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==<s>Sixth</s> Seventh? Edition Rumors== Note: Orks are rumored for a June release, plenty of places are citing it. Also there are rumors that a new edition is going to drop in May either 6.5e or 7e, but its looking like the rumor mill is pointing at new number with errata and minor rules changes. What they need: *The ability to charge on a Waagggh! even if they have done something that normally prohibits charging (such as running, arriving from reserve) What they may get: *'''Staying the Same''' - Orks stay the same with furious charge and mob rules but all orks (not grots or squigs) *'''New Racial Ability''' - get FnP 6+ as a race because they are basically tough and it takes a lot to kill and stop an ork. *'''Conditional AP''' - Most weapons will stay the same except choppas are ap6 but gain ap5 on charge and big choppers will be +2S and ap4 and ap3 on charge. *'''New Nob Upgrades''' - Nobz stay the same but are getting more characterful upgrades available to them, new kinds or grot assistants such as suicide grots (act a lot like bomb squigs but prone to blowing up in unit) and ammo runts and attack squigs also more weapon options like Big shootas and such. *'''New Meganob Upgrades''' - new nob mega armour unit with teleporting abilities but its teleporting works differently from conventional deepstrike bit more random. *'''New Mek/BigMek(?) Ability''' - There is a special mek character that can bestow teleportation on D3 units. *'''New Bloodaxe Special Character''' - Special bloodaxe character with rules that can bring back boyz units once they are destroyed, much like an imperial guard special character. *'''Clanz''' - Death Skulls, Blood Axes, Goffs, Evil Suns, Snakebites, and Bad Moons. Rumor did not go into specific, but we could possibly see Lootas, Kommandos, Nobs/Skarboys, Bikers, ???, and Flashgits. *'''New Monsterous Creature''' - A large multi wound squiggoth type creature, not ForgeWorld, it is always hungry and uses a hunger points system. If it doesn't fulfill the hunger points with enemies it will rampage nearest unit friend or foe in order to eat. While not in the rumors, possibility for a Deff Knight is possible(albeit at 4% chance of happening). *'''Psychic Power Tables''' - Two new ork psychic lists for weirdboys, Mork more offensive and Gork more strategic. Many powers in the lists get more powerful the more orks are around the weirdboy, although the more powerful they are the more dangerous they are if they are miscast as they will often misdirect or hit the weirdboy and unit. *'''Fortifications''' - New Ork Only Fortifications (including an ork rock) *'''Warlord Chart''' - Ork only warlord chart. *'''Matt Ward''' - Rumours of Matt Ward writing them have begun to circulate as well. Though you aren't an upcoming 6th edition codex until he is rumored as your author. *'''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! (Why would they get cheaper with the addition of FnP?). Number of boys in a mob will affect more than just Mob Rule, a debunked rumor pointed at . *'''Bomber boys''' - Essentially bomb squig squad but the boys are the bombs. Note: This rumor has been criticized by another source. *'''"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". *'''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 18β 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! Stormboyz will also may become troops or another part of the Force Org as per Clanz being implemented into the rules again. *'''Mek Tank''' β Sporting a giant Shokk Attack Gun, firing Bomb Squigs. Tank can purchase a KFF. *'''Deff Dred''' - 50pts, armor 11/11/10, S6, A4, extra attacks on charge, and a random table for failing a charge which would either explode or immobilize the Kan if it failed. Note: This rumor has been criticized by another source, but rumors are rumors. Considering this would make Deff Dreds unfieldable for an already rarely seen model most likely a fake rumor. *'''Buggys / Trakks''' - May tank shock if they are upgraded with spiked plates/wheels. *'''"Grot Boss"''' - Grot HQ 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 *'''Gretchin Weirdling''' - grot psyker. Lvl1. Upgrade to lvl 2. Access to divination, gork, and mork lists *'''Gretchin''' - can take control collars no ork herder like in ork list. 5-20 unit. Cheaper than ork codex gretchin by a pt. Can take whirlybird or looted wagon as dt *'''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. **'''Whirlybird''' β looks like a Huey hit with ork hammer, bomb doors underneath to drop gretchin. *'''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. *'''Killa Kan change''' - Killa kans in elite. *'''Killa Kan debunked''' - Rumor was that their BS was going to fall to BS2, their armor would be 10 all around. 30pts, an extra attack on a charge because of "stomp & squish", and a random table for failing a charge which would either explode or immobilize the Kan if it failed. Note: This rumor has been criticized by another source, but rumors are rumors. *'''Big Guns''' β control collar option again, the ones from ork codex, plus a flakk gun with skyfire *'''Grot scootas''' - rocket propelled skateboarders? Squad of 5-10. Hvy bolter profile weapon. *'''Grot buggies''' - drive by assault 8 grot blastas Grot rocket - single shot rocket with large range and big blast. *'''Squig runts''' - sounds like 40k equivalent of squig hoppers ===Supplements=== *'''Goffs Codex Supplement''' - Most likely not going to be a full Goffs supplement, instead focusing on Ghaz's boyz from the Armageddon wars. If true expect Nobs as troops and Skar Boyz as elites, though this is conjecture from what happened with Farsight's codex. *'''Blood Axes Supplement''' - Kommandos as troop choices, and allies with Imperial Guard is likely(probably Battle Brothers). *'''Kult of Speed''' - Most likely bikes as troop choices. Maybe some additional red paint job rule shenanigans. *'''Freebooterz Codex Supplement''' - With the Tau getting a Fire Enclave supplement and the Eldar getting a craftworld Iyaden one, it seems that faction-oriented rules aren't just for the beakie boyz anymore. Thus, it is not entirely out of the realm of possibility that a Freebooters codex supplement could be released shortly after the new ork one, a callback to the old rogue trader book of the same name in a way. such things could have a "Kaptin" HQ, being a warboss with more shootier upgrades, like a twin-linked snazzgun or some new kind of shooty wargear like a targeting squig, the long-requested Madboy rules, Flash Gitz (hopefully improved ones) as troops if taken with a kaptin, and mabye even some new special characters mentioned in old fluff like "kaptin blacksquig", or, if we get really lucky, '''"Kaptin Bluddflagg"'''!
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