01RTB01 Posted Sunday at 06:42 PM Share Posted Sunday at 06:42 PM From what's been "leaked" and rumoured there's definitely warbikes plus the possibility of nobz. Murmurings of lootas/ burnas. I sincerely hope that the lootas/ burnas don't just go to legends but get minis. I've been saving/ commission painting for it so I'm ready. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182183 Share on other sites More sharing options...
Laurence Posted Sunday at 07:54 PM Share Posted Sunday at 07:54 PM With Nobz being on bigger bases, they'll at a bare minimum have to undergo a re-boxing to add 40mm bases. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182192 Share on other sites More sharing options...
MoriyaSchism Posted Sunday at 08:32 PM Share Posted Sunday at 08:32 PM 2 hours ago, irlLordy said: If I had to guess, it would be an Orks and Goliath champ box revealed tomorrow, amd then potentially another Ork reveal next week if they haven't revealed everything yet. They should throw us a curveball tomorrow and reveal the Intercessors. Lexington, irlLordy and Blindhamster 3 Back to top Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182196 Share on other sites More sharing options...
Tastyfish Posted Sunday at 08:38 PM Share Posted Sunday at 08:38 PM 1 hour ago, 01RTB01 said: From what's been "leaked" and rumoured there's definitely warbikes plus the possibility of nobz. Murmurings of lootas/ burnas. I sincerely hope that the lootas/ burnas don't just go to legends but get minis. I've been saving/ commission painting for it so I'm ready. With Burnas moving to being squad special weapons I could see them getting the legends treatment, but I would be really surprised if Lootas ended up there. They're a signature unit for the Deffskulls. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182198 Share on other sites More sharing options...
Lexington Posted yesterday at 01:00 AM Share Posted yesterday at 01:00 AM 4 hours ago, Tastyfish said: With Burnas moving to being squad special weapons I could see them getting the legends treatment, but I would be really surprised if Lootas ended up there. They're a signature unit for the Deffskulls. If it does happen (hoping not, but…), I think it’ll likely be due to production logic. Lots of Ork SKUs out there, and it probably *really* doesn’t help that they have the Beast Snaggas out there as a sort of mini-army that duplicates the functionality of other units. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182211 Share on other sites More sharing options...
Nephaston Posted yesterday at 04:02 PM Share Posted yesterday at 04:02 PM Seems at least one copy of the codex is out in the wild; Da Boss is concerned with CP generation, but out of left field we seem to get psyker levels again. Lets see if they can make it work. DemonGSides, Lathe Biosas, 01RTB01 and 1 other 2 2 Back to top Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182273 Share on other sites More sharing options...
Laurence Posted yesterday at 05:22 PM Share Posted yesterday at 05:22 PM Maybe it's an ork-only thing, a level of WAAAGH!!! energy based on number of orks nearby? Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182320 Share on other sites More sharing options...
Mogger351 Posted yesterday at 06:13 PM Share Posted yesterday at 06:13 PM 2 hours ago, Nephaston said: Seems at least one copy of the codex is out in the wild; Da Boss is concerned with CP generation, but out of left field we seem to get psyker levels again. Lets see if they can make it work. Its an extra cp interestingly and I am somewhat worried about the psyker levels. Both of these feel like core mechanics that armies at the back half of the edition will miss out on. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182334 Share on other sites More sharing options...
Indy Techwisp Posted yesterday at 06:41 PM Share Posted yesterday at 06:41 PM 26 minutes ago, Mogger351 said: Its an extra cp interestingly and I am somewhat worried about the psyker levels. Both of these feel like core mechanics that armies at the back half of the edition will miss out on. It's possible that once 11th has properly "launched" with the new books that the new mechanics will be errata'd into the existing armies, especially if they're something a faction relies on, like TSons and Psychic. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182345 Share on other sites More sharing options...
Mogger351 Posted yesterday at 06:45 PM Share Posted yesterday at 06:45 PM 3 minutes ago, Indy Techwisp said: It's possible that once 11th has properly "launched" with the new books that the new mechanics will be errata'd into the existing armies, especially if they're something a faction relies on, like TSons and Psychic. I appreciate the optimism there, but it's not really their style. It was awhile before they began handing out sympathy detachments in 10th iirc. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182346 Share on other sites More sharing options...
Kaiju Soze Posted yesterday at 06:49 PM Share Posted yesterday at 06:49 PM 4 minutes ago, Indy Techwisp said: It's possible that once 11th has properly "launched" with the new books that the new mechanics will be errata'd into the existing armies, especially if they're something a faction relies on, like TSons and Psychic. That would be some hefty errata if there's going to be multiple psychic abilities per faction (and subfaction) and per psyker level. Not saying it won't happen (Grotmas detachments alone means there's some willingness for extensive new materials) but it feels like something that will get rolled out codex by codex. Mogger351 1 Back to top Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182348 Share on other sites More sharing options...
