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TIFUSAR

Pridružen/a: 25. 03. 2005. Postovi: 4928 Lokacija: Medrengard
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Postano: pon ruj 03, 2007 7:40 pm Naslov: Codex: Orks |
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These rumors are hot off the presses from Warseer. Original poster was Uberbeast. Current info places Codex:Orks as a January release.
-Yes, the choppa rule is gone. Just ebout every ork including bikers and kommandos get furious charge now though. Shoota boys, slugga boys, and 'ard boyz have been made into a single troop choice, and have dropped in points.
-The Warboss is the same cost, but has T5 and comes with some basic weapon in addition to a wide list of choices ala the new codex format. Taking a warboss allows you to take a unit of nobs as a troop choice instead of an elite choice You no longer need to have your army led by a warboss, Mekboy army 'ere we go!.
-Tank busta boyz have new models, always shoot at vehicles when they can see them, and have some wonderful upgrade options including a tankhammer which is a Str 10 two handed weapon in close combat. Squig bombs....?
-Deff koptas are a new option in the standard list now, count as jetbikes with hit and run special rule and can be given a wide range of weapons including a claw which counts as a powerfist and a one use bomb.
-Mega armour nobs and regular nobs each have their own elite entries now and can be taken independent of the warboss. Mega armored nobs have the slow and purposeful rule and have dropped in effective pointcost by 10 points.
-Killa kans have dropped in point cost while dreds and both units weapon options have gone up slightly.
-battle wagons have dropped in points have a ton of new weapon options including. Mini battle cannon anyone?
-many ork weapons have increased their ranges including the zzap gun with has added 12" to its range from last edition.
-Shokk attack gun is in with a great new model and a crazy misfire chart so don't roll doubles.
-Grots are still in the book so don't worry, the little green beasts are here to stay and they can still clear minefields but don't provide cover saves anymore. Squig hounds are still in as well.
-Nazdreg is gone, replaced with some freebooter pirate character with a nasty gun, and armor made of melted golden teeth. Also a wierdboy character with poisoned attacks and a goofy looking model with grots clinging to it.
-ork warbikes have lost their special rules allowing them to shoot as they go into combat.
-lootas and flash gitz are both in, flash gitz have some amazing weapons options including a painboy and cybork bodies.
-no clan rules.
UPDATE: here are a few more rumors to add to the list.
-You may now substitute the size of the mob for you leadership check becoming fearless if over 11 models strong.
-Waaagh: once per battle all infantry units get fleet of foot.
-No more mobbing up.
-Weirdboyz now have a random d6 roll every time they use a psychic power, and let me tell you some of them are fantastic if also very random. You can upgrade the weirdbos to a warphead to give him a chance to re-roll the power.also
-Stormboyz have gone down in price, but now you roll a d6 every time they jump and they take a casualty on a roll of 1.
-Taking a big mek as an HQ choice allows you to take a single dred as a troop choice
-burnas count as power weps in CC but get no special pen bonus against vehicles. You cannot fire the burna before CC if you want to use them as power weps.
-Kannons still exist. Grots now have a BS3 which helps when using the big gunz.
-There are six new guns in the list which includes two ord and a bunch of powerful above average strength weapons with random effects. Most of these weapons are restricted to specific units however, as are many of the original weapons from previous edition. Including the rumored str7 gun.
-Waaagh banners give +1 WS to all models in the unit _________________
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Krunkova
Pridružen/a: 27. 03. 2005. Postovi: 1088
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Postano: uto ruj 04, 2007 3:58 am Naslov: |
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To će bit ok...  _________________
We must kill them. We must incinerate them. Pig after pig. Cow after cow. Village after village. Army after army....
(Colonel Walter E. Kurtz, Apocalypse Now) |
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Degman

Pridružen/a: 27. 03. 2005. Postovi: 3745 Lokacija: Banned
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Postano: uto ruj 04, 2007 9:08 am Naslov: |
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| Neka pravila su logičnija neg prije (furious charge, nema flejmanja s burnom ak hoće bit power weapon, itd), neka zabavnija (shock attack gun, wierdboyzi) a neka i nelogična (k. khanovi još jeftiniji, a drede skuplje?) |
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Rasho

