Tuesday, March 29, 2022
Tuesday, April 16, 2019
Imperium Nihilus: Vigilus - Chaos vs. Imperium Round I
A few weekends ago, myself and some buddies got together to play our own rendition of one of the many pivotal battles on Vigilus.
Here are some shots I took throughout the day! I hope you enjoy!
Labels:
40k,
Abaddon the Despoiler,
Apocalypse,
Black Legion,
Blood Angels,
Chaos,
Chaos Space Marines,
Dark Angels,
Death Guard,
Emperor's Children,
Imperial Fists,
Imperium,
Narrative,
Ultramarines,
Vigilus
Monday, April 1, 2019
Kultur Breakdown: Bad Moons

Got Teef? If you're around a Bad Moon Ork, probably not. Teef are the currency of the Orks and the Bad Moons have the most teef. What do you do with all those teef? You deck yourself out with the most expensive ork armor, gubbins, and the flashiest of guns!!! Bad Moons guns are the loudest, the shiniest, and have the MOST DAKKA!!! Let's take a look at the Kultur.
DAKKA DAKKA DAKKA! Both literally and figuratively! Bad Moons are going to bring the dakka for sure! The new Clan rules for the Bad Moons allow all Orks with the <Bad Moons> keyword to re-roll hit rolls of a 1. The fact that you get to re-roll EVERY shooting attack result of a 1 is pretty gnarly! If you then add in the new army-wide rule of Dakka! Dakka! Dakka!, each hit roll of a 6 generating another shot, you are going to be putting out some serious firepower!
I could easily go into every unit and explain how this kultur rule will improve it, but it would be incredibly redundant. The great thing about the Bad Moons kultur, is that there isn't a single unit in the codex that doesn't benefit from this (outside of a pure dread klaw deff dread and perhaps burna boyz, I suppose). Tankbustas, kombi-rokkits, Kustom-Megakannons, Stompas, and literally every mek gun and new buggies will all benefit from this! Amazing!
The new Bad Moons specific stratagem will surely get your flashy bitz goin' with Showin' Off! This stratagem is bananas (which is also yellow!) Allowing one of your Bad Moons units to immediately shoot a second time is super good! One fantastic unit to use this on is the super-Loota quad! Take a 15 man unit of Lootas and a 10 man unit of Lootas and use the Mob Up stragemt on them, turning them into a 25 man unit! Fire away and then Showin' Off! for 2 CP to let them fire again! Holy moly that's a ton of dakka (though probably not enuff).
Lastly, the Bad Moons have access to a new Ork relic known as Da Gobshot Thunderbuss! This relic is essentially an Ork Shotgun! 2d6 shots that auto hit! Wounding marines on 3's and a -1 Ap to boot! Heck yes! I can't wait to use this in a game of Zone Mortalis! Kick down the door and BOOM!!!! HUR HUR HUR!
And there we go, the Bad Moons Kultur Breakdown! Hope you gitz have been savin' your teef cuz only da richest get to wear da yella n' blakk!
Spikey Gitz: New Abaddon WIP!
I know it's been a while, but I wanted to post a WIP shot of my new Abaddon model! Black Legion is my other love and so I've decided to create a new series of posts called Spikey Gitz where I can showcase my hobby, games, and whatever else I deem appropriate with my Chaos Space Marines.
Here he is! Primed and ready!
I had so much fun painting him that I lost track of time and had to go to bed. I think I made pretty good progress for a couple of hours!
I woke up extra early this morning to put in some more work. Can't wait to finish this git!
-Couch
Monday, October 29, 2018
Kultur Breakdown: Goffs

There is a lot to be said about the boyz in black. They are the toughest, the strongest, and without question the most violent. The Goffs are also the largest of the clans as their chief recruiter is none other than Ghazghkull Mag Uruk Thraka, the Beast of Armageddon! Needless to say, the Goffs are the definition of Ork.
Last week, the Warhammer Community released an article on upcoming Goffs Kultur and their new rules! Today we will break down the preview and give a "first glance" opinion on what might be possible with the new book.

Up first we have the Clan Kultur "No Mukkin' About". This Kultur is pretty straightforward and incredibly flavorful of the Goffs. Every unmodified 6 to hit generates an extra attack?! HELL YES!
This Kultur truly highlights the Goffs inability to turn off the fight. Goffs are violence incarnate, rivaled only by the chosen warriors of Khorne. This is an incredible rule that will, if one makes it into combat, be sure to drive your opponents units off the battlefield.
The standard Ork Boy has 2 attacks base, +1 for having a choppa, and +1 for being in a unit of 20 boyz or more. That's 4 attacks! But we're not done yet... If the Goff Boyz unit charges near Ghazghkull, that's another +1. If a Weirdboy blesses the unit with Warpath, that's ANOTHER +1!!!
- 2 attacks base
- 1 for choppa
- 1 for 20+ boyz
- 1 for Ghazghkull
- 1 for Warpath

But let us remember, the new Goff Kultur does not only apply to Choppas. It also works with Big Choppas, Power Klaws, and even your vehicles! That's right, Deffrolla, you now get to krunch extra spess muhreens if you roll a 6 to hit! WAAAAAAAGH!!!
As a majority Goffs player (I play all the clans!), I am incredibly excited about this kultur! I think I am most excited to see it's application on Meganobz with their ridiculous number of power klaw attacks! I like running a Weirdboy near my Meganobz, so Warpath is going to be extra juicy!
Another MVP for the kultur is going to be the Morkanaut & Gorkanaut using their Smash ability with their Klaw of Gork (or possibly Mork). Gaining 3 hits for each attack printed on the warscroll results in A LOT of attacks at S8 AP2 2 damage! Just add some exploding 6's and watch your opponent cry!
I also really like Gofftankbustas, specifically for the Tankhammer boy and the squigbombs! A Tankhammer has 1 hit, and if it hits, it inflicts d3 mortal wounds! However, if you roll a 6 to hit, you get to inflict 2d3 mortal wounds! If a squigbomb rolls a 6 to hit in combat, they also get to make another attack! WOOOO! Note: This is, of course, subject to FAQ.