Mogger351 Posted yesterday at 06:53 PM Share Posted yesterday at 06:53 PM 4 minutes ago, Kaiju Soze said: That would be some hefty errata if there's going to be multiple psychic abilities per faction (and subfaction) and per psyker level. Not saying it won't happen (Grotmas detachments alone means there's some willingness for extensive new materials) but it feels like something that will get rolled out codex by codex. And for giggles they might leave tsons, eldar and GK to the end of the edition. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182352 Share on other sites More sharing options...
Silvereyes Posted yesterday at 06:57 PM Share Posted yesterday at 06:57 PM God, I'd hope they're making a proper attempt to bring back psychic stuff. I don't even play a psychic army, but armies with Psykers, especially the likes of Thousand Sons and Grey Knights, really got shafted in the jump to 10th edition. Considering Age of Sigmar has a simple and easy to understand magic system, I really see no reason why they can't do the same for 40K. I mean, besides making Psychic weapons just guns with a unique keyword... Crimson Longinus 1 Back to top Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182354 Share on other sites More sharing options...
Indy Techwisp Posted yesterday at 07:12 PM Share Posted yesterday at 07:12 PM 10 minutes ago, Silvereyes said: God, I'd hope they're making a proper attempt to bring back psychic stuff. I don't even play a psychic army, but armies with Psykers, especially the likes of Thousand Sons and Grey Knights, really got shafted in the jump to 10th edition. Considering Age of Sigmar has a simple and easy to understand magic system, I really see no reason why they can't do the same for 40K. I mean, besides making Psychic weapons just guns with a unique keyword... Considering Psychic as a weapon keyword still exists, the "Psychic Guns" will probably stick around, but the more customisable spells and stuff returning would help Flesh out the psychic stuff a lot. Ideally tho it's not just the return of the Psychic phase and the powers still remain interspersed within turns. Also I fully expect the actual casting mechanic (if there is one) to be similar to the TSons Ritual Casting from 10th. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182356 Share on other sites More sharing options...
Tastyfish Posted yesterday at 08:08 PM Share Posted yesterday at 08:08 PM I think we might just see more "Pick 1 of 3" abilities handed out to the higher level psykers, I don't think there's anything to suggest messing around with phases or even tests. Definitely curious if +1CP if your warlord is still alive ends up being a universal rule. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182369 Share on other sites More sharing options...
Silvereyes Posted 22 hours ago Share Posted 22 hours ago 2 hours ago, Indy Techwisp said: Considering Psychic as a weapon keyword still exists, the "Psychic Guns" will probably stick around, but the more customisable spells and stuff returning would help Flesh out the psychic stuff a lot. You're probably right. I don't mind the idea that, say, throwing a thunder bolt at someone counts as a ranged attack, and therefore, is used during the shooting phase. It just loses a lot of flavour when it still uses your ballistics skill, and essentially functions as a gun aside from having a single unique keyword. But then having a type of ranged attack that has a different procedure to guns would probably overcomplicate the game too much. 2 hours ago, Indy Techwisp said: Ideally tho it's not just the return of the Psychic phase and the powers still remain interspersed within turns. I doubt the Psychic Phase would ever truly return. Saying that though, in Age of Sigmar, that game's Hero Phase - which is just the AoS version of 40K's Command Phase - is basically used as the Psychic Phase, as well for other stuff. I don't think it's that bad, but then AoS has a different meta, and is arguably a quicker game since units tend to be higher points, and the Shooting Phase is far shorter for most factions outside a handful. 2 hours ago, Indy Techwisp said: Also I fully expect the actual casting mechanic (if there is one) to be similar to the TSons Ritual Casting from 10th. 1 hour ago, Tastyfish said: I think we might just see more "Pick 1 of 3" abilities handed out to the higher level psykers, I don't think there's anything to suggest messing around with phases or even tests. Those are possible, but I also think it is worth noting how Age of Sigmar does these things. (Also, no idea how the Thousand Sons operate.) AoS has 2 types of magic users: Wizards and Priests. Wizards casts spells, Priests chant prayers. These use different systems but Wizards and Priests both have a power level. Wizard (2) can cast 2 spells, Priest (3) can chant 3 prayers etc. Although in AoS, spells and prayers don't have levels, just a number requirement from the dice. Essentially they are all level 1, compared to this Ork page which seems to suggest Psychic powers can range from level 1 - 3. Every AoS faction gets a list of 3 spells and 3 prayers. Any Wizard you field in your list has access to those 3 spells, and likewise, any Priest you field has access to those 3 prayers. However, by default, all spells and prayers can only be cast/chant once in that Hero Phase, even if you have multiple Wizards/Priests on the field. And that includes