Pridružen/a: 26. 03. 2005. Postovi: 2920 Lokacija: Phalanx
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Postano: uto ruj 04, 2007 9:08 am Naslov: |
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Jej orks are BACK WITH A VENGENCE... _________________ Bio mi je potpis predugačak...
Have no fear, i'm outta here!!!!!! |
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copra

Pridružen/a: 06. 12. 2006. Postovi: 224 Lokacija: zagreb
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Postano: uto ruj 04, 2007 9:15 am Naslov: |
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| Rasho je napisao/la: |
| Jej orks are BACK WITH A VENGENCE... |
And dis time it's WAAAAAAAAAAAAAAAAGH!!!!!!!!!!!!!!!!! _________________ Peace is a lie, there is only passion, through passion I gain strength, through strength I gain power, through power I gain victory, through victory my chains are broken. The Force shall set me free |
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Krunkova
Pridružen/a: 27. 03. 2005. Postovi: 1088
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Postano: uto ruj 04, 2007 12:41 pm Naslov: |
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| Degman je napisao/la: |
| Neka pravila su logičnija neg prije (furious charge, nema flejmanja s burnom ak hoće bit power weapon, itd), neka zabavnija (shock attack gun, wierdboyzi) a neka i nelogična (k. khanovi još jeftiniji, a drede skuplje?) |
Ali nema chope...smrc
usput i sad je pravilo da ak burnu koristiš ko flejmer onda nije power weapon _________________
We must kill them. We must incinerate them. Pig after pig. Cow after cow. Village after village. Army after army....
(Colonel Walter E. Kurtz, Apocalypse Now) |
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Degman

Pridružen/a: 27. 03. 2005. Postovi: 3745 Lokacija: Banned
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Postano: uto ruj 04, 2007 1:15 pm Naslov: |
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Chopa je bila AS modifier, i kao takva relikt iz 2. edicije.
A za burnu nisam siguran. |
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Rasho

Pridružen/a: 26. 03. 2005. Postovi: 2920 Lokacija: Phalanx
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Postano: uto ruj 04, 2007 1:20 pm Naslov: |
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| Krunkova je napisao/la: |
usput i sad je pravilo da ak burnu koristiš ko flejmer onda nije power weapon |
Kaj nije to i prije bilo? _________________ Bio mi je potpis predugačak...
Have no fear, i'm outta here!!!!!! |
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TIFUSAR

Pridružen/a: 25. 03. 2005. Postovi: 4928 Lokacija: Medrengard
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Postano: uto ruj 04, 2007 2:01 pm Naslov: |
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| Rasho je napisao/la: |
| Krunkova je napisao/la: |
usput i sad je pravilo da ak burnu koristiš ko flejmer onda nije power weapon |
Kaj nije to i prije bilo? |
Kolko znam je - tak me Kokić učio (pošto sam bijo ljen čitat kodeks) da ak flejmaš nije Power wpn., mislim da je i bilo u nekoj errati davno... _________________
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Degman

Pridružen/a: 27. 03. 2005. Postovi: 3745 Lokacija: Banned
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Postano: uto ruj 04, 2007 3:40 pm Naslov: |
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Znači, to su po Necromundi uzeli...
A €ja cijelo vrijeme brijo drukčije  |
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Krunkova
Pridružen/a: 27. 03. 2005. Postovi: 1088
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Postano: sri ruj 05, 2007 8:44 am Naslov: |
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To s burnom da nije power weapon kad kuris u suting fazi je staro vec od pocetka 3rd ed...
No,ajde bas me zanima oce li stavit kaj zanimljivo u codex.
Meni ne mogu prodavat dida baje,kao kupite to i to jer je dobro jer imam sve modele pa nije bed,uskoro cu odigrat i koju partiju  _________________
We must kill them. We must incinerate them. Pig after pig. Cow after cow. Village after village. Army after army....
(Colonel Walter E. Kurtz, Apocalypse Now) |
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Malleus Malleficarum

