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A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.
A Big Mek with mega armour can take one of the following – Tellyport blasta (WTF?) – Kustom force field
Gifts of Gork and Mork
Da Dead Shiny Shoota Assault 6 Shoota, twinlinked, rolls of 1 richochet into friendly units
Da Finkin’ Kap Warlord gets a strategic trait along with his normal warlord trait
Da Fixer Upperz Repair vehicles on 3+ (hull points, weapon destroyed or immobilised)
Da Lucky Stikk Can choose to reroll failed hit, wound or saving throws, if 3 of these rerolls fail in a single turn you die, instantly.
Headwoppa’s Killchoppa Str +2, AP5, rending, two handed, rolls of 6 insta death.
Warboss Gazbag’s Blitzbike Assault 3, AP3, Str 6 twinlinked shots, and its a bike.
Моб рул: (какое то говно…)
1
If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3
If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6
If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.
Warlord Trait (описание бековые забавны)
1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12” of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12” of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.
From NotMyIfurita:
attack squig nerfed to 1 reroll in melee per turn
Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear.
Yay Tankbustas can shoot at whatever they like, and Bustas and Burnas can take dedicated trukks
Kommandos get Stealth now, thats nice.. and they didnt see a point hike like burnas and tankbustas
eww.. Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance
Buggies in units of 5, gained outflank and a minor point decrease.
Snikrot is not HQ, effectively works like before when you add to Kommandos. Listed Elite. No slot if you bring Kommandos. He has Ambush and it gives Shrouded instead of Stealth the turn they arrive… still no charge from Reserves
Killkannon still lowers transport on BW
Rule for planks is a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range
Deffrolla gains AP4 and loses half the hits
Lootas HS and cheaper (shocking)
I dont see any way to get Kans or Dreads as troops
Kans come in 6 packs
Wow.. Ghazzy is a LoW but I can’t see why.. they didnt change him
Wow.. if you take an Ork Warband detachment, you can Waaaagh every turn after the first
Warboss WAAAGH! isn’t every turn, (Not sure where that came from) but it allows all friendly units made up entirely of models with the ’Ere We Go! special rule, to charge in the assault phase even if they ran that turn.
Weirdboys gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I’ve seen) in 12” but has to take a psychic save or take a hit.
Power of the Waaagh! and Daemonlogy disciplines.
Can be upgraded to Psyker level 2.
Primaris power is Frazzle (Blast witchfire).
'Eadbanger is now a focussed witchfire.
Warpath is a self blessing
Da jump is what used to be 'ere we go.
Killbolt is a beam attack. 18 inch str 10 ap 2 beam
Power vomit (Yes really) is a template witchfire. Str 7 AP2 template
Da Krunch is a barrage witchfire. Str 2D6 Large Blast, if you roll a over 10 you hit everything twice at str 10
Teleporting 30 strong mobs around the table
Zagstruk получил вшитый трейт Bellowing Tyrant(рерол лидака)
вместо когией теперь Hammer of Wrath attacks made by Boss Zagstruk are Strength 8 and AP2
Штормбойзы стали дешевле и упаковываются до 30 пацанов в отряд.
Независимо от мув фазы, в фазу стрельбы можно пролететь ещё на 2D6 кинув каждой моделью тест на опасный ландшафт.