Games Workshop has released another army preview for Warhammer 40k 10th Edition. The newest version of the publisher's grimdark sci-fi miniatures game has received plenty of early hype thanks to its drip-feed of previews. Multiple armies have received previews in the past like the Tau Empire, the Imperial Guard, the Adeptus Mechanicus, and the bloodthirsty World Eaters. Now, the spotlight is on the rowdy psychic monsters hopped up on the thrill of war and generator of battlefield absurdity. This is the preview for Warhammer 40k 10th Edition Orks.
Warhammer 40k 10th Edition Orks rules changes
The latest Warhammer-Community post starts fully embodying the attitude of Warhammer 40k 10th Edition Orks. It is filled with a lot of abrasive language and in the Orks' distinct cockney accent, all while delivering new rules changes. First is the new Army Rule, appropriately titled Waaagh!. Once per battle at the start of a battle round, you can declare a Waaagh!. If you do so, your Orks can declare a charge in a turn in which they Advanced, get +1 to Strength and Attacks characteristics, and all gain a 5+ invulnerable save. If your choppas need to turn the tables, or you want your units to shrug off enemy dakka, a Waaugh! might just do it.
Following that is a new Detachment Rule: Get Stuck In. This will give all melee weapons wielded by your Orks Sustained Hits 1. That means if your army is sporting a few dozen Butcha Boyz and a Hunta Rig, those slashes are going to add up.
Of course, Orks are only as good as their Boss, and the Unit Spotlight does boast one hell of a Boss. Ghazghkull Thraka (and his little partner Makari) helps make your Ork army even deadlier. This is thanks to his Waaugh! Banner Aura, which can give melee weapons the Lethal Hits ability. Then there is his Prophet of the Great Waaaugh! ability, which can allow each model in a unit to add 1 to their hit and wound rolls when making a melee attack.
Finally, the preview concludes with some new Ork Stratagems. First, there is Orks Is Never Beaten, an Epic Deed Stratagem that is activated during the Fight phase when the enemy selects one of your units. If that model was destroyed and hasn't fought during this phase, the models remain in play. They are removed once they finish fighting after the enemy attack has resolved. The second Stratagem, 'Ere We Go, makes your units even faster. During your Movement phase, one of your units can add 2 to their Advance and Charge rolls, allowing them to close distances and reach key locations on the battlefield.