Tuesday, September 25, 2007

Madison GW Games Club

So yesterday I posted my intentions to start a Games Workshop Games Club for the Madison Wisconsin Area. I emailed all the 40k and WFB gamers I had addresses for or posted on all the local forums my idea.

I also started up a quickie forum at http://willwerks.net/phpBB/index.php so people could start talking about it.

Thus far the word has been spread and it is positive. Only real resistance is from the head of the Wisconsin State Warhammer Fantasy League who doesn't want to create something new, just add a 40k element under his group.

So far so good!

Sunday, September 23, 2007

"We're going on a Jedi"

What is "going on a Jedi"?
It means when you take off with no planning and "use the force" to get where you're going.

So yesterday I was up at 5am to get to Katz' place.
Got there and we tripped it out to Robin's place in Evansville.
Arriving first we talked some smack till Chad and Ray arrived.
Adam was a bit lost, and Robin "talked him in".

On the road we had a blast.

First off, you have to realize the interesting mix of personalities.
Ray, Chad, Myself, Katz...all pretty gregarious, sarcastic, and fairly witty. Adam chimes in with some brilliant jabs as well.
Robin of course is our solid straight man, being the driver and the most messed with.

Chaos ensues and everyone is in for a wild ride.

We hit Rockford and breakfast at The Machine Shed.
More hillarity ensues.

Afterward we realized we didn't have a map newer than 1993, and it was a state map only.
Oh, did I mention there was a Cubs game that day as well?

So we missed our exit, and drove WAY in to Chicago.
Ray was navigating, but we were all heckling him and Katz knew another way.
Eventually we get Robin in to the spirit of Chicago driving and we get off the freeway in to Chicago.
Driving cross-country we headed back towards where we were supposed to go, but there was no entrance...it's an expressway.

The trip to the Battle Bunker took four and a half hours and a few hair-raising dives across three lands of traffic, screams of "OH GOD, OH GOD WE'RE GONNA DIE" and "YEEEHAW".

The Battle Bunker was packed. People playing inside on tables (beautiful tables BTW) as well as outside under the eaves on ad hoc tables.
It was a beautiful day and the battle bunker is in a sheltered eave. Great day to play outside actually.

The shop area was small, and constricted. Stock was fair, items double-pegged (multiple items per peg) and much of what we were looking for wasn't present. Forge World is behind the counter in boxes. We all looked through the Apocalypse book (OMGFWTFBBWSPQR it's awesome. Chaos players will laugh because it's got old codex info instead of new).

We piled up on our purchases, about $600 for everyone combined. I got BFG Space Marines for me and Dark Eldar for Katie (it's what she wanted).

Back in the van and off towards Weber Grill!
We were focused on food at this time so no distractions would lead us astray!

Weber Grill was easy to find (Schaumberg) and we got right in and seated.

Bread was first: a kind of pretzel Bread soft and tasty with a couple butters...cheese and plain whipped.

Steaks and ribs were next. Best steaks anywhere IMO. I had a Blackened Rib Eye that was super awesome (I get the same thing every time). Steaks were perfect. Average prices too! We gorged ourselves. Then we had some decadent desserts.

Making our way to the van we headed back north.

We stopped briefly in Rockford at a game store. Spendy.

We headed back to Evansville and home.

So much good chatting and socializing. I haven't laughed that hard in a year.

Friday, September 21, 2007

Original 40k Artwork stolen


Original 40k Artwork stolen. Article here:
http://heresy-online.net/viewtopic.php?p=32728#32728


"Had a very apologetic email and phonecall this morning from the folks at Warhammer World, Nottingham, where five pieces of original atwork from the first WH40K rulebook were on display as part of the twenty year anniversary celebrations. Someone apparently broke open the display frame and stole one of the pieces, an A3 ink-on-paper illo showing armoured eldar under fire on a stairwell in a huge interior (Bottom right of the display case in the picture below). The other pieces are safe and will be redisplayed at a later date.
Staff were upset and embarrassed, as the pieces were on loan from me, and I'm confident they will do everything in their power to recover the item. Meanwhile if anyone hears anything please let us know."

Wednesday, September 19, 2007

Social Contract in 40k

The concept of Social Contract is brought up on the OCT WD and I wanted to expand a bit on it.

The actual definition of Social Contract comes from an Indie RPG forum and is a bit convoluted, but what folks generally refer to as SOCIAL CONTRACT has to do with the expectations of players in a game.

When people get together to play a game; any game, whether Scrabble or 40k or D&D, they all have expectations.

Some people want challenge, some want catharsis. Some are interested in being social and rolling dice with friends while others want competition. Every single one of these is acceptable AS LONG AS THE OTHER PLAYERS ARE THERE FOR THE SAME THING.

This is the heart of social contract.

Before playing games with people, it's important to be up-front about what you're interested in. Be honest about what you expect out of a game. What kind of game do you want to play?

In terms of 40k, it means defining and talking about, up-front whether you are there for competition or just for an occasional bit of die rolling. being honest about whether you are interested in competing or fine-tuning your army list for competition...or just having a quick fun game.

There is nothing wrong with playing to win. There's nothing wrong with playing competitively...or with playing just for fun with no concern for winning or competition.

