Rumores Orkos!
Posted: Wed Nov 07, 2012 3:48 pm
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.
Nuevas opciones para los nobles, como los teleportes que serán despliegue rápido con más aleatoriedad.
Todos los orkos mantienen carga furiosa y además tendrán no hay dolor a 6+
2 nuevos pjs, uno mekaniko con la capacidad de teleportar D3 unidades y otro hacha sangrienta que podrá revivir unidades muertas (!!!)
Las rebanadoras serán fp6 de normal y fp5 a la carga y las grandes rebanadoras fp4 de normal y fp3 en la carga (!!) manteniendo el +2 a la fuerza de ahora
Nueva criatura monstruosa que si no es alimentada carga a los orkos en busca de comida.
2 nuevas listas de hechizos para los eztrambotikos: Mork ofensivos y Gork estratégicos. Cambios en los hechizos actuales para que sean más potentes dependiendo de cuantas minis hay en su unidad pero será más peligroso si lo falla.
Nuevas fortificaciones solo para orkos.
No se a vosotros pero a mi esto me suena de maravilla, a ver cuanto nos llega al final