In addition to the Goff Clan Kultur, the Community previewed the new Tellyporta stratagem! I'm a little torn on this one to be honest, but not necessarily the way you might think. Part of me has always wanted a Tellyporta kit that has 2 tellyporta nodes. You pay for them, set one up in your deployment zone and the other one somewhere in a neutral territory. However, GW has decided to go the stratagem direction which saves me points and money! This stratagem is going to be pretty sweet! the fact that you get to keep the transported models in their transport is even cooler! The possibilities of this stratagem are endless! With 'Ere We Go, making those 9" charges is going to be easier than ever!
Lastly, we get to see our clan specific stratagem, Skarboyz! Skarboyz in the 40k lore is unique to the Goffs and their rigid militaristic clan structure. The Skarboyz are effectively one rank away from becoming Nobz. They are big, strong, and they make your Nobz power Klaws Strength 10! WOO! It's really too bad we can't combine Skarboyz with the 'Ardboyz stratagem. I guess those 'Ardboy plates just don't fit those big green oily muscles!
There we have it! The Goffs! I am really excited about what this means for my army! It's going to feel sooo nice to actually feel like I am playing my clan! Thanks, GW!
-Couchatron
Friday, October 26, 2018
Kultur Breakdown: Deathskulls
The Deathskullz are known for their looting, their luck, and their looting. If you want to keep something, you had better chain it to your wrist, but that doesn't guarantee the Deathskulls won't just hack your arm off too. When a Deathskull wants something, a Deathskull TAKES it.
Today we will look at the "Clan Fokus: Deathskulls" article from the Warhammer Community and speculate a little bit about what these spoilers will mean for Orks in the future, specifically related to the Deathskulls.
First, we will look at the new Clan Kultur for Deathskulls which really showcases the incredible luck of the boyz in blue.

First and foremost, the entire clan of Deathskulls receives a 6++ invulnerable save. This is pretty incredible considering invuls are few and far between in Index: Orks (Let's hope they fix cybork bodies!!!). While there has been some online scoffing at this new rule, I would like to point out that this guarantees a save against EVERYTHING with an AP. 16.666% of the time, your lil' git is going to keep on trukkin'. If you've ever played against a Sisters of Battle army (who has the same army wide ability of a 6++), you'll know exactly how frustrating it is to see that 6 when you need them to fail it most. Mark my words, the Deathskulls 6++ may not save many, but it WILL save when it matters. Whether on an HQ, a Battlewagon, or even the loneliest ork boy, the 6++ will show your opponents just how damn lucky you are!
The second part of the Lucky Blue Gitz rule might be the shining star of the kultur overall. Re-rolling a single Hit, Wound, AND Damage role for each unit in either the shooting or fight phase. WOW! At first glance, it doesn't seem that great, right? ONE hit/wound/damage? But let's break down some great combos that really make this rule shine!
LUCKY BLUE GITZ KOMBOZ
Multiple Rokkit Mobz
Rokkit Mobz consists of multiple small units (MSU) of Ork boyz, each with one Rokkit Launcha. Each Rokkit boy will be a certified sniper with his rokkit re-rolling to-hit and to wound! The damage of a rokkit is always 3, so no need to roll the damage here. You can save that re-roll for Power Klaw damage should you find yourself in combat the same turn!
Kannnonwagons
If you plan on bringing Battlewagons in your Deathskullz list, you're definitely going to love that 6++, but while you're at it, go ahead and purchase a Kannon! With a BS of 5+, the Kannon has always been a bit of a disappointment or "waste of points" on a Battlewagon, but not for Deathskulls. The battlewagon itself is a single unit, which means it applies Lucy Blue Gitz to one of it's weapons! Firing your Kannon as a shell shot just got a lot deadlier!
Zzapwagons
Much like the Kannonwagons before, the Zzap Gun looks pretty good on a battlewagon! Even with random strength, the ability to re-roll to hit AND wound with this single shot AP3, 3 Damage weapon will be sure to fry the battlefield!
Rokkit Trukks
Trukks are notorious for their lackluster shooting, much like a Drop Pod. Unlike a Drop Pod, the Trukk can replace its Big Shoota with a Rokkit Launcha! Similar to the Rokkit Mobz and Kannonwagon combo mentions above, the Trukk itself is a single unit allowing that single rokkit to dominate the battlefield. One might even stick those MSU rokkit mobz in the rokkit trukks! :O
Warboss with a Kombi-Rokkit
Remmeber the days of old when Kombi-weapons were one use? Remember when a one-use single shot that required a 5+ to hit was considered the biggest waste of points in the game??!! Kombi-skorcha 4 life!!! Wait... what? Kombi-weapons aren't one-use in 8th edition? I can re-roll to-hit and to-wound with my Kombi-rokkit?! YES PLEASE!!!
Rokkit Dread
I think we're starting to see a trend here! Rokkits works well Lucky Blue Gitz! They even work well on those choppy dread boyz! The key here is to only take one Rokkit though! We don't want to take TOO much choppy out of the equation! Note: While Rokkits are amazing, there is something to be said for Kustom-Mega Blastas on a Deathskulls Deff Dread too!
The Shokk Attack Gun
HOLY MORK AND GORK! This might be the ultimate use of the rule! A classicly twin-linked Shokk Attack Gun! OH BABY! This is a super good combo and SHOULD be utilized in Death Skulls armies! Trust me! I'm a painboy!
Traktor Kannons
If your meta runs a lot of fliers or keyword fly, the Traktor Kannon might be an attractive option for your army. Plus, using this kultur rule with BS 4+ is super gnarly!
Smasha Gun
The Smasha Gun has been one of those, "looks cool on paper" gunz, but never really pans out the way you want it too. Perhaps Lucky Blue Gitz will help make those Smasha Gun dreams a reality? You won't be able to re-roll a wound because of the Smasha Gunz unique wounding system, but at least your To-hit and Damage roll is re-rollable.