The trick here is A. Communication. B. Honesty. and C. Playing with people who are interested in the same thing.

Especially with the upcoming Apocalypse but also important in every game, Social Contract is an important tool in ensuring everyone has a good time playing the game.

In Apocalypse the key to the game, the very goal is to have fun and use all your minis to have these massive brawls.

The important thing about Apocalypse is in keeping with the spirit of the game, enjoying the crazy moment and having a lot of fun rolling a lot of dice.

In every game though, as long as everyone playing, you and your opponants are roughly on the same sheet of music as far as what you are playing for, and what you want out of it...it'll likely be a fun game.

When people play for different reasons, the game usually sucks. This is universal. Whether Scrabble, 40k or D&D, if the other players are playing for some other reason than you...I can almost guarantee the experience will be less than somebody hoped for.

Take Scrabble for example:
If I play competitively, taking extra time to score only on the high multipliers against my wife who is just playing for fun, plunking down words as she gets them, she's going to get schooled, and likely not going to have fun because I'm only playing to beat her, interested in my fun not hers.

Alternatively, if I play competitively with another competitive player, we'll likely have fun.

Take D&D for example:
If I'm playing for the role playing experience of it, while others for the tactical warfare aspect, they are going to bored while I RP with the Bard, and I'llbe frustrated with the combat maneuvers.

Alternatively, if I play D&D with other folks interested in heavy RP, or if the combat heavy people play with other combat heavy folks, everyone will have fun.

Take 40k for example:
If I play competitively, and break out my GT list against Tauman and his brand new Tau army, I doubt he's going to have much fun.

Alternatively, if I play Tauman with a quickie fun list and go easy on him, playing just for fun, he'll likely have fun too.

Or Tauman can play another newbie, or I can play another competitive GT player.

The important thing here is talking about it and being honest about your interests in the game, and playing with folks with similar goals and expectations. This is what Social Contract is about, and I think if people use it, people will get more enjoyment out of games of every type.

Tuesday, September 18, 2007

warhammer-30000-age-of-heresy-v2

A HUGE Thanks to The Bell of Lost Souls!

http://belloflostsouls.blogspot.com/2007/09/warhammer-30000-age-of-heresy-v2.html

An excerpt from my wife's Blog, LJ, etc...Women Gamers.

White and Nerdy? Yeah, I am.


But things were not always thus. In fact, I remember back in 1999, a guy I worked with asked me out. I said no. It wasn’t because he was a bad guy, or had a huge hunchback or anything. It was because I had heard him say one time that he and his friends played the Star Wars role playing game. I thought, “Oh. My. God. What a dork!!”

In October 2000, I met Jeff. A tall, cute, funny guy and we hit it off right away. About a month later, he told me that he was running a game (Shadowrun) and he HAD to have a 4th player or it just wouldn’t work. Since I had no idea what was involved in these games, I relented. I figured it was just the one night, so it’d be okay. BOY, was I in for a surprise!

So that was my first experience in the world of RPGs. And don’t you think that I enjoyed it right off the bat. I felt nervous each and every session. Not wanting to disappoint Jeff or have the other players thinking I rode the short bus to the game. In fact, it’s only really in about the last 2 years that I’ve begun to actually get in to the roles more. Maybe it’s that I’m more comfortable with my “real life” self.

One of the things that is so great about gaming (both RPGs and minis) is that it is not real life. It is a fantasy. So even though my real life is being a slave to the daily grind of work, dishes, etc, I can be whatever I want in a game. I can be an ass-kickin’, trash-talkin’ so-and-so. I can be a doctor, a space ship pilot, a cop…you name it. And in the minis games, I can shoot yer ass with a cannon or blow you to smithereens with some futuristic weapon of mass destruction. It’s very cathartic.

Now picture it, winter 2003, in Longview, WA. Jeff had purchased a high elf army and we were snowed in. For a week. That was when I started to learn to paint. It was hard and I got frustrated. I painted like a 3rd grader with a roller brush. (As I look back, I see how bad I really was.)

But Jeff was always encouraging me. Telling me I was doing well and it would just take some practice. In truth, we were both fairly new to the painting thing, so we were progressing together.

When we moved back to WI in 2005, we were able to set up a great painting area in our place with all the lighting, brushes, paints etc. We have 2 bookshelves stocked with minis and all the accessories.

One night, Jeff asked if I’d like to go with him when he went to play Mech Warrior with some guys at a local game store. I asked how long the game would be, since it was on a week night. “About an hour” he said. Again, I think I had a sucker stuck to my forehead. Anyway, we went and I got roped into playing. It was mini robots moving across the board, shooting at shit and blowing shit up. I liked the concept. It was me and 5 guys. Sweet. I was a hit and there were several comments to the effect of “I wish my wife/girlfriend” would play. After one particularly successful night of dice rolling on my part, the guys made me a foam tiara that says “dice queen” on it.

*Jeff made me put this part in.* Everywhere we go, I am a rock star. My reputation precedes me that I’m the gamer chick and how lucky Jeff is that his wife plays and paints, etc. He brags about it to anyone who will listen.