Pridružen/a: 05. 04. 2005. Postovi: 1031 Lokacija: u uredu
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Postano: sri ruj 05, 2007 11:31 am Naslov: |
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Deff kopte su postale sada zanimljive. Fast attack s hit and run pravilom. Vrlo zanimljivo za orke. _________________
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Degman

Pridružen/a: 27. 03. 2005. Postovi: 3745 Lokacija: Banned
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Postano: sri ruj 05, 2007 11:41 am Naslov: |
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| Hoće'l bit i novi modeli, il oni 'jeftini', metalni? |
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TIFUSAR

Pridružen/a: 25. 03. 2005. Postovi: 4928 Lokacija: Medrengard
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Postano: pet ruj 14, 2007 7:07 pm Naslov: |
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DO NOT ASK ABOUT ANYTHING NOT IMMEDIATELY AVAILABLE IN THIS POST (e.g.: stats, points, pics)
Walked into the LGS this saturday, and the guy behind the counter says "hey, can I help you with anything?" I say "Nope, here to play, got some friends should be showing up in a minute."
"What do you play?" he asks.
"40k."
"What race?" he continues....
"Orks."
He gets this silly grin on his face. "Ahhhh, Orks." He motions for me to come around behind the desk. "Come here, I got something to show you."
I put down my stuff and walk around, sort of bemused at this strange gesture. When I get around the corner, and see what he's holding in his hands though, confused amusement is immediately replaced by the utmost feeling of intense, almost school-girlish giddiness-
He's holding the new Codex: Orks in his hands.
...
Right, so as you may have guessed, I have some info on the new ork dex for you guys. But this isn't a couple of vague mentionings of furious charge and bomm-squigs andpoints drops for basic boyz. This is very nearly the whole damn thing. I even have pictures to show you, providing the HQ gives me permission to post the ones I sent NS. Let me say right now, this thing looks great. Rules aside, the book is loaded with incredible fluff- they even mention Brainboyz!! There are a number of hurdles some of you may have to get over in order for it to grow on you, but on the whole the units are great, the possibilities virtually endless, the options diverse and characterful. It's a really open-ended book. Right now, my biggest honest gripe is that I have to choose between stormboyz and deffkoptaz choppa.gif !!!
But oh well. Here it is....
Army Special Rules:
• Furious Charge
• WAAAGH!!: once per game, call a WAAAGH, entire army gains fleet for that turn. Any unit that rolls a ‘1' for fleet takes a wound, but still acts normally.
• Mob Size: Units of 11 or more orks count as fearless; otherwise the same.
HQ units:
• Warboss: gains T5, special rule “Da Big Boss” allows 1 mob of nobz/meganobz to be taken as troops. Same price, not mandatory or ‘0-1'. Can have a warbike.
• Wyrdboy(!): Has a chart of 6 psychic powers. At the beginning of each turn you roll a d6 to see which power he MUST use that turn. He may be upgraded to a Warphead, who can re-roll for psychic powers. The powers are as follows:
1. ‘Eadbang: as Frazzle below, but place the template over the wyrdboy.
2. Frazzle: Think Stomp! from the 3rd Ed. book, only much, much better.
3. Zzap: Like shooting a Zzap gun.
4. Warpath: the wyrdboy and any unit he is with gain +1 attack for that turn.
5. ‘Ere We Go!: the wyrdboy and any unit he is with are removed from the table and automatically come in via the Deepstriking rules.
6. WAAAGH!: the wyrdboy and any unit he is with get a free WAAAGH! move (fleet) that does not count as their WAAAGH! for the game.
• Big Mek: has Ld8, special rule “Da Big Mek” allows 1 “Deffdred” (Ork Dreadnought with name change) to be taken as troops. Can take Shokk Attakk Gun (more on that later). Comes with toolz and may take oilers. Slight points increase. Can have a warbike.