Mega-Dread with Shunta
The Shunta isn't necessarily the greatest weapon the Orks have, but the ability to stop a vehicle from advancing onto an objective could prove useful, especially if it's dem pesky pointy ear'd gitz!
The last part of the Lucky Blue Gitz doesn't sound entirely all that exciting but actually carries quite a lot of weight in the Taktics department. Every Deathskull unit has the "Dis Iz Mine! Zog Off!" special rule which is the new Orks version of Objective secure! No longer do you need to rely on your troop choices to hold down the objective! Now you can drive up on an objective, next turn let your boyz loose in some asinine direction and still claim the objective over your opponents non-troops units with your wimpy trukk! HUZZAH!
So I would say overall, this is a pretty deep and useful rule! However, the community post gave us more than just a Clan Kultur! We even got a few stratagem teasers! Up first we have WRECKERS.
Wreckers! For 2Cp you get to re-roll to wound against any VEHICLE? Daaaaang... That's pretty gnarly. Naturally, the community paired this up with Tankbustas who already get to re-roll to hit against any VEHICLE. However, the stratagem is not limited to Tankbustas. This can be applied to any DEATHSKULLS unit during ANY phase! The only caveat here is that you must announce you are using this at the beginning of a phase, which means you can't see how things are going before you use it. Regardless, it's a great strategy, even at it's 2Cp cost. Imperial Knights, watch out!
Okay, this is a pretty neat stratagem if used correctly. Typically a unit may only nominate one model to throw a grenade. However, Extra Stikkbombs allows up to 10 to chunk 'nades! If you're unfamiliar with Stikkbombs in 8th edition, they are d6 shots at S3. Kinda wimpy against Spess Muhreenz, but against wimpy pointy ear'd aeldari, it looks pretty tasty! 10d3 shots! Not ony that, it's not limited to Stikkbombs! You can use this stratagem on Tankbusta Bombs too! Holy moley! Kiss your Land Raider or Knight goodbye! Don't forget to re-roll one of those damage outcomes with your Lucky Blue Gitz rule!!!
-Couchatron
Rokkit Mobz consists of multiple small units (MSU) of Ork boyz, each with one Rokkit Launcha. Each Rokkit boy will be a certified sniper with his rokkit re-rolling to-hit and to wound! The damage of a rokkit is always 3, so no need to roll the damage here. You can save that re-roll for Power Klaw damage should you find yourself in combat the same turn!
Kannnonwagons
If you plan on bringing Battlewagons in your Deathskullz list, you're definitely going to love that 6++, but while you're at it, go ahead and purchase a Kannon! With a BS of 5+, the Kannon has always been a bit of a disappointment or "waste of points" on a Battlewagon, but not for Deathskulls. The battlewagon itself is a single unit, which means it applies Lucy Blue Gitz to one of it's weapons! Firing your Kannon as a shell shot just got a lot deadlier!Zzapwagons
Much like the Kannonwagons before, the Zzap Gun looks pretty good on a battlewagon! Even with random strength, the ability to re-roll to hit AND wound with this single shot AP3, 3 Damage weapon will be sure to fry the battlefield!
Rokkit Trukks
Trukks are notorious for their lackluster shooting, much like a Drop Pod. Unlike a Drop Pod, the Trukk can replace its Big Shoota with a Rokkit Launcha! Similar to the Rokkit Mobz and Kannonwagon combo mentions above, the Trukk itself is a single unit allowing that single rokkit to dominate the battlefield. One might even stick those MSU rokkit mobz in the rokkit trukks! :O
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| Itz not blue, but it still goze bang! |
Remmeber the days of old when Kombi-weapons were one use? Remember when a one-use single shot that required a 5+ to hit was considered the biggest waste of points in the game??!! Kombi-skorcha 4 life!!! Wait... what? Kombi-weapons aren't one-use in 8th edition? I can re-roll to-hit and to-wound with my Kombi-rokkit?! YES PLEASE!!!
Rokkit Dread
I think we're starting to see a trend here! Rokkits works well Lucky Blue Gitz! They even work well on those choppy dread boyz! The key here is to only take one Rokkit though! We don't want to take TOO much choppy out of the equation! Note: While Rokkits are amazing, there is something to be said for Kustom-Mega Blastas on a Deathskulls Deff Dread too!
The Shokk Attack Gun
HOLY MORK AND GORK! This might be the ultimate use of the rule! A classicly twin-linked Shokk Attack Gun! OH BABY! This is a super good combo and SHOULD be utilized in Death Skulls armies! Trust me! I'm a painboy!
Traktor KannonsIf your meta runs a lot of fliers or keyword fly, the Traktor Kannon might be an attractive option for your army. Plus, using this kultur rule with BS 4+ is super gnarly!
Smasha Gun
The Smasha Gun has been one of those, "looks cool on paper" gunz, but never really pans out the way you want it too. Perhaps Lucky Blue Gitz will help make those Smasha Gun dreams a reality? You won't be able to re-roll a wound because of the Smasha Gunz unique wounding system, but at least your To-hit and Damage roll is re-rollable.
Mega-Dread with Shunta
The Shunta isn't necessarily the greatest weapon the Orks have, but the ability to stop a vehicle from advancing onto an objective could prove useful, especially if it's dem pesky pointy ear'd gitz!
The last part of the Lucky Blue Gitz doesn't sound entirely all that exciting but actually carries quite a lot of weight in the Taktics department. Every Deathskull unit has the "Dis Iz Mine! Zog Off!" special rule which is the new Orks version of Objective secure! No longer do you need to rely on your troop choices to hold down the objective! Now you can drive up on an objective, next turn let your boyz loose in some asinine direction and still claim the objective over your opponents non-troops units with your wimpy trukk! HUZZAH!
So I would say overall, this is a pretty deep and useful rule! However, the community post gave us more than just a Clan Kultur! We even got a few stratagem teasers! Up first we have WRECKERS.
