Well it turns out some people were able to exploit a bug on the Black Library website and download the new Ork codex before being released next week. Quickly threads popped up on Warseer, DakkaDakka, and BoLS. 

I have taken the time to condense them into one uber leak, I want to remind people though that there is a SLIM chance people are pulling the wool over on everyone, but from the looks of how mild the rules are, I am pretty sure everything is legit. When I get a chance I will format the rules to look pretty, but at the moment just getting them up and let you guys read and follow the forum threads for more.

BOLS SUMMARY

Ghaz is a LOW.
No Wazdakka, no Zogwort.
HQs listed as
Big mek, Zagstruk (!!!), Badrukk (We knew that was coming), Grotsnik, Mek (Not big mek), Painboy, Warboss, Weirdboy.

Megas, they can take up to 9 in a unit, and 1 Boss Meganob. Any model may replace their twin-linked shoota and power klaw with two killsaws

Relics are in. Not had time to read.

Buggys don't get new weapons, do get Grot Riggers at 10 points.

Not seen anything about FNP at all yet.

Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.

Looks to be a lot more options with selecting wargear for meks
"A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."

Mob rule is replaced by the D6 roll, yes.

Kustom Mega Slugga is a thing.
A Big Mek with mega armour can take one of the following
- Tellyport blasta
- Kustom force field

Relics:

Gifts of Gork and Mork

Da Dead Shiny Shoota
Da Finkin’ Kap
Da Fixer Upperz
Da Lucky Stikk
Headwoppa’s Killchoppa
Warboss Gazbag’s Blitzbike

Ork Morale Chart
D6 Result
1
If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.


2-3
If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.


4-6
If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.

Boarding Planks is partially true. Disembarking an open topped vehicle adds +2 to charge distance.

Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.

Killkannon did not change

attack squig nerfed to 1 reroll in melee per turn

Tankbustas can shoot at whatever they like, and Bustas and Burnas can take dedicated trukks

Kommandos get Stealth now, thats nice.. and they didnt see a point hike like burnas and tankbustas

Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance

Buggies in units of 5, gained outflank and a minor point decrease.

Snikrot is not HQ, effectively works like before when you add to Kommandos. Listed Elite. No slot if you bring Kommandos. He has Ambush and it gives Shrouded instead of Stealth the turn they arrive... still no charge from Reserves

Codex pic of Buggy is the same old 2nd ed era model..

Killkannon still lowers transport on BW

Deffrolla gains AP4 and loses half the hits

Lootas HS and cheaper

Kans come in 6 packs, LOL

D6 Warlord Trait
1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.


2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.


3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.


4 Brutal but Kunnin’: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.


5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.


6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.


If you take an Ork Warband detachment, you can Waaaagh every turn after the first:
Warband is a special formation that gets to Waaaagh every turn. Have to take 1 Warboss, 1 Mek, 1 Nobs or Mega Nobs, and 6 boyz mobs for it

Stompa is in, is a Super Heavy, BW has gone up by 20 points.

Mek is a different HQ to a Big Mek, not an upgrade.
Lootas and Burmas can still upgrade to Meks. (Nauts filled with burnas and meks is go).

Yeah Lootas 5 points cheaper than previous base unit.

Burna Boyz are 5 points more expensive for base unit.
1 Boss Nob per bike unit, 15 bikes total (Including Nob).
Yes, Warbike seems to be optional wargear for some models.

So in the wargear section there is the Orky Know-Wots. Boss poles, Cybork body, Gitfinda and... Warbike. Warbike cannot be taken by a model with Mega Armour.

Warboss WAAAGH!isn't every turn, (Not sure where that came from) but it allows all friendly units made up entirely of models with the ’Ere We Go! special rule, to charge in the assault phase even if they ran that turn.

DAKKA SUMMARY.

