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Codex Orks (Warhammer 40,000)

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Another no-brainer change that’s really fixing a glaring error in the rules writing the first time around, wherein the “until the end of the phase” clause was left off. Dok’s Toolz is explicitly an aura Q: Does ‘Cloud of Smoke’ apply to the Speed Freeks unit you select for the Stratagem? (i.e Squig Buggy is selected and gives Scrap jets nearby -1 to hit, does this also apply to squig buggy–technically it is a friendly unit within 6 inches of itself ? Thanks! The answer to this one is a bit more subtle than I’d like. The Trukk Boyz rule that lets them disembark in the first place after the transport has moved has no restrictions on it, unlike the Impulsor rule. Warhammer Community: Don’t Call This Stealthy Ork an Oxymoron – Call Him Boss Snikrot (posted on 04/03/2023) (last accessed on 04/03/2023) A Codex wouldn’t be complete these days without a questionable cherub effect. Ammo Runts are certainly questionable, but also pretty straightforward.

Warhammer 40,000 (Ninth Edition): Codex – Orks - BoardGameGeek

Q: Hotly debated, but can Trukk Boyz move and advance after disembarking from a Trukk that has moved? Rules state that units that disembark can act normally, but also that Embarked units count as having made the same move as the transport.– Myles Freebooters Rule! Now we’ve seen it in play on the table the Freebooterz Clan Kultur has proven to be incredibly good, outstripping our expectations, which combines with their strong stratagem and relic to make them one of the best choices. In particular, they give a massive lift to the Dakkajet, which has proven to be a surprisingly strong contender. However putting a model into Strategic Reserves could very much be considered ending a move more than 12″ from the Kill Rig. The only saving grace at the minute is that this isn’t likely to be common: Kill Rigs are BS5+, will be hitting most Aircraft on 6+ and then need a 4+ to grab it. That’s a roughly an 8% chance, if you even have an Aircraft to shoot at, and to be an issue it needs to be unable to move its minimum move afterward. The Kill Rig isn’t a small model, so 12″ from it’s base is quite a large area – a diameter of approximately 26″ at least, more than the 20″ minimum most Aicraft have. “Let’s hope this doesn’t happen” is not really a solution, though. I think the two ways to play this are probably to allow players to put their Aircraft into Strategic Reserves still OR what I suspect might change in an Ork FAQ is to exclude models with a minimum move from being affected by this ability, similar to White Scars Master of Snares warlord trait.This book contains hobby information on: Wargear, vehicles, boyz, modeling, painting, customizing Ork models, etc. This certainly leaves a functional rule, but it’s pretty unusual for GW to make one army’s version of an effect worse than the others for no reason, so we wouldn’t be surprised to see this a.) viciously argued over b.) ruled in both directions at events and c.) given another pass in a future FAQ. Something that was pointed out pretty early on with the new book as an issue, you can no longer use Character Gretchin as your Grot Shield. Specifically, this means you can’t use Makari, with his 2+ invulnerable save and 4 wounds, as a Grot Shield, and can’t set up a sitation where the Grot isn’t shootable because of Look Out Sir while protecting another unit. Monster Hunterz now ends at the end of the phase So a little frustratingly here this is sort of an aura, and it really should have given the unit an ability that was clearly marked as such in my opinion. Personally I would still play that it does give the unit an Aura ability, which would means the effect can be disabled by aura-disabling abilities. However to answer the question being asked here, units are considered to be within X” of themselves. For an ability to exclude the unit itself it would usually say “while another friendly”. I don’t think it does. it’s question I really was hoping the FAQ would cover but it might be something they’re saving for the next BIG FAQ (which I’m not expecting til January)