Wreckers! For 2Cp you get to re-roll to wound against any VEHICLE? Daaaaang... That's pretty gnarly. Naturally, the community paired this up with Tankbustas who already get to re-roll to hit against any VEHICLE. However, the stratagem is not limited to Tankbustas. This can be applied to any DEATHSKULLS unit during ANY phase! The only caveat here is that you must announce you are using this at the beginning of a phase, which means you can't see how things are going before you use it. Regardless, it's a great strategy, even at it's 2Cp cost. Imperial Knights, watch out!
Okay, this is a pretty neat stratagem if used correctly. Typically a unit may only nominate one model to throw a grenade. However, Extra Stikkbombs allows up to 10 to chunk 'nades! If you're unfamiliar with Stikkbombs in 8th edition, they are d6 shots at S3. Kinda wimpy against Spess Muhreenz, but against wimpy pointy ear'd aeldari, it looks pretty tasty! 10d3 shots! Not ony that, it's not limited to Stikkbombs! You can use this stratagem on Tankbusta Bombs too! Holy moley! Kiss your Land Raider or Knight goodbye! Don't forget to re-roll one of those damage outcomes with your Lucky Blue Gitz rule!!!
The last stratagem leaked with the Deathskulls article today is "Loot it". Orks love looting. Deathskulls LOOOOVE looting. Naturally, this is true to form stratagem for your orky smurfs. The article linked it to Lootas, but Lootas typically don't fire their weapons 3" away from enemy VEHICLES. However, the stratagem doesn't say ENEMY vehicle. It just says "vehicle", which means your own vehicles work too.
Still not ideal for Lootas as you don't really care so much about boosting their armor from a 6+ to a 5+, though they do have a 50% chance of refunding the stratagem. So what then? Who benefits? Well, a unit embarked in a transport COULD benefit IF they are on the table at the time of the explosion. If they aren't embarked, they technically aren't within 3", so they don't benefit... Hmm... this is a really tricky stratagem to wrap my head around. I suppose it could be pretty useful next to a unit of Nobz, boosting their 4+ to a 3+. Not bad, but good luck making the stars align.
Overall, this seems like a very niche stratagem that may only come up once in 4 or 5 games if that. Not my favorite, but still neat.
-Couchatron
Saturday, June 9, 2018
8th Edition! US Warhammer Weekender 2018! Oh my!
Wowzer! It sure has been a long time! So many things have happened! I bought a house, I'm getting married, and...OH YEAH! 8th edition dropped last summer!
Let's just say I have been having a BLAST with the new edition! Some of my friends are still adjusting and one of them is still being a big ole' sourpuss, but I'm having the time of my life!
Needless to say, I have let this blog fall by the wayside and I cannot stand for it anymore! So we're going to bring it back in a big way! My Orks are stronger than ever and I even have a few new armies to show off from time to time as well! Gotta mix it up!
Anywho, off to the US Warhammer Weekender in Grapevine, TX!
WAAAAGH!
-Couch
Let's just say I have been having a BLAST with the new edition! Some of my friends are still adjusting and one of them is still being a big ole' sourpuss, but I'm having the time of my life!
Needless to say, I have let this blog fall by the wayside and I cannot stand for it anymore! So we're going to bring it back in a big way! My Orks are stronger than ever and I even have a few new armies to show off from time to time as well! Gotta mix it up!
Anywho, off to the US Warhammer Weekender in Grapevine, TX!
WAAAAGH!
-Couch
Monday, April 11, 2016
Monday, April 4, 2016
Monday, March 28, 2016
Monday, March 21, 2016
Monday, March 14, 2016
Monday, March 7, 2016
Friday, March 4, 2016
Kustom Fun! - Episode 1 - Waaagh! Gutzmek - Speed Freaks Supplement
Welcome to the first episode of Kustom Fun!, a series dedicated to homebrew rules designed with one thing in mine; FUN!!!
Tired of playing the same old thing? Are you a casual gamer who cares not for tournament play? Have you been waiting FOREVER for "Klan Tactics"? Well, the Kustom Fun series is right up your alley! Kustom Fun is a way to break a breath of fresh air into your super cool Ork army that has been dumbed down to a simpleton level.
Notice: All Kustom Fun rules and features are all fan made and in no way officially associated with Games Worshop. All Kustom Fun posts should be played with the consent of your opponent and should be used as a new and flavorful way to play your Orks. Have fun!
Note: This supplement requires both Codex: Orks (2008), Codex: Orks (2014), Imperial Armour 8: The Raid for Kastorel-Novem and Waaagh! Ghazhkull (2016) to play.
Tired of playing the same old thing? Are you a casual gamer who cares not for tournament play? Have you been waiting FOREVER for "Klan Tactics"? Well, the Kustom Fun series is right up your alley! Kustom Fun is a way to break a breath of fresh air into your super cool Ork army that has been dumbed down to a simpleton level.
Notice: All Kustom Fun rules and features are all fan made and in no way officially associated with Games Worshop. All Kustom Fun posts should be played with the consent of your opponent and should be used as a new and flavorful way to play your Orks. Have fun!
EPISODE I
WAAAAGH! GUTSMEK!
A Speed Freaks Supplement
Note: This supplement requires both Codex: Orks (2008), Codex: Orks (2014), Imperial Armour 8: The Raid for Kastorel-Novem and Waaagh! Ghazhkull (2016) to play.
WAAAGH! GUTSMEK (Speed Freaks)
COMMAND BENEFITS
Waaagh! Gutsmek Special Rules
Restrictions:
This Detachment must include at least one Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices (in any combination) and up to one Command choice. Only the datasheets listed here may be included in this Detachment.”
COMMAND BENEFITS
Waaagh! Gutsmek Special Rules
Euphoria - An Ork unit that disembarks from a fast vehicle is considered Fearless for a full game turn. In addition, all Orks have the fleet special rule on the turn they disembark from a fast vehicle.