It is kinda like that everywhere we go. I’d say easily 90% of the significant others don’t play and/or can’t stand the idea of even trying to play. That really blows my mind.

Jeff and I do everything together. EVERYTHING. There are a lot of times when we will stay home to just do nothing with each other rather than going out with friends. And our idea of nothing is putting a movie on in the background while we work on assembling/painting “little dudes”.

I can’t get my brain around people whose SOs don’t at least give this stuff a try. I know that not everyone can be with their SO 24/7 like Jeff and me. But come on girls, give it a shot. The guys will love you for it!!

For a time, there was a group of us ladies called the Geek Chic Collective who would get together about once a month. We would go shopping, get our nails done, buy dice to match our new nail polish and then go have margaritas. It was awesome! Real life has prevented an outing recently, but all of us are still gaming.

All the games I have played of Warhammer Fantasy or Warhammer 40K have been with the armies that Jeff has. I’ve had a great deal of fun. Jeff is very patient as I try to figure out what each type of guy can do and explains how everything works. I have my own dice – for Warhammer as well as for RPGs. It has now reached the point where I have more dice than Jeff. Wow.

Last week when we were at WH40K league night, I told Jeff that I wanted to get my own army. One that I would assemble, paint and play myself. He was beside himself with excitement and proceeded to tell all the guys there that I was looking through the different types of armies to see which one I wanted for my own. (My precious.)

I decided on Necrons. I love the look of the skeleton/machine combo. They look fierce and they have a bunch of cool stuff for the army like scarabs and the Monoliths. SWEET. So far, I have 40 ‘dudes’, 10 bases of scarabs (4 per base) and 3 destroyers assembled. I have to put together the wraith, the lord and the monolith that I have. And I think from what we were looking at last night, I’ll probably get a couple more wraiths. MWAHAHAHAHA

One night we were at a game store and I picked up the Citadel Foundation Paint set and took it up to the register. We know the owner of the store so I told her it was my birthday to get the special discount. She looked at Jeff and said “Is this what she wants?” Basically stating that the paints were for him and I was just using my birthday to get them cheaper. I guess she couldn’t have known that I had been anxiously awaiting buying those paints for 2 months – ever since I first saw them in the White Dwarf magazine.

That’s another thing. I knew I was a nerd when the White Dwarf is sitting on MY nightstand. And I’m taking notes on which base coats to use and drybrushing and inking…

Boy, how things can change. I guess the gist of this rambling is that I think more women should get involved. Hell, paint a glitter army like my friend Kate wants to do. There is no rule against it that I’m aware of!

Thursday, September 13, 2007

Sons of Magnus


The Sons of Magnus
A DiY Chapter of CSM by Elchimpster, edited by Viscount Vash

Founded M29 as the XV Legion or better known as The Thousand Sons, referring to the original 1000 Astartes who were implanted with the gene-seed of Magnus the Red.

During the Horus Heresy, the XV Legion was employed on several worlds as a part of the Great Crusade. Several Battle Companies were utilized to bring lost worlds in to compliance and a number of those companies did not take part in the defense of Prospero when the vile Leman Russ and his Space Wolves Legion burned Tizca, City of Light to the ground.

For nearly 32 years the 5th, 6th, 7th and 13th Companies fought their way back to rejoin their Legion.

During this period, Odunn, Captain of the First Company, along with the Captains of several other companies met in secret warrior lodges. The main focus of concern was the division within the legion between Ahriman and his librarian elite and the common Astartes warriors and their diminishing importance. The binding factor of the legion had always been their love for their Primarch Magnus, but Ahriman was very persuasive…and Magnus was becoming more and more distant ever since the Emperor’s betrayal and Leman Russ’ assault.

Later, word of Ahriman’s plans for the legion leaked and some of the Battle Captains were wary of the concept of Ahriman’s “Rubric”. Within the confines of the Warrior Lodge, First Captain Odunn and his most trusted Captains set in motion a plan to usurp Ahriman and his Cabal of Librarians. With the assistance of some of the more junior Codiciers, Odunn assembled a force of nearly five companies of Thousand Sons and embarked on a quest to locate an Eldar maiden world and specifically a Warpgate in order to infiltrate the Black Library and capture its contents intact.

This plan of course was found out by Ahriman, and he was enraged at the plot. Odunn confronted Ahriman and threatened to petition Magnus himself, but Ahriman only laughed in scorn. Magnus had his own concerns and would not be disturbed by such petty squabbles amongst his warriors while Ahriman was working on such far-reaching plans to save the whole of the XV Legion from Damnation and most importantly…mutation

Odunn and the Warrior Lodge attempted and failed to warn Magnus twice; thwarted by Ahriman’s Cabal as well as Magnus’ own blind trust in his most powerful children, Ahriman and his Librarium.

In the face of the conflict, avoiding a civil war, the First Captain Odunn and a cadre of three battle companies, with limited librarian support embarked on a dire mission to save the XV Legion before Ahriman in his arrogance did something that would destroy the independance of thought in the less powerful psykers and non-psykers of the legion, reducing them to mindless slaves of his own will.

Arriving months later on Salishan IX, Odunn and his cadre located the Eldar Warpgate and through the aid of his trusted Librarians, they were able to enter the Eldar Webway.