Elites units:
• Nobz Mob: unit of 3-10 Nobs. The mob may take bikes, and WAAAGH! Banners which grant the unit +1 WS (the wording is “any model may take”, with no indication of one per mob!). May take various weapons and equipment. One may be upgraded to a Painboy with Painboss stats, syringe and toolz, and may take orderlies; allows the whole mob to be upgraded with cybork bodies. The mob may take either a trukk or battlewagon as transport.
• Meganobz Mob: unit of 3-10 Mega Armoured Nobs. May take various weapons, and be transported by either a trukk or battlewagon.
• Burnaboyz Mob: unit of 5-15 burnaboyz. All are armed with burnas. Up to 3 may be switched to meks for free, who replace burnas with toolz and oilers and may take kustom mega blastas, force fields, or other stuff.
• Tankbustaz Mob: unit of 5-15 tankbusta boys. All are armed with Rokkits(!). Up to 2 may replace their rokkits with Tankhammers, close combat weapons that allow them to strike with S10. The unit may include 3 Bommsquigs, which when released count as an automatic S8 hit against the nearest enemy vehicle on a 2+, or the nearest vehicle period on a 1. One may be upgraded to a Nob who can take various equipment.
• Lootaz Mob: unit of 5-15 lootas. All are armed with Deffguns, which are heavy d3 autocannons. Up to 3 may be switched to meks for free, as with burnaboyz mobs.
• Kommandoz Mob: unit of 5-15 kommandos. 2 may take heavy weapons, one may be upgraded to a nob. Infiltration, Move Through Cover.
Troops units:
• Boyz Mob: unit of 10-30 boys. 3pt decrease, no choppa (though ‘choppa’ is the term used for c.c.w. throughout the book). 1 in 10 may have a heavy weapon, so you need 30 to get the current standard of 3 (they’re pushing the horde idea here, the bastards pphhtork.gif ), and burnas are no longer an option. One may be upgraded to a nob, who can have various bits. The entire mob may swap its choppa and slugga for shootas for free. Up to 1 mob in the army may be upgraded to ‘Ardboyz. The mob may be transported in a Trukk if it has few enough models.
• Grot Mob: unit of 10-30 grots. Same cost, gain BS 3, lose better footing and living shield but keep mine clearance as “It’s a Grot’s Life”. There must be a 1 to 10 ratio of Runtherds to Grots. Runtherds can take various kinds of equipment, including a new grabba stikk item which reduces the attacks of one enemy model in assault.
Transport units:
• Wartrukk: same stats and small points increase. Can transport up to 12 models, those in mega armour count as 2 a piece. No longer precisely follows the vehicle damage chart; if a ‘vehicle destroyed’ or ‘vehicle explodes’ result is rolled on the regular chart, roll another d6 and consult the chart that follows:
1-2: Kaboom!: the trukk explodes and the orks inside take each a S3 hit, and must test for pinning.
3-4: Kareen!: roll the scatter die and move the trukk 3d6" in the direction indicated (the ork player chooses if a hit is rolled), and then apply the Kaboom result in the new location.
5-6: the vehicle is destroyed, but no models take any wounds and the orks do not have to test for pinning (don’t recall the name).
FA units:
• Stormboyz Mob: unit of 5-20 stormboys. 3pt decrease, and gain fleet of foot (separate from WAAAGH! Rule). One may be upgraded to a nob who can take various weapons.
• Warbikez Mob: unit of 3-12 warbikers. 5pt decrease, Hard to Hit increased to 4+, and have a regular 4+ save. Lose Psycho Blastas. Dakkaguns replace TL-Big Shootas. One may be upgraded to a nob who can take various weapons.
• Warbuggies: unit of 1-3 buggies. May be upgraded to trakks, which allows them to re-roll terrain tests. Come with TL-Big Shootas free, which may be upgrade to other weapons.
• Deffkoptaz Mob: unit of 1-5 deffkoptas. Come with TL-Big Shootas, count as Jetbikes, have Hit and Run and Scouts. May upgrade big shootas to rokkits or mega blastas, and may also be equipped with buzzsaws and bigbomms (don’t have the rules for those at present).