Red Engines - All Trukks have have the Red Paint vehicle upgrade at no additional cost. In addition, all warbikes and deff-koptas may re-roll failed charge distances during a Waaagh!
Evil Sunz of Anorky: If an army contains two or more Kult of Speed formations and no Speed Freaks formations, then all models on a Warbike gain D3 Hammer of Wrath hits with the Rending special rule.
Da Gas Gitz: If an army from this detachment contains 2 or more Speed Freaks formations, all Trukks may be taken at no cost and Battlewagons may be taken at half cost.However, all Ork upgrades must be paid for normally, unless another rule states otherwise.
Da Fast Basterdz: If an army contains both the Kult of Speed formation and the Speed Freaks formation, then all Ork trukks may be taken as dedicated transports at no cost. However, all Ork upgrades must be paid for normally, unless another rule states otherwise. In addition, all models on a Warbike gain the Rending special rule on their Hammer of Wrath attacks.
Red Engines - All Trukks have have the Red Paint vehicle upgrade at no additional cost. In addition, all warbikes and deff-koptas may re-roll failed charge distances during a Waaagh!
Evil Sunz of Anorky: If an army contains two or more Kult of Speed formations and no Speed Freaks formations, then all models on a Warbike gain D3 Hammer of Wrath hits with the Rending special rule.
Da Gas Gitz: If an army from this detachment contains 2 or more Speed Freaks formations, all Trukks may be taken at no cost and Battlewagons may be taken at half cost.However, all Ork upgrades must be paid for normally, unless another rule states otherwise.
Da Fast Basterdz: If an army contains both the Kult of Speed formation and the Speed Freaks formation, then all Ork trukks may be taken as dedicated transports at no cost. However, all Ork upgrades must be paid for normally, unless another rule states otherwise. In addition, all models on a Warbike gain the Rending special rule on their Hammer of Wrath attacks.
COMMAND 1-2 per Core
CORE 1+
Auxiliary 1-10 per Core
COMMAND FORMATIONS
HELLZ WAAAAGHNGELZ
- Wazdakka Gutsmek (Codex: Orks 2008), Zhadsnark Da Rippa (IA8), or a Warboss on the Blitz Bike.
- Wazdakka Gutsmek, Zhadsnark Da Rippa, or a Warboss on a Warbike.
- Wazdakka Gutsmek, Zhadsnark Da Rippa, or a Warboss on a Warbike.
- Big Mek
- Painboy
- 3-5 mobs of Nob Bikerz
Restrictions
All models in this formation must be on a Warbike. This formation cannot contain more than 1 Wazdakka Gutsmek or Zhadsnark Da Rippa.
Special Rules
Pedal Puncherz: Models in this formation that Turbo Boost may still fire their weapons as normal.
Skilled Riderz: This formation has the Skilled Rider special rule.
Oddboyz - 1 Weirdboy, Painboy, Mek or Big Mek
CORE FORMATIONS
Kult of Speed
- Warboss on Bike
- 4 Mobs of Warbikes
- 1+ Mob s of Nob Bikerz
- 1+ Squadrons of Warbuggies
Restrictions
All Warbuggies must begin the game in reserves.
Special Rules
*Quikk-Fire: All models in this formation may shoot and then flat-out or flat-out and then shoot.
*Straight-away: A Kult of Speed unit may move unlimited distance in a straight line during the movement phase and counts as having turbo-boost and jinked, but may still fire their weapons normally during the shooting phase on the turn it arrives from reserves.
Speed Freaks
- Warboss
- Big Mek or Painboy
- 6-9 Mobs of Ork Boyz
- 1+ Mobs of Nobz
- 1+ Squadrons of Warbuggies
Restrictions
All models in this formation must take a Trukk as a dedicated transport and must begin the game in it.
Special Rules
*Trakked: All Trukks in this formation have the reinforced ram upgrade at no additional cost.
AUXILIARY FORMATIONS See Waaagh! Ghazghkull for Auxiliary Formation rules.
- Blitz Brigade
- Air Armada
- Dakka Jet Skwadron
- Blitza-Bommer Skwadron
- Burna-Bommer Skwardon
- Speshulists
- Speed Freaks
- Runtz
Enjoy :)
Tuesday, March 1, 2016
Fixin' Thingz: Ways to make Codex: Orks fun again!
I have had many discussions with other 40k players at my FLGS about the sad state of the Ork Codex. Most of the discussions end with everyone agreeing that it is bland and massively under-powered.
Army Special Rules
'Ere We Go - If every model in a unit has this special rule, the unit can re-roll a single dice when determining its charge range. In addition, models with this special rule may re-roll 1's when running and when moving through cover.
Da Toughest (new!) - Models with this special rule have the Feel No Pain (6+) special rule.
Melee Weapons
Buzzsaw - Master Crafted Power Klaw (30 pts)
Available to Warboss, Nob Squad, Big Mek.
Choppa - as is...
Big Choppa - +2S AP5, Melee, Two-Handed, Rending on charge.
Mega-Choppa - as is...
Grabba-Stikk - Reduce Opposing Challenger initiative by D3.
Grot-Prod - Keep as normal. Add an exploding 6's mechanic.
Killsaw - keep as is...
Power Klaw - keep as is...
Dread Klaw - Power Klaw w/ Shred & Armourbane on the charge.
Deff Dreads Only
Kan Klaw - keep as is...
Klaw of Gork (or possibly Mork) - S10 Ap1, Concussive, (Strength D on the Charge)
Tankhammer - S10 Ap D3 (1/2/3), Backfire (Backfire: A model who rolls Ap1 for it's weapon Ap is removed from play after the Initiative 1 step if any of the wielders attacks manage to pen or wound. Casualties from backfire count towards combat results)
'Urty Syringe - keep as is...
Weirdboy Staff - keep as is...
RANGED WEAPONS
Bigbomm - keep as is... + add Pinning.
Big Zzappa - 48" S4 Ap4 Heavy D6, Haywire
Bubblechukka - keep as is...
