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 Early Orc rumors!

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Warmonger
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PostSubject: Early Orc rumors!   Sun Nov 04, 2012 10:19 pm

In this mornings rumors we have Ork Weird Boys with powers that get more dangerous the more Orks that surround them, with powers directly from Mork (offensive), and ones from Gork (strategic). There are large new squigoth type creatures, new rules for Mega Armour units, and Orks with FnP.

It looks like we get to start off a November with a nice little rumor set.

Please remember that these are early rumors.

via Batty (from the Faeit 212 inbox)
First we can start with orks what i have heard is that they stay the same with furious charge and mob rules but all orks ( not grots or squigs)
will get FnP 6+ as a race because they are basically tough and it takes a lot to kill and stop an ork.

Most weapons will stay the same except choppas are ap6 but gain ap5 on charge and big choppers will be +2s and ap4 and ap3 on charge.

Nobz stay the same but are getting more characterful upgrades available to them, new kinds or grot assistants such as suicide grots(act alot like bomb squigs but prone to blowing up in unit) and
ammo runts and attack squigs also more weapon options like Big shootas and such.

new nob mega armour unit with teleporting abilities but its teleporting works differently from conventional deepstrike bit more random.
There is a special mek character that can bestow teleportation on D3 units.

special bloodaxe character with rules that can bring back boyz units once they are destroyed, much like an imperial guard special character.

A large multi wound squigoth type creature, not FW, it is ever hungry and uses a hunger points system. if it doesn't fulfill the hunger points in enemy's it will rampage nearest unit friend or
foe in order to eat.

Two new ork psychic lists for weirdboys, Mork more offencive and Gork more strategic. Many powers in the lists get more powerful the more orks are around the weirboy,
although the more powerful they are the more dangerous they are if they are miscast as they will often misdirect or hit the weirdboy and unit.

New ork only fortifications (including an ork rock) and an ork only warlord chart.
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PostSubject: Re: Early Orc rumors!   Sun Nov 04, 2012 10:24 pm

via faeit 212

Yesterday we had some Ork rumors hit, and most of us were amazed we were seeing something along the lines of Orks hitting the rumor mill. Well, a little bit of asking, and we were able to determine where these rumors came from.

Here is a link to Ork rumors incase you missed them.
http://natfka.blogspot.com/2012/11/ork-rumors.html

They came from Playtest rules
Understanding where rumors comes from is not hard. Playtest rules come in a wide variety of sometimes wild sometimes mild rules. There are many playtest rulesets, and these are tested in often 2-4 week periods, before they are looked at an analyzed. Most of the rules tested during playtesting do not make the final cut of the rulebook.

What playtesting rumors gives us though, is a direct line and feel for what the designers of the codex units are working on. So while I love to see playtest rumors, you hard line must be codex accurate dakkites, should take a step back and look at things for what they are. Playtest rumors.

So the Ork codex. Yes, its early, yes these are obviously playtest rumors (which has been confirmed is what yesterday's ork rumors are) and are accurate as in that these are what is being playtested. At least as far as they were reported to this site.

The Ork codex is still out a ways. I had heard that playtesting is going on for Orks. In fact a few months back I had heard the following codices were in playtesting,..... Tau (probably wrapped up by now), Eldar, Orks, and tyranids. (yes they playtest and do design work on multiple codices all at the same time). BTW I expect them in that order of xenos releases and do not know which marine chapters will fall in-between.

So expect Orks to be a ways out, at the very earliest 12 months, but probably not until early 2014. Of course if I hear anything else on the matter, I will let readers know.
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