Odunn’s efforts were too late, for while in the Webway, Ahriman with the aid of his cabal of elite librarians cast what would be later called The Rubric Of Ahriman. Within the Webway, the members of Odunn’s cadre were protected from the power of the Rubric, but not from the onslaught of the Eldar. Locked in battle for an untold amount of time, the Thousand Sons Marines fought their way clear of the Webway to a strange foreign planet. Falling back from the continued assault, the Thousand Sons destroyed the Webway Portal and slaughtered the few Eldar who were stranded. Losses among the XV Legion were heavy.

Stranded on this lost world, they named it Gnosis, and set about trying to regain contact with the outside world. Soon they were contacted by a rogue trader and through subterfuge and later an overwhelming assault they commandeered the vessel Herculean Effort and began re-establishing themselves.

Years passed, and the lost Thousand Sons expanded across the sub-sector, engaging in piracy and starting a program to re-grow their ranks. Word of the Rubric spread to the ears of these lost Thousand Sons and the news was hard to take. After a council was held on Gnosis, their new “Home world” the Sons of Magnus were born.

=====================

*Sons of Magnus are a CSM "legion/ warband".
*Chaos Undivided, often with ties to Tzeentch.
*There are no Cults of Khorne and those who might naturally be inclined towards the God of Slaughter almost always become Chaos Spawn or Possessed.
*Librarians (Sorcerers) are still considered an HQ choice but can never be the force commander.
*No Obliterators and Raptors.
*Over the centuries some smaller cults have appeared, Slaanesh and Nurgle specifically, on planets that have been conquered, though Tzeentch is by far predominant.
*Mutations are mostly common in the cult followers or would be cultists, and are viewed as weaknesses of the psyche and flesh. Mutants are chained, and expended in war as rapidly as possible.
*Aspiring Champions and those who are deemed a threat are often used as hosts for the summoning of Daemons.

The effect of First Captain Odunn’s exodus was the salvation of a fraction of the warrior core of the Thousand Sons Legion, as well as a number of Librarians. The main difference is that the Sons of Magnus no longer have the high proportion of psykers that the parent Legion had. Subsequently, they also don’t have the high mutation rate either.[Originally the Thousand Sons were prone to mutations due to the high proportion of psykers in their genetic makeup, and also later due to being within the Eye of Terror. The Sons of Magnus have neither of these issues; they have far fewer psykers in their “genepool” and their homeworld isn’t within the Eye of Terror but simply on the far reaches of Imperial Space.]

The climate within the Sons of Magnus is that of mixed bravado and distrust. Leaders who are destined for becoming Captains often are adherents to Chaos Undivided, while those who are destined for lower rank often take on Marks of Tzeentch in order to excel and surpass their betters…and in doing so make themselves a target of distrust and often suicide missions or having a daemon bound within him. Warriors rule the Sons of Magnus, and are seen as the last vestiges of the glories of their former Legion. Blame for the Fall of the Thousand Sons Legion is placed firmly upon Ahriman who is universally hated by all members of the Sons of Magnus. Magnus is seen as betrayed as is the entirety of the Legion by the accursed Rubric and Ahriman’s hubris. Loathed even more than Ahriman are the Space Wolves.
The Sons of Magnus are organized along typical Space Marine lines for the most part. Captains command companies Sergeants command squads. Terminators typically form the elite of the force. The small cadre of original Thousand Sons is now very few, comprising the loyal bodyguard (chosen) of Odunn, called the Blood of Odunn while Odunn himself is simply styled as Master or Lord of the Sons of Magnus.

The Librarium remains, though it is kept as “The Black Council” and council for their Lord Odunn, to whom they are wholly subservient to.

Notes:
0- HQ with Mark of Slaanesh, Nurgle or Khorne.
0-2 HQ with Mark of Chaos Glory
0- Khorne Berserkers
0- Obliterators
0-1 Chaos Sorcerer as HQ
0-1 Raptors
0-3 Thousand Sons
0-1 Plague Marines
0-1 Noise Marines
All else as normal per Codex: Chaos Space Marines

Battlecry:
"For Magnus, Prospero and The Lost!"
and
"Remember Prospero"

Tuesday, September 11, 2007

Dark Heresy, 40k RPG

While at GenCon I got to speak for a while with one of the developers of the game. We talked for a while on system and differences and similarities between DH and WFRP.

One of the core differences is that while in the Old World, you can start off as a Rat catcher, and work your way in to becoming a Knight of the Inner Circle, Wizard Lord or High Priest of Ulric...the adventurer in the 40k universe doesn't have the same social-climbing ability. You start off as a Hive ganger juve...and in 20 years, at the end of your life likely, you'll still likely be a Hive Ganger.

In the WFRP system there is a lot of career-hopping, but little in the way of depth WITHIN a career for diversity. If you want diversity in WFRP, you change careers.

In Dark Heresy however, this is handled quite the opposite.

In Dark Heresy, the Character careers will have a lot of customization available within them to make a wide variety of characters, within a single career. You may be a former guardsman, but now you can tool out that guardsman career in to becoming a cool sniper guy, or a close combat monster, or have depth in any number of ways...within the same career.