Dakkagun - keep as is...
Deff Kannon - keep as is...
Deffgun - two profiles
- Dakka Dakka Dakka! - 48" S7 Ap4, Heavy D3
- Dukk, ya gitz!! - 48" S7 Ap4, Heavy 2D6, Pinning, Snapsot
Deffstorm-Mega Shoota - Make Twin-Linked and add Rending.
Grot Blasta - keep as is...
Grotzooka - keep as is...
Kannon - keep as is...
Killkannon - Make S8 Ap3, Large Blast Ordinance
Kombi-Weapons - keep as is...
Kustom Mega-Weapons - keep as is...
Kustom-Mega Blasta - Make Rapid Fire.
Lobba - keep as is...
Rokkit Launcha - keep as is...
Shokk Attack Gun - Make Strength D Vortex on a 5/5, 5/6, 6/6.
Slugga - keep as is...
Shoota - keep as is...
Big Shoota - keep as is...
Supa Shoota - keep as is...
Smasha Gun - keep as is...
Snazzgun - Make Twin-linked
Supa-Gatler - keep as is...
Supa-Rokkit - keep as is...
Tellyporta Blasta - Make 18" & Strength D vortex on double 1's or double 6's.
Traktor Kannon - keep as is...
Zzap Gun - 30" S4 Ap4 Heavy D3, Haywire
Burna Bomb - keep as is...
Burna - keep as is...
Skorcha - keep as is...
Skorcha Missile - add Soul Blaze
Stikkbombs - 6" S3 Ap-, Blast, Concussive. Stikkbombs also count as assault grenades.
Stikkbomb Chukka - 12" S3 Ap-, Heavy 3, Blast, Concussive.
RUNTS & SQUIGS - no changes...
Ammo Runt - keep as is...
Attack Squig - revert back to +1 Attack.
Bomb Squig - keep as is...
Grot Oiler - keep as is...
Grot Orderly - keep as is...
Squig-Hound - keep as is...
ORKY KNOW-WOTS
Bosspole - keep as is...
Cybork Body - 10pts per model - +1 to Feel No Pain.
Available to Warboss, Big Mek, Painboy, Nob Squad, Flash Gitz only.
Waaagh! Shield (New!) - 10 pts - A Waaagh! Shield confers a 5++. Must take up right or left hand. Does not confer extra attack for two weapons.
Available to Warboss, Nobz, Big Mek
Dok's Tools - A unit with Dok's Tools receives a +1 to it's Feel No Pain.
Targeting Squig (formerly Gitfinda) - A model with a Targeting Squig has +1 BS but it's ranged weapons have the Get's Hot! special rule. No more standing still. Get's Hot represents the the Targeting Squig attacking the bearer.
Kustom Force-Field - As is... Adjust distance to 12".
Mek's Tools - keep as is...
Rokkit Packs - 20pts.- keep as is...
Available to Warboss, Painboss, Big Mek.
*No mega-armoured units
*No Shokk Attack Guns
*No KFF's
Waaagh! Banner - 15 pts - A unit with a Waaagh! Banner and any unit within 6" of the banner may run and charge in the same turn.
Krumpin' Banner - 15 - (formerly Waaagh! Banner) The unit receives +1 Weapon Skill.
Da Banner of Armageddon - 40 pts - Relic - The unit and all units within 12" may re-roll failed pinning and morale tests and gain the Crusader special rule.
Warbike - keep as is...
Squig Blood - 20pts. - A Painboss with Squig Blood will allow him and his unit to re-roll Feel No Pain rolls of a 1.
ARMOUR
'Eavy Armour - Reduce points to 3.
Mega-Armour - keep as is...
Busta-Armour - 5+ (3++ against Frag, Krak & Exploding Vehicles)
Tankbustas only.
Snazz-Armour - 4+/6++
Flash Gitz only...
ORK VEHICLE EQUIPMENT
'Ard Case - keep as is...
Boarding Plank - keep as is...
Deff Rolla - 20 pts. - A model ramming with a Deff Rolla causes D3 S9 Ap2 hits. If the vehicle being rammed fails to explode, the model ramming also takes D3 S9 Ap2 hits against it's front armour. A model tank-shocking with a Deff Rolla causes D6 S9 Ap3 hits against a unit that fails to get out of the way or fails to stop the Battlewagon during Death or Glory.
Attack Squig - revert back to +1 Attack.
Bomb Squig - keep as is...
Grot Oiler - keep as is...
Grot Orderly - keep as is...
Squig-Hound - keep as is...
ORKY KNOW-WOTS
Bosspole - keep as is...
Cybork Body - 10pts per model - +1 to Feel No Pain.
Available to Warboss, Big Mek, Painboy, Nob Squad, Flash Gitz only.
Waaagh! Shield (New!) - 10 pts - A Waaagh! Shield confers a 5++. Must take up right or left hand. Does not confer extra attack for two weapons.
Available to Warboss, Nobz, Big Mek
Dok's Tools - A unit with Dok's Tools receives a +1 to it's Feel No Pain.
Targeting Squig (formerly Gitfinda) - A model with a Targeting Squig has +1 BS but it's ranged weapons have the Get's Hot! special rule. No more standing still. Get's Hot represents the the Targeting Squig attacking the bearer.
Kustom Force-Field - As is... Adjust distance to 12".
Mek's Tools - keep as is...
Rokkit Packs - 20pts.- keep as is...
Available to Warboss, Painboss, Big Mek.
*No mega-armoured units
*No Shokk Attack Guns
*No KFF's
Waaagh! Banner - 15 pts - A unit with a Waaagh! Banner and any unit within 6" of the banner may run and charge in the same turn.
Krumpin' Banner - 15 - (formerly Waaagh! Banner) The unit receives +1 Weapon Skill.
Da Banner of Armageddon - 40 pts - Relic - The unit and all units within 12" may re-roll failed pinning and morale tests and gain the Crusader special rule.