COLLECTED LEAKED INFO

************** There is some duplication in this version of list. I haven't had my morning cup of cofee yet, and I'm going cross eyed trying to consolidate it. I will reformat this list when I get a chance******************

ARMY-WIDE RULES
'Ere We Go lets you re-roll 1 charge die.
Waaagh! allows all units with 'Ere We Go to run and and charge in the same turn.

WARBAND FORMATION
So, been going over the Formation for an Ork Warband that's listed, that alone is pretty interesting. You have to take at least 60 boyz (6 units). But as stated previously, with this formation a WAAAGH! can be called every turn after the first.
That's at least 60 Boyz that can run AND charge in the same turn, every turn after the first. And with 'Ere we go they get to reroll one charge die. And this formation gives Hammer of Wrath to every unit over 10 models that has 'Ere we go, providing they roll over 10 for charge range. Looking at the wording, it's roll over 10, not charge over 10. "it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more (before modifiers)".
And for comedy value; the Formation has to have a unit of Gretchin. So technically you get Grots with Hammer of Wrath.

ORK OPTIONAL FOC
3 HQ, 9 Troop, 3 Heavy, 3 Fast, 3 Elite. Minimum is 1 HQ 3 TROOP

HQs listed as
Zagstruk Slugga, choppa, eavy, stikkbombs, cybork, rokkit pack. 1 Less Wound, 1 Less Toughness than a Warboss. Hammer of wrath is str 8 AP2. Cant assault from deepstrike
Grotsnik Gives fearless, rampage and FNP
Mek HQ, 1 per actual HQ bought, has Boy statline, must be put into an artillery or infantry unit before start of game.
Big Mek does not change FoC "A Big Mek may take items from the Mek Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork lists."
Painboy nob stats, urty/slugga. Confers FNP, is IC, can take a bike, no 'Eavy Armor
Weirdboy. gain a Warp Charge point if there are 10 or more models with the 'ere we go rule (Pretty much any Ork from what I've seen) in 12" but has to take a psychic save or take a hit. Can be upgraded to Psyker level 2. Power of the Waaagh! and Daemonlogy disciplines.
Badrukk is a HQ (3+, 5++, str 7 AP2 assault 3 gun) , Badrukk has the rules listed for Da Rippa, but it is not listed in his wargear
Snikrot is not HQ, Snikkrot an elite (doesnt take a slot if taken with Kommandos) (shrouded on arrival, you pick an edge to outflank dont roll), causes fear.
Warboss does not change FoC, klaw and big choppa same cost. Boss pole, Same statline, Slugga, Choppa, Stikkbombs. Can take 'eavy armour, mega armour, TL shoota and PK. May select items from: Ranged weapons list, Melee weapons list, Runts&Squigs list, Orky...
No Wazdakka
No Zogwort.
Ghaz is a LOW now, can take runts/squigs, stats look unchaged

D6 Warlord Trait
1 Prophet of the Waaagh!: Mork (or possibly Gork) has chosen this Warlord for greatness, and every Ork under his command knows it.
The Warlord gains the Waaagh! special rule. If the Warlord already has the Waaagh! special rule then, in addition to the usual effects, all friendly models with the ’Ere We Go! special rule gain the Fearless special rule when he calls a Waaagh!, until the start of their next turn.
2 Bellowing Tyrant: This Warlord is an unholy terror, a roaring lunatic whose every (very loud) word is law.
The Warlord, and all friendly units with the Orks Faction within 12" of him, re-roll failed Morale checks and Pinning tests.
3 Like a Thunderbolt!: This Warlord is a master of the all-out, no-holds-barred, headlong charge into battle.
The Warlord, and all friendly units with the Orks Faction within 12" of him, can re-roll all the dice when determining Run moves or charge range.
4 Brutal but Kunnin: This Warlord has a sneaky streak a mile wide and knows just where to hit his foes.
The Warlord can re-roll one failed To Hit or To Wound roll each turn.
5 Kunnin’ but Brutal: The Warlord knows when to roll with a punch, and can shrug off the hardest blows.
The Warlord can re-roll one failed armour or invulnerable saving throw each turn.
6 Might is Right: Made of muscle and aggression, this Warlord is the embodiment of the Orks’ warlike nature.
The Warlord receives +1 to the Strength characteristic on his profile.

