Stompas, Morkanaut, and Bad Moons rules for the new Orks codex were just revealed by Games Workshop. Check out all the new options for these fan favorites.
Games Workshop dropped the word of what the Bad Moons Clan tactic is as well as some updated rules on older units. Be sure to check out the other Clan tactics we’ve seen so far.
It looks like the rumors from a while back were true, leading everyone to believe we have seen most of the rules for the Klans, wargear, and new vehicles already.
New Ork Rules For Stompas & Bad Moons REVEALED
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
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.
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?
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 Revealed
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
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+.
Bad Moons Clan Tactics rumor is CONFIRMED as well. It’s safe to say that those “rumors” were just early leaks after all.
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.
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.
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!
Which Clan is your favorite so far? Do you like melee or shooty Orks? Are these psychic powers stronger than you expected? Let us know in the comments of our Facebook Hobby Group.