Warbike - keep as is...
Squig Blood - 20pts. - A Painboss with Squig Blood will allow him and his unit to re-roll Feel No Pain rolls of a 1.
ARMOUR
'Eavy Armour - Reduce points to 3.
Mega-Armour - keep as is...
Busta-Armour - 5+ (3++ against Frag, Krak & Exploding Vehicles)
Tankbustas only.
Snazz-Armour - 4+/6++
Flash Gitz only...
ORK VEHICLE EQUIPMENT
'Ard Case - keep as is...
Boarding Plank - keep as is...
Deff Rolla - 20 pts. - A model ramming with a Deff Rolla causes D3 S9 Ap2 hits. If the vehicle being rammed fails to explode, the model ramming also takes D3 S9 Ap2 hits against it's front armour. A model tank-shocking with a Deff Rolla causes D6 S9 Ap3 hits against a unit that fails to get out of the way or fails to stop the Battlewagon during Death or Glory.
Extra Armour - keep as is...
Grabbin' Klaw - keep as is...
Mek Shields (Formerly Ramshackle. Now an upgrade.) - 5 pts. - A vehicle armed with Mek Shields may treat any Penetrating Hit as a Glancing Hit on the roll of a 6+ or a 5+ if there is a Weirdboy on the table.
Flyboss - keep as is...
Grot Riggers - keep as is...
Red Paint Job - 5 pts. - Vehicle moves and additional D6" when moving flat out and adds +1 Strength when Ramming, both dealing ram damage and receiving.
Reinforced Ram - keep as is...
Stikkbomb Chukka - moved to ranged weapons...
Wreckin' Ball - as is... Add concussive.
PSYCHIC POWERS
Frazzle - keep as is...
Grabbin' Klaw - keep as is...
Mek Shields (Formerly Ramshackle. Now an upgrade.) - 5 pts. - A vehicle armed with Mek Shields may treat any Penetrating Hit as a Glancing Hit on the roll of a 6+ or a 5+ if there is a Weirdboy on the table.
Flyboss - keep as is...
Grot Riggers - keep as is...
Red Paint Job - 5 pts. - Vehicle moves and additional D6" when moving flat out and adds +1 Strength when Ramming, both dealing ram damage and receiving.
Reinforced Ram - keep as is...
Stikkbomb Chukka - moved to ranged weapons...
Wreckin' Ball - as is... Add concussive.
PSYCHIC POWERS
Frazzle - keep as is...
'Eadbanger - Make 2 ranks
Da Jump - keep as is...
Killbolt - keep as is...
Power Vomit - Add Torrent.
Da Krunch - Warp Charge 2 - 36" S7 Ap3 Blast, Krunch!
- Rank 1 - Warp Charge 1- 'Eadbanger is a focussed witchfire power with a range of 24". The target must pass a Toughness test or suffer a Wound with no armour or cover saves allowed. In addition, the Weirdboy must also take a single Toughness test or suffer a Wound with no armour saves or cover saves allowed.
- Rank 2 - Warp Charge 2 - 'Eadbanger is a focussed witchfire power with a range of 24". The target must pass two Toughness tests or suffer 2 Wounds with no armour or cover saves allowed. In addition, the Weirdboy must also take a single Toughness test or suffer a Wound with no armour saves or cover saves allowed.
Da Jump - keep as is...
Killbolt - keep as is...
Power Vomit - Add Torrent.
Da Krunch - Warp Charge 2 - 36" S7 Ap3 Blast, Krunch!
- Krunch!: After the initial Krunch! is resolved, roll a D6. On the roll of a 5+, make a second Krunch! with the Strength lowering by 1 and the Ap value raising by 1. If a 1 is rolled for any additional Krunch!'s, have your opponent choose an Ork unit to place the blast template on. Continue rolling for more Krunch!'s until a 2-4 is rolled or the Strength is lowered below 1.
Unit Changes
Ork Boyz - Drop Ld value down to 6.
Boyz Nob - Change name to Scar Boy, drop Ld. to 6.
Grots -
- Scrappers - A Grot unit in base contact with an enemy vehicle may inflict D3 Haywire hits against the vehicle. Remove a number of grots from play equal to twice the number of hull points successfully taken. Excess wounds against grots do not spill over onto the Runtherd.
Battlewagons - Allow Battlewagons to take Mek Gunz at a reduced transport capacity of 6.
Killa Kans
- Remove Cowardly Grots.
- Allow option to replace klaw with second ranged weapon at additional cost
Deff Dread
- Squadrons of 3
- 'Ere We Go
Gorkanaut - 250
- Make Super Heavy
- +1 WS
- May Replace Deffstorm Megashoota with a second Klaw for free (adds Rage special rule)
- Make 2 Rokkits Twin-Linked...because it's modeled that way...
- Make Super Heavy
- KFF included at no cost
- Make 2 Rokkits Twin-Linked...because it's modeled that way...
- May Replace Kustom-Mega Kannon with a Big Zzappa
Ramshackle - If a Trukk suffers a Wrecked! or Explodes! result, roll on the Ramshackle table below and apply the results instead of the usual effects. If the Trukk suffers more than one Wrecked! or Explodes! result, roll one die per result on the Ramshackle Table, but only apply the lowest result.
- Kaboom! - 1 - The Trukk Explodes, catapulting flaming debris and stunned Orks in all directions. The Trukk suffers an Explodes result but the passengers only take S3 hits instead of S4. Surviving passengers must make an emergency disembark move and take a Pinning test.
- Kareeen!! - 2-3 - The Trukk moves 3D6" in a random direction and then suffers a Kaboom! result.
- Kerrunch!!! - 4-5 - The Trukk suffers a Wrecked result. However, the passengers make a normal disembarkation instead of an emergency disembark.
- Floor It!!!! - 6 - The Trukk moves 3D6" in any direction chosen by the player. If the model comes into contact with any unit or building. Immediately disembark the Ork unit and then the unit or building hit by the Trukk takes 2d6 S5 Ap5 Armourbane hits.