Also, weaponry in 40k Dark Heresy is going to be very lethal. A Bolter round will very likely kill you. A Meltagun will almost certainly kill you. A lasgun can most certainly kill you. Everything...can certainly kill you. Remember, 40k weaposn are based on Marine Equivalents, and for the most part (at least for a bit) nobody is going to be a Space Marine. There IS a Deathwatch book expected next year though.

I believe the expectation that the adventures will be largely investigatory, searching for and hunting down cults and heresies as junior retinue for an inquisitor and that sort of thing, and combat will be the garnish, not the whole meal (and in a universe as deadly as this, believe me, you don't want to be a mere human in combat with these weapons, in these environments).

Thus far I'm stoked about the system, and the setting. A lot of the old familiar parts of the system will remain the same. The core mechanics are the same. I can't wait till February!

Friday, September 7, 2007

My wife is going Necro...

Okay, not really. She sat around while I was playing 40k looking for the new army she wants to collect. She decided on Necrons. I woke up this morning to find the GW website up on the computer, open to the "Who are the Necrons?" page.

Is my wife cool or what?

We have a long weekend this weekend, being off today. She's helping me with my Iron Snakes and last minute touch-ups. I'm pouring through the Chaos Space Marine boxed set and codex (which I love for the record, regardless of what the powergamers think). Never collected a chaos force before. This'll be fun!

Thursday, September 6, 2007

From Bell of Lost Souls: 40k RPG Dark Heresy


Hi folks. Its been a pretty quiet couple days on the news front. Today, Black Industries put out their teaser Warhammer 40k Roleplay adventure up for download.I always liked Warhammer fantasy Roleplay and played the heck out of it waaaaaaaaay back in the day. Its nice that GW finally got around to making a 40k version if after only 20 short years :)In any case, check it out, it seems like a cool start.


40k Roleplay Teaser Site



=====================================

I've played Warhammer Fantasy Roleplay for years and I have to admit it's my favorite system currently. I was thinking of trying to tweak WFRP to work in a 40k universe, but since the actual system is coming out in Feb 08, I figured I'd wait and save myself the trouble. I've run a 40k RPG several times using Savage Worlds and it's turned out great. Everyone had a blast, myself included, but unfortunately it was a bit kludgy.

I have to admit, I really dig the Bell of Lost Souls blog.

They have a ton of useful information and their news is pretty doggone fresh!

Tuesday, September 4, 2007

Games...

As you may know...a large portion of my life is taken up with games. Games of all sorts. Mostly miniature games (where you use little toy soldiers) and Roleplaying Games (ala D&D and a myriad of other titles).

I've been playing RPGs since 1983, and I started with AD&D. I didn't play much. D&D and the like was frowned upon. Being a devil-worshipper's game and all. Much like Ouija Boards.

A started playing more often and regular in college. That would be 1989. A variety of systems: Champions, Dream Park, Marvel and DC Heroes. The Star Trek RPG, Chill...and my new favorite, Call of Cthulhu!

Since that day I've played a LOT of games. I've been fortunate to be involved with game development and most specifically illustration since 2002. That's when I got serious about it all. Game Design and writing adventures. GMing a lot, and learning about what makes games tick. I've done a lot more illutsration than writing, but my writing is picking up and I hope to get a couple more adventures "penned" by the end of the year.

Orky Goodness from Warseer

These rumors are hot off the presses from Warseer. Original poster was Uberbeast. Current info places Codex:Orks as a January release.

-Yes, the choppa rule is gone. Just ebout every ork including bikers and kommandos get furious charge now though. Shoota boys, slugga boys, and 'ard boyz have been made into a single troop choice, and have dropped in points.

-The Warboss is the same cost, but has T5 and comes with some basic weapon in addition to a wide list of choices ala the new codex format. Taking a warboss allows you to take a unit of nobs as a troop choice instead of an elite choice You no longer need to have your army led by a warboss, Mekboy army 'ere we go!.

-Tank busta boyz have new models, always shoot at vehicles when they can see them, and have some wonderful upgrade options including a tankhammer which is a Str 10 two handed weapon in close combat. Squig bombs....?

-Deff koptas are a new option in the standard list now, count as jetbikes with hit and run special rule and can be given a wide range of weapons including a claw which counts as a powerfist and a one use bomb.

-Mega armour nobs and regular nobs each have their own elite entries now and can be taken independent of the warboss. Mega armored nobs have the slow and purposeful rule and have dropped in effective pointcost by 10 points.

-Killa kans have dropped in point cost while dreds and both units weapon options have gone up slightly.

-battle wagons have dropped in points have a ton of new weapon options including. Mini battle cannon anyone?

-many ork weapons have increased their ranges including the zzap gun with has added 12" to its range from last edition.

-Shokk attack gun is in with a great new model and a crazy misfire chart so don't roll doubles.

-Grots are still in the book so don't worry, the little green beasts are here to stay and they can still clear minefields but don't provide cover saves anymore. Squig hounds are still in as well.

-Nazdreg is gone, replaced with some freebooter pirate character with a nasty gun, and armor made of melted golden teeth. Also a wierdboy character with poisoned attacks and a goofy looking model with grots clinging to it.

