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New Orruk Warclans & Stormcast Eternals Battletome Rules

stormcast-kruelboyz-battletomeNew Orruk Warclans & Stormcast Eternals Battletome rules are here to show what some of the still unreleased minis can do!

GW unveiled a little insight into what to expect in the Battletomes, which they say will be the best yet. We won’t really argue that point as most times the newest books are always the strongest! The Stormcast stuff covers some Battle Traits and actually a little of what we can expect from the new Dragon. Whereas the Orruk rules cover even more Kruleboyz rules and special traits.

Let’s get into the new rules from Warhammer Community

If you want to see all the minis still waiting for releases, check out the links below:

Stormcast Eternals Battletome Rules

Stormcast battletome rulesThe Stormcast Eternals still descend from the skies on bolts of lightning, as they have done since the Realmgate Wars, but new rules give these inspiring warriors the power to rally the Cities of Sigmar forces to their cause. You can represent this in-game by deciding if your army is a Scions of the Storm force – the thunderbolt-riding warriors we all know and love – or a more defensive Stormkeep army.

1 in 4 is pretty nice if you want some cheaper units from The Cities of Sigmar, or to even throw in some more interesting units. Plus, adding to your Bravery is never a bad thing. Overall a pretty fun rule that is pretty fluffy as well.

Stormcast battletome rules 2Stormkeep armies excel at defending objectives. When enemy forces attempt to wrestle control of territory from Sigmar’s mightiest, you can use their momentum to punish them with vengeful fury. 

This is a really nice rule, so not only is it near impossible for the enemy to take objectives in your zone on turns one and two, as long as you’re within 6″ of an objective, you have a high chance to do mortals.

Stormcast battletome rules 3Stormcast Eternal Heroes who command these armies are not to be trifled with either, bellowing out commands that rouse warriors to great acts of valour. One such order comes in the form of an old favourite, Staunch Defender, which is now all about dispensing justice to those who dare to try to challenge Sigmar’s might.

Nothing crazy, but helpful to do more Mortals.

Stormcast battletome rules 4Karazai, in particular, is a whirlwind of annihilation, becoming stronger as he takes down Heroes and Monsters.

Getting stuck in with Karazai is going to really grant you some cool bonuses, since we haven’t seen the datasheet yet, we’ll have to see how impactful these will be.

New Kruleboyz Rules

New Kruleboyz rulesThese loud-mouthed Kruleboyz are known to talk a big game, but they prefer to hang back and shoot rather than muck it across the battlefield. This rather lazy (in the eyes of other orruks) approach to warfare is quickly forgiven since they boast some of the finest weaponsmiths and dead-eye shots of all orruk-kind.

Nothing too game-changing but adding range and rerolling on turn one is always nice.

New Kruleboyz rules 2Alternatively, the Kruleboyz can field an army from the Skulbugz warclan. They may not be the best shots or the most vicious warriors, but they’re really, really gross – even other orruks think their obsession with creepy crawlies is strange.

If they are near some Monsters, they will be subtracting 1 to their hit rolls on a 4+ which is nice considering half the time they will be debuffed.

New Kruleboyz rules 3Ever the opportunists, Kruleboyz also employ an impressive selection of underhanded tactics to get an edge, called Dirty Tricks. Noisy Racket caught our attention, and it shows how prolonged terror tactics can fatigue even the strongest enemy. 

We’ll have to see what all the Dirty Tricks do, but debuffing the enemy is never a bad thing.

New Kruleboyz rules 4The orruks now have an even better selection of mounts to bring to the table, and the battletome adds some hilarious – and effective – traits for your ride. Our favourite has to be this one, for obvious reasons. 

It’s really fun that they only get the minus if they didn’t charge, meaning the stink takes a second to stick around.

WAAAGH!

New Kruleboyz rules 5You don’t have to give up all your subfaction’s battle traits, either – each of the three retains their best ability. A Big Waaagh! has access to a totally different set of abilities to represent the effect of such a massive buildup of power. As various conditions are met, like the presence of a Warchanter or getting the boyz stuck in, you accumulate Waaagh! points with which you get access to a range of dizzying buffs. 

Who doesn’t love a good WAAAGH!? Similar to 40k Orks, it looks like you’ll get to trigger different parts throughout the game. This one is just insane, where for the rest of the game everything will get an extra attack, which is just a super good army-wide buff.

Do you like the new rules? Will you be picking up any of the still unreleased minis? 

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About the Author: Travis Pasch

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Travis Pasch

Job Title: Head Writer & Editor

Socials: @paschbass 

About Travis Pasch: Travis has been a Warhammer 40k hobbyist since the 1990s, playing the game since Third Edition. Through extensive traveling, he’s seen a lot of the miniatures hobby from across the world, giving him a unique perspective on the latest gaming topics and trends.

Travis’s brother even owns a commission painting studio, where he’s picked up a lot of good advice and techniques for painting Warhammer and tabletop miniatures over the years, as well. Travis joined the Spikey Bits team in 2019 and has been the lead writer since 2020.

Currently, he’s working on converting all his 40k Adeptus Mechanicus models and becoming a true tech enjoyer, complete with both sad and happy robot noises!