failures as well, if you roll badly on the dice, you just have to move on. Spells and prayers can have the "unlimited" keyword, which means that can be cast/chanted repeatedly. It means that some powerful spells/prayers, such as say dealing mortal wounds onto an enemy unit, can't be spammed. Finally, some Wizards/Priests, especially the higher level ones, will have their own unique spells/prayers baked into their datasheets. This has the same restriction as above usually, so you can't just have 3 powerful Wizards on the field, and spam their unique awesome spell 3 times in succession. Also in AoS, there is a Core Stratagem called Magical Intervention. At the end of the enemy's Hero Phase - again, the AoS version of the Command Phase - you can choose 1 of your own Wizards or Priests to attempt a spell/prayer, as if it was your turn, but at -1 for the dice roll. Spells have a casting value attached to them. You roll 2D6 when attempting to cast, having to match or exceed that number. If you do so, the spell goes off. If you roll under the desire number, it fails, and unless that spell is unlimited, you can't attempt to cast it again. If you roll snake eyes, the Wizard takes D3 mortal wounds, and can't cast any more spells for the rest of the phase. Furthermore, if you do succeed, an enemy Wizard within 30", no line of sight required, can attempt to use Unbind. Unbind is a reaction, not a stratagem, and therefore doesn't cost CP. If they exceed whatever the player rolled for the spell, the spell fails. And Unbind can be cast by enemy Wizards equal to their power level. Prayers are a bit more complicated. Like spells, prayers have a chanting value, that must be met or exceeded. Unlike spells, this is done on a single D6, and the chanting value can actually be higher than 6. This is because Priests can accumulate prayer points through multiple rounds, and store them, to help make difficult prayers. However, once used on a successful prayer, this is always reset to 0, even if there should be points left over. All priests know the prayer Sacred Rites, which on a 2 - 6, lets them earn 2 - 6 prayer points to bank. And it is a unlimited prayer as well. Although if you roll a 1 on Sacred Rites, you lose 1 prayer point. Roll a 1 on any normal prayer, and you lose D3 prayer points. Prayers also cannot be Unbinded by the enemy, unlike spells. Of course, again, AoS has a different meta. Probably the most obvious thing being that AoS has no strength/toughness mechanic, the wound roll is just a flat number assigned to the weapon. But it is a very fun mechanic, and having Wizards and Priests do magic is fun, even more so when they fail right when you need them. And I don't think either is that complicated. Hope we'll find out more soon, hopefully the Ork codex article may reveal this. I'm also hoping the Ork codex will contain Crucible of Champions content, especially when the Crusade content is being wiped, but I doubt it. As an aside, not sure if I should contact a mod about this, but I've been thinking of making a thread about comparing 40K to AoS. I know this forum has a thing that all topics must be about the 40K universe, but AoS is essentially the little sister of 40K, and it is very clear the design teams are taking notes from one another. Especially obvious when you see how the 11th edition core rules is organised just like the AoS 4th edition core rules. I think it makes sense to talk about what they do the same, what they do differently, and what maybe 40K can learn from AoS's game design. ThaneOfTas and TwinOcted 2 Back to top Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182385 Share on other sites More sharing options...
Nephaston Posted 19 hours ago Share Posted 19 hours ago (edited) More of the leaked page, seems someone was just very excited about psyker levels to crop the rest of it away. Courtesy of the ork subreddit. Edited 19 hours ago by Nephaston 01RTB01 1 Back to top Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182405 Share on other sites More sharing options...
01RTB01 Posted 18 hours ago Share Posted 18 hours ago 1 hour ago, Nephaston said: More of the leaked page, seems someone was just very excited about psyker levels to crop the rest of it away. Courtesy of the ork subreddit. Thank you for sharing. I sincerely hope we get more leaks. I'd love to give the book a run out before the new academic year starts. (I'll be grabbing the codex and minis regardless so I don't feel bad...) Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182408 Share on other sites More sharing options...
Indy Techwisp Posted 1 hour ago Share Posted 1 hour ago 21 hours ago, Silvereyes said: (Also, no idea how the Thousand Sons operate.) Step 1: Choose a psyker and a spell from the list and identify the spell's minimum and maximum cast value. Step 2: Roll 2d6 and add any Psychic modifier. Step 3: Check if the result exceeds the minimum. If it does, the spell is cast. If it also exceeds the maximum, apply the spell's additional effects. Step 4 (optional): Roll a 3rd d6 and add it to the total before repeating step 3. Step 5: If you rolled an additional die, check to see if you rolled any doubles. If you did, take mortal wounds from Perils. Link to comment https://bolterandchainsword.com/topic/388166-ork-trukk-mek-codex/page/3/#findComment-6182510 Share on other sites More sharing options...
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