-ork warbikes have lost their special rules allowing them to shoot as they go into combat.

-lootas and flash gitz are both in, flash gitz have some amazing weapons options including a painboy and cybork bodies.

-no clan rules.


UPDATE: here are a few more rumors to add to the list.

-You may now substitute the size of the mob for you leadership check becoming fearless if over 11 models strong.

-Waaagh: once per battle all infantry units get fleet of foot.

-No more mobbing up.

-Weirdboyz now have a random d6 roll every time they use a psychic power, and let me tell you some of them are fantastic if also very random. You can upgrade the weirdbos to a warphead to give him a chance to re-roll the power.also

-Stormboyz have gone down in price, but now you roll a d6 every time they jump and they take a casualty on a roll of 1.

-Taking a big mek as an HQ choice allows you to take a single dred as a troop choice

-burnas count as power weps in CC but get no special pen bonus against vehicles. You cannot fire the burna before CC if you want to use them as power weps.

-Kannons still exist. Grots now have a BS3 which helps when using the big gunz.

-There are six new guns in the list which includes two ord and a bunch of powerful above average strength weapons with random effects. Most of these weapons are restricted to specific units however, as are many of the original weapons from previous edition. Including the rumored str7 gun.

-Waaagh banners give +1 WS to all models in the unit

Leeched from http://www.the-waaagh.com/

Army Special Rules:
• Furious Charge
• WAAAGH!!: once per game, call a WAAAGH, entire army gains fleet for that turn. Any unit that rolls a ‘1' for fleet takes a wound, but still acts normally.
• Mob Size: Units of 11 or more orks count as fearless; if any unit fails a Ld check, roll 2d6 and compare the result to the number of orks in the mob- if the result is less than the number of orks, the Ld check is considered passed.

HQ units:
• Warboss: gains T5, special rule “Da Big Boss” allows 1 mob of nobz/meganobz to be taken as troops. Same price, not mandatory or ‘0-1'. Can have a warbike.
• Wyrdboy(!): stats of nob, and has a chart of 6 psychic powers. At the beginning of each turn you roll a d6 to see which power he MUST use that turn. For 30pts, he may be upgraded to a Warphead, who can re-roll for psychic powers. The powers are as follows:
1. ‘Eadbang: as Frazzle below, but place the template over the wyrdboy.
2. Frazzle: shooting attack that auto-hits with Range=24" S=6 AP=3, assault 1 blast and pinning.
3. Zzap: shooting attack that auto-hits with Range=36" S=10 AP=2, assault 1 and counts as a melta weapon.
4. Warpath: the wyrdboy and any unit he is with gain +1 attack for that turn.
5. ‘Ere We Go!: the wyrdboy and any unit he is with are removed from the table and automatically come in via the Deepstriking rules.
6. WAAAGH!: the wyrdboy and any unit he is with get a free WAAAGH! move (fleet) that does not count as their WAAAGH! for the game.
• Big Mek: has Ld8, special rule “Da Big Mek” allows 1 “Deffdred” (Ork Dreadnought with name change) to be taken as troops. Can take Shokk Attakk Gun (more on that later). Comes with toolz and may take oilers. Slight points increase. Can have a warbike.

Elites units:
• Nobz Mob: unit of 3-10 Nobs. The mob may take bikes, and WAAAGH! Banners which grant the unit +1 WS (the wording is “any model may take”, with no indication of one per mob!). May take various weapons and equipment. One may be upgraded to a Painboy with Painboss stats, syringe and toolz, and may take orderlies; allows the whole mob to be upgraded with cybork bodies. The mob may take either a trukk or battlewagon as transport.
• Meganobz Mob: unit of 3-10 Mega Armoured Nobs. May take various weapons, and be transported by either a trukk or battlewagon.
• Burnaboyz Mob: unit of 5-15 burnaboyz. All are armed with burnas. Up to 3 may be switched to meks for free, who replace burnas with toolz and oilers and may take kustom mega blastas, force fields, or other stuff.
• Tankbustaz Mob: unit of 5-15 tankbusta boys. All are armed with Rokkits(!). Up to 2 may replace their rokkits with Tankhammers, close combat weapons that allow them to strike with S10. The unit may include 3 Bommsquigs, which when released count as an automatic S8 hit against the nearest enemy vehicle on a 2+, or the nearest vehicle period on a 1. One may be upgraded to a Nob who can take various equipment.
• Lootaz Mob: unit of 5-15 lootas. All are armed with Deffguns, which are heavy d3 autocannons. Up to 3 may be switched to meks for free, as with burnaboyz mobs.
• Kommandoz Mob: unit of 5-15 kommandos. 2 may take heavy weapons, one may be upgraded to a nob. Infiltration, Move Through Cover.

