Warhammer 40k Forum Tau Online

Warhammer 40k Forum Tau Online (http://forums.tauonline.org/)
-   Orks (http://forums.tauonline.org/orks/)
-   -   Ork Codex spoilers stolen from warseer/dakka (http://forums.tauonline.org/orks/45104-ork-codex-spoilers-stolen-warseer-dakka.html)

40kenthusiast 04 Oct 2007 18:50

Ork Codex spoilers stolen from warseer/dakka
I hadn't realized that we hadn't brought these over, they are a few weeks old, maybe a month or so. Orkdom (from Da Waaargh site) posted them initially, and I think he's a reliable source.

Taken from the Waagh forums as posted by Orkdom:

Walked into a new LGS this saturday for the first time, 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.


"What race?" he continues....


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; if any unit fails a Ld check, roll 2d6 and compare the result to the number of orks in the mob- if the result is less than the number of orks, the Ld check is considered passed.

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(!): stats of nob, and 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. For 30pts, 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: shooting attack that auto-hits with Range=24" S=6 AP=3, assault 1 blast and pinning.
3. Zzap: shooting attack that auto-hits with Range=36" S=10 AP=2, assault 1 and counts as a melta weapon.
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 with Range=18" S=5 AP=4, Assault 2. 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.

• Choppa: c.c.w.
• Slugga: same as current.
• Shoota: Range=18" S=4 AP=6 Assault 2
• 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: Range=18" S=5 AP=4 Assault 2
• Deffgun: Range=48" S=7 AP=4 Heavy d3
• Grot Blasta: same as current.
• Grotzooka: Range=18" S=5 AP=6 Heavy 2 Blast
• Kannon (Frag): same as current.
• Kannon (Shell): same as current, but does not count as ordnance.
• Killkannon: Range=24" S=7 AP=3 Ordnance 1, Large Blast
• Kustom Mega Blasta: Range=24" S=8 AP=2 Assault 1 Gets Hot!
• Lobba: same as current.
• Shokk Attakk Gun: Range=60" S=2d6 AP=2 Ordnance 1, Large Blast. Rolls of 10+ for strength count as S10. 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: Range=24" S=5 AP=d6 Assault 1
• Zzap Gun: Range=36" S=2d6 AP=2 Heavy 1 Melta
• Boomgun: Range=36" S=8 AP=3 Ordnance 1, Large Blast

• 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.


Sorry if this has already been posted.

trash-candle 04 Oct 2007 19:49

Re: Ork Codex spoilers stolen from warseer/dakka
:o thats all i can say, lucky ork collectors!

Axis 04 Oct 2007 20:37

Re: Ork Codex spoilers stolen from warseer/dakka
These have been posted on the Rumours board already, actually, but meh. No harm having another lot here, I guess - it is the Orks board after all.

NightLord 04 Oct 2007 20:47

Re: Ork Codex spoilers stolen from warseer/dakka
Nice findings, guess GW has done the impossible, made Ghazghkull even more deadly

Timokrai 04 Oct 2007 23:26

Re: Ork Codex spoilers stolen from warseer/dakka
MadDok Grotsnik with an army of 4+ invul Shoota boys will be cool

cheeseman 06 Oct 2007 14:01

Re: Ork Codex spoilers stolen from warseer/dakka
i can't wait this is gonna rock.
but is wazzdakka supposed to be a substitute for the real speedfreaks?(like belial was for having a true deathwing) because i only saw one or two places to get trukks, i hope that's not the case.

Axis 06 Oct 2007 15:36

Re: Ork Codex spoilers stolen from warseer/dakka
Well, both Nobz and Boyz can have Trukks as transports so I can't see how hard it would be to make a KoS army. Throw in Wazzdakka and take Warbikes as Troops as well, maybe. And have everything that can't have a transport mounted in Looted Wagons.

cheeseman 06 Oct 2007 16:10

Re: Ork Codex spoilers stolen from warseer/dakka
i thought only one squad of boyz could take a trukk? if that's not the case that's great but i got the impresion that only your 0-1 ard' boyz upgraded boyz could take a trukk.

Axis 07 Oct 2007 07:10

Re: Ork Codex spoilers stolen from warseer/dakka
I'm pretty sure it's just poor wording - any Boyz mob with few enough models should be able to take a Trukk. The Apocalypse 'Kult of Speed' datasheet includes Boyz in Trukks so I'm pretty sure GW won't just suddenly invalidate them like that.

Commander Nearsight 07 Oct 2007 08:44

Re: Ork Codex spoilers stolen from warseer/dakka
Wow. The new book sonds so cool. It seems like I have to buy hell of a lot more Slugga Boyz if Tank Bustas go Elite, then. :P I just browzed the list but what I read I really liked. ;D

All times are GMT. The time now is 07:57.

Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2020, Jelsoft Enterprises Ltd.
LinkBacks Enabled by vBSEO © 2011, Crawlability, Inc.
TauOnline.org is completely unofficial and is in no way endorsed by Games Workshop Limited.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366