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cerealkiller195 posted this on Warseer. It appears that he has got hold of a copy of the new Ork Codex and is sharing info.
For openers just about everything that has been said is true. But some minor details that were left out.
-nobs CANNOT get a special weapon like they did in the ork dex, unless they are part of a nob that carries them already (tankbustas and such)
-only IC's can get attack squigs
-Tankbusta nob can exchange rokkit for PK for free
-meks COME with mega blasta/tools and can swap for big shootas for free
-lootas and tankbustas cost the same as marine boys
- Zagstruck's 'vulcha claws' only work on the charge, he has the commisar ability, and when he deepstrikes (mandatory) you lose d3 models.
- grot oilers/assistants are one use items/models. They do not even count as models and are described as "decorative" for all intents and purposes.
-squighounds for runtherds eat d3 grots before the re-roll, runtherds start off w/ a mancatcher equivalent and maybe upgrade to grot prod which always wounds on 4+
-stormboyz do no fleet every turn, rather their gear is "rokkit pack" roll a d6 on a 1 the mob takes a wound and move an inch anything else they add to movement. Yes.. this isn't even a fleet move. So WAAAGHing stormboyz can move 12 + 2d6 + 6!!
-painboyz confer the "feel no pain" rule to the unit they are part of, as well as the other stuff mentioned in rumors
-the nobs mob is the same cost as a nob in old dex, MAN's cost double the normal cost of a regular nob.
-on a side note, nobs in mobs are no longer a base of 20pts! It varies depending on what mob they are a part of.
-flashgits are 5pts more than regular nobs.
-tankbustas loose the 'tank hunters' USR
-kommandos get a 6+ save, i know minor but some people wanted it!
thats all the questions that pop up off the top of my head. i'm heading to work + halloween party so don't expect any quick replies till tomorrow at the best.
From the various questions that cerealkiller195 has answered so far I have gleaned the following.
- Unit costs are worked out individualy so you can have whatever size units you want.
- Only one unit of Ork Boyz can be upgraded to 'Ard Boyz.
- Ork Trukks can carry up to 12 models but the minimum size of unit required to purchase one is 10 models.
- Nobz and Meganobz can take a battlewagon as a transport option which does not take up a heavy support option.
- Meks can still lead Burna Boyz Mobs but cannot take a Kustom Force Field as only Big Meks can take those now.
- Killer cans cost 5pts less than they do now.
- Deff Dreds now cost the same as 6 marines (do the math.)
- You can take 1-3 Warbuggies/Trakks per fast attack choice.
Basically life sucks, there is only war and you're probably gonna get eaten by Tyranids, have fun.
Mixed feelings about these, but mostly for the good of Orkdom. 8Y
I've been posting similar info in the Ork forum with respect to this. The Codex has been delivered to some folks through similar means as the Chaos Codex was. The folks at Dakka are already tuning lists.
From what I've seen (I'll not divulge my source), they actually did a good job on the new 'Dex. Although I guess one could argue that Chaos could only be nerfed, wheras Orks needed the buff.
The only real nerf is the loss of looted vehicles in their old form. You can't just loot a Russ or a pred. You get essentially a Rhino Chassis and pick from a list of Orky upgrades. However, you can get a battlewagon to be kinda russlike, it just isn't quite as powerful.
Note, once a mob is over 11 ladz, the mob-size-as-LD score rule makes them fearless.
Orks and Dark Eldar are the only armies I've never played in 3rd/4th edition, so I can't comment on the deltas vs. the old 'Dex
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!
I don't play orks, but at first glance the codex looks pretty sweet. They'll definately be a fun army to play against. They'll also be a force to be reckoned with.
after seeing these rumors somewhat more officially confirmed, I shelved my chaos codex and have decided to start orks instead for christmas. :party2:
and hopefully flash gitz will be good for thier point cost so I can make my DAwn of War army....SHOOTY ORKS OF DOOM!
Raven Claws Space Marine Chapter........2500 points
Waagh Rotskrag (in building process)
Member of the Fluffmaster Clan
Don't play orks, but man those stormboys are fast! Ahhh, an army with 50 - 100 stormboys, I can imagine it now.
Also think the orks are finally getting what they deserve. Hopefully this will be a very good army because I'd like to see more ork players out their.
reading this leads me to enjoy playing warhammer 40k again. I stopped because of all those sick codexen. But the 4th edition codexen seem to be reasonable again.
The ork codex seems OK for me but do they still have the choppa rules?
DonÂ´t mess with the dicegod
Honestly, looked vehicles are excellent now and you can make them fit a particular role. Considering how cheap point wise they are, i'm not surprised they are armor 11. Battlewagon's however, are excellent! They have so many options, and add on's, and can be catered to fit interesting roles. I love the ability to make myself and orky Leman Russ that can transport! That's all i'm saying
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
I like these confirmations so far. Little irritated by a few changes but not enough to make me stop drooling. (Ah my meks loose KFF, wait I get nob squads :happy
All I have to do now is find a way to convert my looted russ so it looks like it can hold guys... Hmmmm.
Gargrimz Green Deff
W:10 D:4 L:5
They may lose KFF's, but they now come standard with a improved version of mek tools. 3 meks in a burna sqaud behind a Kan wall will eqaul alot more Kans hitting enemy lines.(Ah my meks loose KFF, wait I get nob squads )