Codex Orks: Review Roundup | Goonhammer

Each time you select a target for this Warlord, if you select a CHARACTER unit within 12″, you can ignore the Look Out, Sir rule. Each time you upgrade one of these units, that unit gains the SPECIALIST MOB keyword, and you must replace that unit’s keyword with the appropriate keyword as described under that specialism. So the first part, I think should work. You are selecting a target for the warlord; it’s not an aura ability so it’s not turned off by being embarked as made clear by points 5 and 7 of the Shooting Whilst Embarked Rare Rule. This actually resolves two issues that the rule had. Aircraft are not exempt from the effect entirely, so no more wondering what happens if they can’t make their minimum moves. However also it removes a secondary issue where it could use a combination of charging, piling in and consolidating to end up in a position where the snagged unit couldn’t possibly end a move within 12″ because it was too far away. Now the effect ends of the Kill Rig moves for any reason. Trukk boyz can now finally ride in Trukks! In fact, so can all SPECIALIST MOB INFANTRY, which is good news for Boom Boyz Tankbustas and Pyromaniac Burna Boyz too. Units with more than one model can’t be given a Kustom Job with the Mekboy Workshopwhich honestly I wouldn’t blame anyone saying indicates how Kill Saws should be ruled. However this would be applying an FAQ for a different faction, from a different edition, to a 9th Edition codex. Also Trygon Scything Talons are extra weird in being a singular weapon that only comes in pairs, of which the model can take 3 pairs. Oddly, the default option for not being able to make a minimum move with an Aircraft is to place the unit into Strategic reserves, thanks in part to some odd wording on the rules. ( Rob: It kind of seems like Strategic Reserves part is only meant to apply to when the model crosses the edge of the battlefield, but I have to agree with this interpretation based on the wording). Same as it ever was. The interaction between Goffs’ No Mukkin’ About and the Brutal But Kunnin’ Warlord Trait were clarified My personal recommendation would be that the second effect doesn’t work whilst embarked; it blurs the line about if the model is on the battlefield too much in my opinion. Who is affected by Cloud of Smoke?

Ruleshammer 40k: Orks | Goonhammer Ruleshammer 40k: Orks | Goonhammer

This means that, rules as written, none of these units are allowed to embark within an Ork Trukk because the capacity restrictions on those vehicles is limits to FLASH GITZ or INFANTRY models. I don’t tend to suggest rules be ignored but this is such an obvious mistake that I really would suggest it be discussed pregame as being house ruled until the FAQ (and that Tournament Organizers strongly look at adding a ruling for this), especially if we’re still a month out from the standalone book release, and even longer from the FAQ — we don’t know! Either that or Trukk Boyz are intended to be a unit that just does some really spot-on trukk sound impressions for the whole game. ( Rob: This is my headcanon for the unit now) All of the scar tissue and crude bioniks an average Beast Snagga accumulates over the course of their (usually quite short) life have their upsides too, as the chances of an incoming bullet or chainsword hitting something the Ork needs to function are even lower than usual. Another set of changes designed to bring this early 9th edition datasheet in-line with the new codex. Buzzgob loses his Grot Oilers profile – his attendants no longer have a model presence on the table as targetable entities or the ability to fight – and instead has a twice-per-game ability to heal an additional 1 lost wound on a GOFF VEHICLE when doing repairs with his Mekaniak Boss ability. He’s also lost the Grot Oilers Keyword, and his special rules have been updated to no longer include the now-defunct Dakka! Dakka! Dakka!. Grot Tanks, Grot Mega-Tanks, Mega Dreads, and Meka-dreads gained ‘Ere We GoThe biggest change here is the loss of the WARBOSS keyword – they’re now only a SPEEDBOSS, meaning they no longer have access to WAAAGH! and SPEEDWAAAGH!. Additionally, their rules were cleaned up – they’ve lost Mob Rule and Dakka! Dakka! Dakka!, neither of which still had any meaning, and gained Big Red Button and Dead Tough from the Wartrike datasheet. So while they’ve lost their ability to flex on WAAAGH! (a serious blow), they have gained a 5+ invulnerable save and the ability to auto-advance 6″. Not the best tradeoff, but it’s not nothing, either. Mek Boss Guzznob also got some big changes GW went heavy on the Orkish in the latest codex, with several units have Keywords using a “Z” for pluralisation. Whilst now RAW there are PLENTY of examples in the codex that the “Z” is in fact pluralisation and any arguing about it not being is going to be at least a little thin!

Orks - Wahapedia Orks - Wahapedia

Another weird one, since Blitza-Bommers don’t have any weapons with the Blast ability to be affected by the Boom Boyz rule, and now that particular issue has been fixed. You can continue not fielding Blitza-Bommers. Extra-Kustom Weapons now limited to Meks, Big Meks, and Spanners

Right lads, we’z about ready to launch dis Waaagh! an’ I want all of the beakies, an’ knife ears, an’ ‘oomies to know just why we’re da biggest an’ da strongest. Yer, it’z cos we’z Orks, but they dun’ know why green iz da best, see. Oi! ‘Oomies! Tell all them gits why we’z gonna krump ‘em good. It was kind of a weird for these to be omitted in the first place given that their Burna Exhaust weapon was mentioned by name in the rules for Pyromaniacs, and now that has been fixed. The Boom Boyz Specialist Mob no longer includes Blitza-Bommers

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