Troops units:
• Boyz Mob: unit of 10-30 boys. 3pt decrease, no choppa (though ‘choppa’ is the term used for c.c.w. throughout the book). 1 in 10 may have a heavy weapon, so you need 30 to get the current standard of 3 (they’re pushing the horde idea here, the bastards ), and burnas are no longer an option. One may be upgraded to a nob, who can have various bits. The entire mob may swap its choppa and slugga for shootas for free. Up to 1 mob in the army may be upgraded to ‘Ardboyz. The mob may be transported in a Trukk if it has few enough models.
• Grot Mob: unit of 10-30 grots. Same cost, gain BS 3, lose better footing and living shield but keep mine clearance as “It’s a Grot’s Life”. There must be a 1 to 10 ratio of Runtherds to Grots. Runtherds can take various kinds of equipment, including a new grabba stikk item which reduces the attacks of one enemy model in assault.

Transport units:
• Wartrukk: same stats and small points increase. Can transport up to 12 models, those in mega armour count as 2 a piece. No longer precisely follows the vehicle damage chart; if a ‘vehicle destroyed’ or ‘vehicle explodes’ result is rolled on the regular chart, roll another d6 and consult the chart that follows:
1-2: Kaboom!: the trukk explodes and the orks inside take each a S3 hit, and must test for pinning.
3-4: Kareen!: roll the scatter die and move the trukk 3d6" in the direction indicated (the ork player chooses if a hit is rolled), and then apply the Kaboom result in the new location.
5-6: the vehicle is destroyed, but no models take any wounds and the orks do not have to test for pinning (don’t recall the name).

FA units:
• Stormboyz Mob: unit of 5-20 stormboys. 3pt decrease, and gain fleet of foot (separate from WAAAGH! Rule). One may be upgraded to a nob who can take various weapons.
• Warbikez Mob: unit of 3-12 warbikers. 5pt decrease, Hard to Hit increased to 4+, and have a regular 4+ save. Lose Psycho Blastas. Dakkaguns replace TL-Big Shootas with Range=18" S=5 AP=4, Assault 2. One may be upgraded to a nob who can take various weapons.
• Warbuggies: unit of 1-3 buggies. May be upgraded to trakks, which allows them to re-roll terrain tests. Come with TL-Big Shootas free, which may be upgrade to other weapons.
• Deffkoptaz Mob: unit of 1-5 deffkoptas. Come with TL-Big Shootas, count as Jetbikes, have Hit and Run and Scouts. May upgrade big shootas to rokkits or mega blastas, and may also be equipped with buzzsaws and bigbomms (don’t have the rules for those at present).

HS units:
• Looted Wagon: ork equivalent of a rhino (circa dark angels/blood angels codexes) before upgrades, but open-topped and can transport 12 models. Has special rule “Don’t Press Dat!”, presumably as current breakdown (can’t recall atm). May replace transport capacity for a Boomgun for much increased points (more on that later). May have up to one skorcha, as well as two rokkits or big shootas, in addition to the boomgun. Can take various upgrades.
• Big Guns: unit of 1-3 guns with krew. 10pt decrease for kannons base, which may be upgraded to lobbas or zzap guns. Kannon loses Ordnance rules for shell shot, lobba remains the same, and Zzap gun is now Range=36" and melta. The unit may take up to 3 Ammo Runts.
• Flash Gitz Mob: unit of 5-10 flash gitz. Nob stats, all come with ‘eavy armour and Snazzguns (more on them later). The unit may take More Dakka, Shootier, or Blasta kustom jobs, all of which do the same thing. One flash git may be upgraded to a painboy, who acts the same here as with the Nobz Mob above.
• Killa Kanz Mob: unit of 1-3 killa kans. 10pt decrease, with WS 2 and BS 3. Each kan must choose a weapon from the following list in addition to its c.c.w. (list is from least to most expensive weapon): big shoota, skorcha, grotzooka, rokkit launcha or mega blasta. May take grot riggers or armour plates.
• Deffdred: unit of 1 dreadnought. Comes with 2 c.c.w., and must take 2 weapons from the following list in addition (list is from least to most expensive weapon): big shoota, skorcha, rokkit launcha, dreadnought c.c.w. (Each gives +1 attack, potential 6 attacks on the charge), mega blasta. May take grot riggers or armour plates.
• Battlewagon: 30pt decrease and gains Front Armour 14. May take a Killcannon (more on that later) for much increased points, which reduces its transport capacity to 12 from 20. Only vehicle which may take a Deff Rolla. May also take 1 big gun for various points and up to 4 big shootas/rokkits. May take various vehicle upgrades.

Vehicle Upgrades:
• Grot Riggers: same as current.
• Armour Plates: now as extra armour on imperial vehicles.
• ‘Ard Case: turns an open-topped vehicle into a close-topped one.
• Reinforced Ram: allows tank-shocking with extra bonuses (can’t recall atm).
• Deff Rolla: causes d6 S10 hits on any units tank-shocked(!).
• Red Paint Job: same as current.
• Stikkbomm Chukka: don’t remember....
• Boarding Plank: don’t remember....
• Wrekkin’ Ball: don’t remember....
• Grabbin’ Klaw: prevents an enemy vehicle within 2" from moving in the next turn.