Mob Rule - The Leadership of the unit is based on the number of modes in the unit, to a maximum of 10. In addition, a unit ranging from 15-20 gain the Stubborn special rule. A unit ranging from 21-30 gain the Fearless special rule.
Trukk DT for EVERY Ork Infantry unit except Storm Boyz.
Klan Formations & Detachments
Unit Additions
Painboss - 65 pts.
WS BS S T W I A Ld Sv
5 2 5 5 3 4 4 9 6+
Wargear: Slugga, Dok's tools, Stikkbombs, 'Urty Syringe
Special Rules: 'Ere We Go!, Furious Charge, Independent Character, Mob Rule, Da Toughest
WS BS S T W I A Ld Sv
5 2 5 5 3 4 4 9 6+
Wargear: Slugga, Dok's tools, Stikkbombs, 'Urty Syringe
Special Rules: 'Ere We Go!, Furious Charge, Independent Character, Mob Rule, Da Toughest
Options:
May take ’eavy armour: 4 pts
May take items from the Ranged Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists.
Wazdakka Gutsmek - HQ - 180 pts.
WS BS S T W I A Ld Sv
5 2 5 6 3 3 4 9 4+
5 2 5 6 3 3 4 9 4+
Wargear: Slugga, Power Klaw, Kustom Mega-Kannon, Stikkbombs, Twin-Linked Dakkagun, Warbike of the Aporkalypse,
Special Rules: 'Ere We Go!, Furious Charge, Independent Character, Mob Rule, Da Toughest, Exhaust Cloud, Hammer of Wrath, Jink, 1st or Last
1st or Last - Wazdakka may only join units entirely composed of models riding Warbikes.
Warbike of the Aporkalypse - The Warbike of the Aporkalypse grants all models with Warbikes the ability to re-roll 1's when jinking so long as Wazdakka is alive. In addition, Wazdakka and any Warbiker unit he joins may Jink and fire all ranged weapons at normal Ballistic Skill.
Special Rules: 'Ere We Go!, Furious Charge, Independent Character, Mob Rule, Da Toughest, Exhaust Cloud, Hammer of Wrath, Jink, 1st or Last
1st or Last - Wazdakka may only join units entirely composed of models riding Warbikes.
Warbike of the Aporkalypse - The Warbike of the Aporkalypse grants all models with Warbikes the ability to re-roll 1's when jinking so long as Wazdakka is alive. In addition, Wazdakka and any Warbiker unit he joins may Jink and fire all ranged weapons at normal Ballistic Skill.
Dread Boss - HQ - 115 pts.
WS BS S F S R I A HP Unit Type Unit Composition
5 2 6 13 12 10 3 4 3 Vehicle (Walker) 1 Dread Boss
Wargear: Four Power Klaws
Special Rules: Waaagh!, 'Ere We Go!, Kan Boss
May take any of the following:
- Grot riggers 10 pts
- Extra armour 10 pts
- Waaagh! Shields 10 pts
Kan Boss: A model with the Kan Boss special rule may independently join or leave units of Killa Kans and Deff Dreads.
Warklaw - HQ - 185 pts.
WS BS S F S R I A HP Unit Type Unit Composition
6 2 7 13 13 11 4 5 4 Vehicle (Walker) 1 (Unique)
Wargear: Four Power Klaws, Twin-Linked Deffgun
Special Rules: Waaagh!, 'Ere We Go!, Kan Boss, Rampage
May take any of the following:
- Grot riggers 10 pts
- Extra armour 10 pts
- Waaagh! Shields 10 pts
-Tellyportaz - 15 pts
Kan Boss: A model with the Kan Boss special rule may only ever join units of other walkers.
Tellyportaz: A model with Tellyportaz gains the Deep Strike special rule. In addition, a unit with at least one model with the Tellyportaz special rule gains the Deep Strike special rule.
Squig Herdz - 45 pts.
WS
|
BS
|
S
|
T
|
W
|
I
|
A
|
Ld
|
Sv
|
Type
|
Comp
|
|
Squigs
|
3 |
1
|
3
|
3
|
1
|
4
|
1
|
3
|
-
|
Infantry
|
10-30
|
Herda
|
4
|
2
|
3
|
4
|
1
|
2
|
2
|
7
|
6+
|
Infantry
|
1 per every 10 squigs
|
Squig - 3pts per Squig.
Herda - 6 pts. per Herda.
Herda - 6 pts. per Herda.
Special Rules:
- Rending (Squigs only)
- Feeding Frenzy
- Explodin' Squigs
- 'Ere We Go!
- Furious Charge (Herda Only)
Feeding Frenzy: A unit with the Feeding Frenzy special rule that wins combat, inflicts an additional D3 S3 Ap- Rending automatic hits against an enemy unit that does not run away. These hits are resolved at the end of the combat phase.
Explodin' Squigs!: Each time a squig dies, the attacking unit takes a single S3 Ap- automatic hit for each squig that is killed. These hits are resolved during the same initiative step and are treated as shooting attacks with the ignores cover special rule.
Looted Wagon (just put it back in the codex)
New Model Releases
Warbuggies
Deffkoptas
Additional Mek Gunz sprue with Lobba, Kannon, and Zzap Gun (they did it for the Knight!)
Plastic Ghazghkull Model. He should be at least an inch taller than he is now.
Plastic Mega-Armoured HQ kit. Can make Mega-Armoured Warboss or Mega-Armoured Painboss.
Da Command Box - A box of various bits needed to make unique characters or just gear up your HQ's to your hearts content. Box should include a larger Rokkit-Pack for Warbosses.
Plastic Ghazghkull Model. He should be at least an inch taller than he is now.
Plastic Mega-Armoured HQ kit. Can make Mega-Armoured Warboss or Mega-Armoured Painboss.
Da Command Box - A box of various bits needed to make unique characters or just gear up your HQ's to your hearts content. Box should include a larger Rokkit-Pack for Warbosses.
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