In case you missed the memo, his rules are already floating around the internet.
But here’s a closer look at some of his rules that GW wanted to call out:
This one is interesting – note that it’s EACH PHASE, not each turn. Which means you could do 4 wounds to him in the Psychic, then 4 in the Shooting, then 4 in the Combat phase. It is theoretically possible to kill him in one turn. Theoretically.
No your eyes do NOT deceive you – He’s got a 36″ Assault 12 Strength 5 gun! He’s still an Ork with a BS of 5+ however. His Klaw is a nasty flat 4 damage as well! That’s pretty nuts!
And finally, his Great WAAAGH! is pretty great. Too bad it doesn’t apply to himself. Note that Ghaz doesn’t have the Infantry keyword. Whomp-Whomp.
Clan Psychic Powers
This being the Psychic Awakening, each of the six Ork Clans (and the Freebooterz) all get a new psychic power, which can be selected instead of generating one from the Waaagh! discipline. The Blood Axes get Clever Talk, which allows you to be dead kunnin’ before you get dead brutal.
This is a nice addition with each Clan getting their own power. We’ll have to wait and see the rest but those could be pretty useful! I’d like to see Orks do something besides teleporting personally. Hopefully, these new powers give Ork Players a good reason to use them.
Specialist Mobs
These new Specialist Mobs are kinda like Successor Chapters – but not quite.
Saga of the Beast lets you do this, giving you a totally new way of building a fun and flavourful Ork army. You even get to benefit from a unique Subkulture related to the Specialist Mob you choose! If you like burnin’ stuff, choose the Pyromaniacs specialist mob and get the Arsonists Subkultur.
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We don’t have a count on how many of these Specialist Mobs we’ll have access to, but they could lend themselves to some really cool builds!
Kustom Jobs
Saga of the Beast lets you take one of these Kustom Jobs for free if you have a Mekboy Workshop in your army.
These Kustom Jobs are specific for your big, orky toyz to get the job done. Things like Orkymatic Pistons for your Killa Kans, Deff Dreads, Morkanauts and Gorkanauts:
There is also a Stratagem that allows for access to a Kustom Job, too. Some of those other options are things like “a Souped-up Speshul, some Nitro-powered Squigs or a Forktress” – we have no idea what those could be!
More Stratagems
Hey, it wouldn’t be a Psychic Awakening Book without more Stratagems, right?! Here’s a few to break your teef on:
Those are just the tip of the Orky Iceberg coming to WAAAGH!!! on the tabletop. The Greenskins are coming to town…
What do you think of the new Ork Rules – what else are you hoping for?