Here are the new 40k Psychic Powers and Subkultur rules that are coming for the Orks in Saga of the Beast!
Coming from Auspex Tactics we’ve got a full look at what’s inside Saga of the Beast. Space Wolves and Orks are both sitting in the same boat as far as a need for a rules update. With that said, here’s everything Orks will be getting shortly.
New Orks 40k Psychic Powers & Subkultur Rules
We saw Blood Axes: Clever Talk earlier, however of the new options, Goffs: Bull Charge is sweet. Movement powers are always nice and Bull Charge’s guarantee to never snake eyes on the charge is awesome.
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- Specialist Mobs
Orks are also getting the custom rules package in Saga of the Beast with these specialist mob “Subkulturs”.
Out of this list, we’ve seen Pyromaniacs and Grot Mobs. As for the rest, Flyboyz has some potential depending on how many flyers you want to take, giving them consistent saves is a great way to save some wounds here and there that might just make the difference.
This rule is pretty powerful if you build your list right. Basically just take everything with weapons themed around fire and flame. You can reroll your shot output for a whole list of weapons including skorcha missiles and killa jets. If you get into melee with your Burnas, you can reroll your wounds! As one last little cherry on top, your Burna Bombs will be exploding way easier with +1 to the roll.
If you want to control the board and really spam the mess out of some Gretchin, you can always pick this subkultur to beef up your Grots. This gives every Gretchin model a 6++ invuln which might not seem like much. However, it guarantees a save for every unit and when you bring 200+ Gretchin models, the dice really start adding up.
Plus, when you attack with a vehicle with the Gretchin keyword from this subkultur, you get free rerolls of 1.
Mek Gunz have been a competitive option for Ork players since their codex. However, they also have the Gretchin keyword which means they’re about to get a lot better.
That’s it for the new ork rules! Be sure to check out Auspex Tactics and subscribe for more 40k tactics related videos and content!
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Now that all these rules are out, how do you think things two factions will shape the meta? Did Orks finally get the support they deserved back in Orktober?
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