A healthy dose of new Ork rules coming inside of Saga of the Beast has just been revealed. Check out some of the new tricks they’re getting now.
Orks are picking up speed after Ghazghkull’s new model was revealed. Warhammer Community also just previewed some new rules that’ll be coming inside Saga of the Beast. Check out what’s on the way and be sure to tell us of any potentially nasty combos you see.
Saga of the Beast New Ork Rules Revealed!

New Psychic Power

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
As for Clever Talk, this is a brutal payoff for just a WC of 6. You can pick something visible to your Psyker and shut down their overwatch and they have to fight last. This means your Weirdboy can hang back and fling some Boyz up the board one turn. Then next turn, he can shut down something like a Knight Valiant’s flamers and let the Boyz walk right into melee.
Ork Players Can Customize Their Clans

As one last little cherry on top, your Burna Bombs will be exploding way easier with +1 to the roll. As we said, you can really make an all-out damage list if you take the right things. But this is just the tip of the iceberg. It’ll be exciting to see what other custom rules lie ahead.
GW Gives more Incentive To Take Their Faction Terrain


If you’ve not got a Mekboy Workshop, you can still choose a Kustom Job through the use of a Stratagem. So, everybody can have a Souped-up Speshul, some Nitro-powered Squigs or a Forktress.
Two More Stratagems Revealed


What do you think about the new Ork rules? Did they just get way more competitive? Will you be spamming Skorchas and Burna Bommers?
Let us know in the comments of our Facebook Hobby Group, and make sure you enter the latest monthly giveaway for FREE today!




