It’s a green tide of breaking rules and previews today, as all the points costs were just spotted for the Orks straight from their new codex book. Don’t miss these!
Games Workshop dropped the latest word on Deathskulls recently. We’re right around the corner for the Codex as Orks are beginning to reach their peak in previews!
It looks like the rumors from a while back were true, leading everyone to believe we have seen most of the rules for the Clans, wargear, and new vehicles already.
New Deathskulls Ork Rules Loot the Preview Spotlight!
Each time you roll a 6 to hit, you make an additional hit roll. It’s literally Death to the False Emperor TOWARDS EVERYFIN’.
Goff Stratagems
This stratagem is worth its weight in gold. You can either deepstrike an entire unit of Meganobz somewhere and have them charge 9″ straight into a Knight. Or you could double down on some Boyz by flinging one up the board with Da Jump and have one come down from the Tellyporta.
Skarboyz are the toughest Goff Boyz around. You can spend one CP to make a full-sized unit of Boyz Skarboyz and make them S5. That’s disgusting when you pile on a few buffs like the 6+ on a hit generates an extra attack, a WAAAGH! banner, etc. This unit will be a blender and a half.
These are going to be like two-legged, dumb, green Genestealers! They can topple anything in melee combat!
Ork Snakebite Tactics, Psychic Powers & More Revealed
We’ve got another CONFIRMED clan tactic that’s in-line with the rumors we saw a while back. Does this mean everything was spot-on?
Everything with this tactic in your army comes in with a built-in 6+++ FNP? Not bad. You don’t have to worry about having your Painboy keeping up with your Boyz either.
Monster Hunters
Three CP might sound like a lot initially, but you’re Orks! You can slam out Battallions like nobody’s business! You’ll be able to get that extra advantage over things like Knights/ fancy Dreadnoughts. Wounding a Knight on 5+ instead of a 6+ is pretty huge.
WAAAGGHH! Powers
This only goes off on a 6 (on 2d6) and you can give an Ork character +2 strength and attacks. Imagine this with the Gubbin Killa Klaw. It’s basically a thunder hammer power klaw. When you think about a Boss getting 6-7 attacks with that thing, you’ll be able to munch on some vehicles and anything else unlucky enough to get caught in you’re way.
This is the copy and paste version of psychic powers we’ve seen across all codexes. You roll a d6 for each model in the unit and on a 6+ it’s a mortal wound. However, this one has a nice little twist to it. After you roll the first wave, you roll an additional 2d6. If it’s 10+, you get to do it all over again! It does go off on an eight and you won’t always be rolling a second time, but it’s all nice.
Bad Moons Clan Tactic
Bad Moons Clan Tactics rumor is CONFIRMED as well. It’s safe to say that those “rumors” were just early leaks after all.
Rerolling 1’s in the shooting phase is pretty huge when you consider the sheer amount of shots Orks can throw out. It’s about the same average as hitting on a 4+.
Considering that Bad Moons have the best chances of hitting their target in the shooting phase over any other Orks, BRING. THE. DAKKA. Just when you think you have enough shootas, add twenty more. Get that Grot gunline rocking. Do whatever it takes to pour buckets of shots at the poor person who thought they could go toe-to-toe with you.
Evil Sunz Tactics
Evil Sunz are on to something. It looks like Red actually does make things go faster. You can add 1″ to the move characteristic of any model with the Evil Sunz keyword and 2″ if it’s a Speed Freek. You’ll also be able to add another 1″ to advance and charge rolls as well as ignore the penalty to hit after advancing and shooting. These guys are going to be FAST.
Speaking of Speed Freeks it looks like that will be a new keyword tossed around between certain units in the Ork codex.
Warbikers, Deffkoptas and the new buggies are all Speed Freeks – a new Ork keyword that applies to the fastest-moving ground (or near-to-ground) units, and which offers a range of powerful new synergies.
Billowing Exhaust Clouds
For one CP, you can have your Speed Freeks dump smoke exhaust around them and make them -1 to hit. Not bad when you consider that you can take three models to a unit. That -1 to hit may be all you need to keep your opponent from shooting them off the table.
Deathskulls Tactics
Deathskulls have it made in the 40k universe. They’re the luckiest Boyz around! They’ve got a 6++ invulnerable save and can reroll basically any roll in the shooting and combat phase. That’s enough to be great right there…BUT WAIT THERE’S MORE!
ANY infantry unit with the Deathskulls keyword have the “Dis is Ours! Zogg Off!” ability.-this is basically objective secured.