HS units:
• Looted Wagon: ork equivalent of a rhino (circa dark angels/blood angels codexes) before upgrades, but open-topped and can transport 12 models. Has special rule “Don’t Press Dat!”, presumably as current breakdown (can’t recall atm). May replace transport capacity for a Boomgun for much increased points (more on that later). May have up to one skorcha, as well as two rokkits or big shootas, in addition to the boomgun. Can take various upgrades.
• Big Guns: unit of 1-3 guns with krew. 10pt decrease for kannons base, which may be upgraded to lobbas or zzap guns. Kannon loses Ordnance rules for shell shot, lobba remains the same, and Zzap gun is now Range=36" and melta. The unit may take up to 3 Ammo Runts.
• Flash Gitz Mob: unit of 5-10 flash gitz. Nob stats, all come with ‘eavy armour and Snazzguns (more on them later). The unit may take More Dakka, Shootier, or Blasta kustom jobs, all of which do the same thing. One flash git may be upgraded to a painboy, who acts the same here as with the Nobz Mob above.
• Killa Kanz Mob: unit of 1-3 killa kans. 10pt decrease, with WS 2 and BS 3. Each kan must choose a weapon from the following list in addition to its c.c.w. (list is from least to most expensive weapon): big shoota, skorcha, grotzooka, rokkit launcha or mega blasta. May take grot riggers or armour plates.
• Deffdred: unit of 1 dreadnought. Comes with 2 c.c.w., and must take 2 weapons from the following list in addition (list is from least to most expensive weapon): big shoota, skorcha, rokkit launcha, dreadnought c.c.w. (Each gives +1 attack, potential 6 attacks on the charge), mega blasta. May take grot riggers or armour plates.
• Battlewagon: 30pt decrease and gains Front Armour 14. May take a Killcannon (more on that later) for much increased points, which reduces its transport capacity to 12 from 20. Only vehicle which may take a Deff Rolla. May also take 1 big gun for various points and up to 4 big shootas/rokkits. May take various vehicle upgrades.
Vehicle Upgrades:
• Grot Riggers: same as current.
• Armour Plates: now as extra armour on imperial vehicles.
• ‘Ard Case: turns an open-topped vehicle into a close-topped one.
• Reinforced Ram: allows tank-shocking with extra bonuses (can’t recall atm).
• Deff Rolla: causes d6 S10 hits on any units tank-shocked(!).
• Red Paint Job: same as current.
• Stikkbomm Chukka: don’t remember....
• Boarding Plank: don’t remember....
• Wrekkin’ Ball: don’t remember....
• Grabbin’ Klaw: prevents an enemy vehicle within 2" from moving in the next turn.
Armoury:
• Choppa: c.c.w.
• Slugga: same as current.
• Shoota: Now assault with reduced range.
• Power Klaw: same as current.
• Big Choppa: +2 strength.
• Burna: same as current.
• Shoota/Skorcha: same as current.
• Shoota/Rokkit Launcha: same as current.
• Big Shoota: same as current.
• Rokkit Launcha: same as current.
• TL-Shoota: a twin-linked shoota....
• Dakkagun: Like big shootas on bikes with less shots.
• Deffgun: d3 shot autocannons.
• Grot Blasta: same as current.
• Grotzooka: Sort of like the Havoc Launcher, but better.
• Kannon (Frag): same as current.
• Kannon (Shell): same as current, but does not count as ordnance.
• Killkannon: Range=24" battlecannon, with slightly reduced strength.
• Kustom Mega Blasta: regular gets hot! now, and increased strength in exchange for blast.
• Lobba: same as current.
• Shokk Attakk Gun: Range=60" ordnance Zzap gun. If doubles are rolled, consult the chart that follows:
Double 1: mek and models within d6" die automatically.
Double 2: ???
Double 3: ???
Double 4: ???
Double 5: ???
Double 6: ???
• Skorcha: same as current.
• Snazzgun: potentially powerful, but a bit weird/random. 1 shot and d6 AP....
• Zzap Gun: Increased range and melta rule replace current 2d6 AP.
• Boomgun: Range=36" battlecannon
Wargear:
• Attack Squig: simply grants the model +1 Attack.
• Bosspole: can’t remember.... same as current I believe though.