Armoury:
• Choppa: c.c.w.
• Slugga: same as current.
• Shoota: Range=18" S=4 AP=6 Assault 2
• Power Klaw: same as current.
• Big Choppa: +2 strength.
• Burna: same as current.
• Shoota/Skorcha: same as current.
• Shoota/Rokkit Launcha: same as current.
• Big Shoota: same as current.
• Rokkit Launcha: same as current.
• TL-Shoota: a twin-linked shoota....
• Dakkagun: Range=18" S=5 AP=4 Assault 2
• Deffgun: Range=48" S=7 AP=4 Heavy d3
• Grot Blasta: same as current.
• Grotzooka: Range=18" S=5 AP=6 Heavy 2 Blast
• Kannon (Frag): same as current.
• Kannon (Shell): same as current, but does not count as ordnance.
• Killkannon: Range=24" S=7 AP=3 Ordnance 1, Large Blast
• Kustom Mega Blasta: Range=24" S=8 AP=2 Assault 1 Gets Hot!
• Lobba: same as current.
• Shokk Attakk Gun: Range=60" S=2d6 AP=2 Ordnance 1, Large Blast. Rolls of 10+ for strength count as S10. If doubles are rolled, consult the chart that follows:
Double 1: mek and models within d6" die automatically.
Double 2: ???
Double 3: ???
Double 4: ???
Double 5: ???
Double 6: ???
• Skorcha: same as current.
• Snazzgun: Range=24" S=5 AP=d6 Assault 1
• Zzap Gun: Range=36" S=2d6 AP=2 Heavy 1 Melta
• Boomgun: Range=36" S=8 AP=3 Ordnance 1, Large Blast

Wargear:
• Attack Squig: simply grants the model +1 Attack.
• Bosspole: can’t remember.... same as current I believe though.
• Mega-Armour: 2+ armour save, Slow and Purposeful, comes with TL-Shoota and Power Klaw. The Shoota may be replaced with kombi weapons, or (IIRC) big shoota, rokkit launcha, skorcha. Can’t recall on kustom jobs.
• Cybork Body: same as current.
• ‘Eavy Armour: same as current.
• Doks Toolz: work on a 4+ as base.
• Meks Toolz: work on a 4+ as base.
• Grot Oiler: allows the Mek to re-roll failed toolz rolls.
• Grot Orderly: allows the Painboy to re-roll failed toolz rolls.
• Warbike: same as current, except it confers a 4+ save instead now.
• Ammo Runt: same as current.
• Kustom Force Field: 5+ cover save, vehicles count as obscured.
• Stikkbommz: a combination of the two...available to most.
• Tankbusta Bommz: AP=2d6+6, available only to Tankbustas (and Kommandos I think, but not certain on that).
• Gitfinda: can’t remember....an orky auspex, methinks.

Special Characters:
• Ghazghkull Thrakka: stats are new warboss with +1 WS, Wound, and Attack. Still has Adamantium Skull and Proffit uv da WAAAGH! (Which is changed to fit new WAAAGH! rule, as such: all units now get a free 6" fleet move instead of doubling initiative, does not count as the WAAAGH move for the game) with 2+ invulnerable included. Comes with cybork body, bosspole, mega-armour, stikkbomms, big shoota, and has special rule “Da Big Boss” as per regular Warboss. Costs a point less.
• Mad Dok Grotsnik: much more expensive. Has fearless and special rules “Da Big Dok”, which allows every unit in the army to be given cybork bodies for +5pts/model, and “One Scalpel Short of a Medpack”, which I do not no the rules for as of yet.
• Wazzdakka Gutsmek: over twice as expensive as he was before. Basically a Warboss on warbike, only better. Stats as warboss, comes with kustom mega-blasta, power klaw, slugga, meks toolz, stikkbomms, bosspole, and “Warbike uv da Aporkalypse”. Has special rule “Da Bike Boss” which allows any number of Warbike Mobz to be taken as Troops.
• Old Zogwort: Snakebite Warphead character. Stats of an ork boy with BS 0, T 5, 3 wounds and Ld 8. Has special wargear “Nest of Vipers” which allows him to make d6 extra attacks that always wound on a 2+. Also has special psychic power “Zogwort’s Curse” which works just like the panzee power Mind War except that if you win the d6 roll, the enemy character immediately turns into a squig! While he does roll for powers just like a regular Warphead, he can always choose to use the curse instead.
• Boss Zagstruk: still leads a mob of stormboyz. Stats are as a nob with +1 Ws and Ld. Comes with special wargear “Da Vulchaz Klawz”, which are power klaws that strike at initiative. Also allows his unit to deepstrike and assault in the same turn. More expensive.
• Kaptin Badrukk: No clue really. Stats are nob with +1 Ws and Ld, and he has a 3+ save, somehow. Didn’t really look at him, just know the stats from the summary. He leads a mob of Flash Gitz.
• Boss Snikrot: still leads a mob of Kommandoz. Has nob stats with +1 Ws, Strength and Ld. I remember this guy being really, really neat, but I didn’t note anything down, so outside the summary I am unfortunately unable to be certain about anything.

That’s about it! There are, as you can well see, some things I can’t recall atm. But I’m working on it with my friends and such, and we should have a pretty complete list going within a couple more visits to the ol’ friendly LGS. Some Special Characters added in now, and other stuff coming as it does. I’ll update this post as I am able to clamp down more stuff with certainty.