Looking at the Deathskulls tactic, it’ll be beneficial to carry one special shooting weapon and a Power Klaw in each Boy squad. That way, you’ll maximize the reroll value potential for every unit in the list.
Deathskulls Stratagems
After jumping a thirty-man Shoota Boy squad into the enemy’s face, spend one CP to use the Extra Stikkbombs stratagem and chuck ten grenades instead of just one!
Bring some Deathskull Nobs in mega armor and open up a Knight Titan like a can of tuna with Wreckers.
You can pick an Ork infantry squad to increase their save by +1 when a vehicle is destroyed closeby. You can only do this once per battle but a thirty-man squad with a 5+ save isn’t shabby. That’s actually a 4+ in cover. If you use the stratagem on some Lootas, you have the potential of completely getting your CP refunded back.
Mekboy Workshop Previews
As a controversial piece in the new Ork codex, there’s been a rule confirmed for the Workshop. The rules originally started out as rumors that were floating around the internet.
It’s a high payoff…but having to wait a turn to use the model you paid points for is rough…
Stompa & Morkanaut Getting Updates Rules
Take a look at the Stompas new stat line compared to the Index.
This thing got a huge buff. It’s now got a 3D6 Gatler, a D6 Supa-Rokkit with some extra AP, and a 3D6 S10 (basically melta) profile Defkannon. That’s 2d6 more potential shots from what was in the index.
Cause even more of a headache for your opponent by healing D3 wounds on almost every turn. D3 may not seem like a lot on a 40+ wound model, but it can get you over the hump of a wound bracket you don’t want to be in.
Let’s take a look at what changed on the Morkanaut.
First and foremost, the kustom mega-kannon is now a kustom mega-zappa, and boasts a much better attack profile, with 3D3 shots instead of D6:
The Morkanaut also comes kitted out with a Kustom Forcefield to give your Boyz closeby a 5++ invulnerable save. Not bad when you consider they have a 6+ armor save to begin with.
Shokkjump Dragsta Rules
Assault 2 kind of hurts but if the rumors are true, you’ll be hitting a lot better with this weapon thanks to the Grot Gunner and Targeting Squig. There’s still a potential of doing mortal wounds with this weapon and it’s a heavy D6 damager.
Rumors stat line spotted from Speed Freeks Box
The great thing about Bad Moons is that you’ll be rerolling 1’s to hit. You essentially don’t have to ever worry about taking mortal wounds from this weapon.
Rukkatrukk Squigbuggy Rules
Honestly, it looks like the Boom Squig firing mode is going to be used the most. It’s a happy middle ground between number of shots, AP, Strength, and Damage.
This is a decent area of denial effect that you can use to your advantage. Put a squig mine on an objective or a choke point to force your enemy to move differently. It could do some damage for basically FREE! The rumors spotted for this vehicle look like they were on-point as well.
40k Codex Orks Points Costs Spotted!
These were just spotted on Imgur, and at first glance seems to be a mixed bag of good and bad changes across the board.
Here are some of the notable highlights starting with the new units:
- Megatrakk Scrapjet 100pts.
- Rukkatrukk Squigbuggy 140 pts.
- Boomdakka Snazzwagon 100 pts.
- Kustom Boostablasta 100 pts.
- Shockjump Dragsta 120 pts.
- Defkilla Wartrike 120 pts.
- Ghasghkull Thrakka: Went up from 215 pts. to 235 pts.
- Warboss: Went up another 10pts.
- Big Mek with Shokk Attack Gun: (no longer Big Mek on Foot).
- Snikrot: T5 characteristic
- Boyz: Increased by a whopping 1pt. (7pts total)
- Gretchin: add 1 to hit rolls as long as the unit has 20+ models.
- Stompa: Went down 50pts. (still way too expensive).
- Battlewagons: 120pts base. (over 40 pts cheaper than what it used to be).
- Gunwagon (Battlewagon variant): Can now shoot twice if you moved under half-speed.
- Tractor gun for Mek: Automatically hits its target now. S8 -2AP D6 damage 48″ range gun.
- Flash Gitz: Now have a 4+ armor save. Snazzgun is now S6 -2AP 2D.
- Storm Boyz: Can Deepstrike on the field now
- Deffkoptas: down to 30pts base
- Killa Kans, Morkanauts, and Gorkanauts all got cheaper. (Guns also got much better).
Check out the latest rumors that are looking to be spot-on as GW reveals more and more clans for the new codex.
More 40k Ork Codex Stratagem Rumors!
As more and more previews for clans are popping up, which one are you drawn to the most? Do Deathskulls have competitive stratagems? Which clan Tactic fits your playstyle the most? Let us know in the comments of our Facebook Hobby Group.