• Mega-Armour: 2+ armour save, Slow and Purposeful, comes with TL-Shoota and Power Klaw. The Shoota may be replaced with kombi weapons, or (IIRC) big shoota, rokkit launcha, skorcha. Can’t recall on kustom jobs.
• Cybork Body: same as current.
• ‘Eavy Armour: same as current.
• Doks Toolz: work on a 4+ as base.
• Meks Toolz: work on a 4+ as base.
• Grot Oiler: allows the Mek to re-roll failed toolz rolls.
• Grot Orderly: allows the Painboy to re-roll failed toolz rolls.
• Warbike: same as current, except it confers a 4+ save instead now.
• Ammo Runt: same as current.
• Kustom Force Field: 5+ cover save, vehicles count as obscured.
• Stikkbommz: a combination of the two...available to most.
• Tankbusta Bommz: AP=2d6+6, available only to Tankbustas (and Kommandos I think, but not certain on that).
• Gitfinda: can’t remember....an orky auspex, methinks.
Special Characters:
• Ghazghkull Thrakka: stats are new warboss with +1 WS, Wound, and Attack. Still has Adamantium Skull and Proffit uv da WAAAGH! (Which is changed to fit new WAAAGH! rule, as such: all units now get a free 6" fleet move instead of doubling initiative, does not count as the WAAAGH move for the game) with 2+ invulnerable included. Comes with cybork body, bosspole, mega-armour, stikkbomms, big shoota, and has special rule “Da Big Boss” as per regular Warboss. Costs a point less.
• Mad Dok Grotsnik: much more expensive. Has fearless and special rules “Da Big Dok”, which allows every unit in the army to be given cybork bodies for +5pts/model, and “One Scalpel Short of a Medpack”, which I do not no the rules for as of yet.
• Wazzdakka Gutsmek: over twice as expensive as he was before. Basically a Warboss on warbike, only better. Stats as warboss, comes with kustom mega-blasta, power klaw, slugga, meks toolz, stikkbomms, bosspole, and “Warbike uv da Aporkalypse”. Has special rule “Da Bike Boss” which allows any number of Warbike Mobz to be taken as Troops.
• Old Zogwort: Snakebite Warphead character. Stats of an ork boy with BS 0, T 5, 3 wounds and Ld 8. Has special wargear “Nest of Vipers” which allows him to make d6 extra attacks that always wound on a 2+. Also has special psychic power “Zogwort’s Curse” which works just like the panzee power Mind War except that if you win the d6 roll, the enemy character immediately turns into a squig! While he does roll for powers just like a regular Warphead, he can always choose to use the curse instead.
• Boss Zagstruk: still leads a mob of stormboyz. Stats are as a nob with +1 Ws and Ld. Comes with special wargear “Da Vulchaz Klawz”, which are power klaws that strike at initiative. Also allows his unit to deepstrike and assault in the same turn. More expensive.
• Kaptin Badrukk: No clue really. Stats are nob with +1 Ws and Ld, and he has a 3+ save, somehow. Didn’t really look at him, just know the stats from the summary. He leads a mob of Flash Gitz.
• Boss Snikrot: still leads a mob of Kommandoz. Has nob stats with +1 Ws, Strength and Ld. I remember this guy being really, really neat, but I didn’t note anything down, so outside the summary I am unfortunately unable to be certain about anything.
That’s about it! There are, as you can well see, some things I can’t recall atm. But I’m working on it with my friends and such, and we should have a pretty complete list going within a couple more visits to the ol’ friendly LGS. Some Special Characters added in now, and other stuff coming as it does. I’ll update this post as I am able to clamp down more stuff with certainty.
-Orkdom _________________
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Maloum
Pridružen/a: 29. 03. 2005. Postovi: 50 Lokacija: Za kompjuterom
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Postano: čet ruj 27, 2007 5:32 pm Naslov: |
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Ubili chope
ubili squig attack
Ko da igram blood angelse bez oklopa
I poruka za kraj dana: Kupite vozila, dobra su!
 _________________ Waaaagh the Emperor join us be back no fear the Horde.
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