The Greentide seems to be getting tougher all around as GW previewed the new Orks 40k vehicle rules and the Kill Rig stats- check it out!
Warhammer Community just unveiled a bunch of new rules for how your vehicles will work, as well as some points changes for the Stompas.
If you’ve been worried about how they would shape up in the new codex, this gives you some idea! Plus, getting a sneak peek at what the Kill Rig can do is pretty sweet. If you haven’t been keeping up to speed, you can check out all the previous rules and minis previewed here.
Now, let’s get into the rules!
New 40k Orks Vehicle Rules & Kill Rig Stats Revealed!
Just remember, they are going to release the codex early to people who buy the Beast Snaggas box, so if you want those sweet, sweet new rules, you’ll need to get that box! It has been allocated pretty heavily, so if you want it, be sure to get to your store or hop on the pre-order early!
Ramshackle Rules
First up, the Ramshackle rule is changing. Under the previous rules, it allowed Trukks to shrug off a bit of damage every so often as shots ricochet off useless bits the Orks bolted to make the rig look more killy – a handy rule in a pinch. Now pretty much every Ork vehicle now counts as Ramshackle, which means that any shot of Strength 7 or less does one less damage. That’s a major boost to survivability all around, and it even applies to Killa Kans and Mek Gunz.
This helps a lot with D2 weaponry and other smaller arms fire that isn’t S8 because statistically before you only saved 1 in 6 damage, where this just reduces every time. It is worse obviously against things like Lascannons and Dark Lances, but overall a really nice buff to keep your vehicles alive.
For Killa Kans and Mek Gunz, this is also pretty awesome, because more often than not, they can be taken out by S7 guns or less.
Stompa, Gorkanauts, & Morkanauts Rules
It’s now much easier to fit a mighty Stompa into your force thanks to their new Power rating, which drops from 46 to 34 (a drop of 175 in points terms, to 675). That cost is even more efficient when you factor in the new Dakka weapons rules, which boost the Stompa’s killing power.
Gorkanauts and Morkanauts have meanwhile bulked up, moving from 18 Wounds to a much more appropriate 24, while their Klaw of Gork (or possibly Mork) now does a full 6 Damage in close combat rather than D6. But all these improvements have pushed them up a weight category, and they’ve both now become Lords of War instead of Heavy Support.
The Stompa is going way down in points! A full 175, plus with more shooting than before (up to 30 shots), maybe people will actually take them, but we’ll have to see on that. The other big boys have moved to Lords of war, but their wounds and damage output have flown through the roof!
Killa Rig Rules
Effectively Wurrboy pulpits bristling with heavy weaponry and able to transport a mob of ornery boyz, Rigs pulled by gigantic, slavering Tramplasquigs are the Beast Snaggas’ preferred runaround – even though there are clearly bits falling off all the time.
With 16 wounds, 8 toughness, and a 3+ save, this thing should be pretty hard to kill! If they also get the Rmashackle rule, they will be even tougher. It has plenty of weaponry on it as well with a bunch of guns, a decent amount of CC, and whatever the Wurrtower does.
We imagine it will just make the psychic power that much more potent, so maybe it will just turn everyone in the enemy army into squigs! Probably not, but that would be funny…
Are you excited about the vehicle rules shown so far? Will you be trying to get the Beast Snagga Box?
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