Power of the Waaagh!
Primaris power is Frazzle (Blast witchfire). 1WC
'Eadbanger is now a focussed witchfire. 1WC
Warpath is a self blessing 1WC
Da jump is what used to be 'ere we go 1WC
Killbolt is a beam attack. 2WC 18" S10 AP2 Beam
Power vomit is a template witchfire. 2WC S7 AP2 Template
Da Krunch is a barrage witchfire. 2WC S2d6 Large Blast, roll over 10 hit everything twice

Mob rule is replaced by the D6 roll on Mob Chart

Mob Chart
D6 Result
1 Born to Fight: Orks love fighting, and the prospect of a good punch-up will sometimes stop them from running off
If the unit is locked in combat, it passes the Morale check or Pinning test. If the unit is not locked in combat, it fails.
2-3 Breaking Heads: The mob’s leader knocks a few heads together until the ladz settle down and get back in the fight.
If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test.
4-6 Squabble: A brawl breaks out as the Orks decide what to do. When the dust settles, nobody can remember what the trouble was about in the first place.
If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Morale check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Morale check or Pinning test.

Ork Characters cannot take wounds from Breaking Eads, so if you have a unit comprised of Ork characters they automatically pass when rolling this results.

Boss Pole - Each time a unit that includes at least one model with a Bosspole rolls on the Mob Rule table, you may choose to re-roll any result other than a Breaking Heads result. You must accept the result of the re-rollt.

Ork Tactical Objectives
Shoot an enemy unit off the board,
Kill the enemy warlord in a challenge with your warboss,
Destroy an enemy unit in your assault phase (more units gone, more points)
Turbo boost 3 vehicles (or bike units)
Secure a random objective (roll a D6),
Charge more than 10 inches.

Relics: Gifts of Gork and Mork
Da Dead Shiny Shoota 6 shots twinlinked shoota, rolls of 1 hit one of your own units
Da Finkin’ Kap gives your warlord an additional trait from the strategic list.
Da Fixer Upperz repair vehicles on 3+ (hull points, weapon destroyed or immobilised).
Da Lucky Stikk Can choose to reroll failed hit, wound or saving throws, if 3 of these rerolls fail in a single turn the model is removed 25 pts
Headwoppa’s Killchoppa is a +2 str, AP5, two handed, rending choppa that beheads on a roll of 6 (insta death).
Warboss Gazbag’s Blitzbike Bike, Assault 3, AP 3, Str 6 twinlinked shots.

A Big Mek with mega armour can take one of the following
- Tellyport blasta Tellyporta blasta is the back mouned thing I've been describing and seems... uh, situational at best? Very short range weapon but causes instant death on a 6 wound. Rolling a 6 on AP causes a penetrating hit regardless of AV.
- Kustom force field

- Shock attack gun roll of double 6 is vortex!!!
- KFF can be combined with mega armour and bikes, Shock attack gun seems to be combinable with bikes.
- Git finda on SAG

None of the rumored army wide FNP at all

Orks kept furious charge, are susceptible to fear now

Meganobz still bulky and use 2 spots in transport

Kommandos got move through cover, stealth and infiltrate, no point hike

Ork boys Slugga boy is 6, Shoota boy is 7. Both come with stikkbombs as standard.

Lootas Heavy Support and cheaper (5 points less per squad)

Deffkoptaz 30 Points base, gun swaps are free, still a jetbike.

Buggies 25 points base, gun swap is free, up to 5, can outflank, don't get new weapons, do get Grot Riggers at 10 points.

Zzap Gun 2D6, gets hot on a 1-3 if you roll 11 or 12

Kannons unchanged

Lobbas unchanged

Stompa in as super heavy

Battle Wagon up 20 points.

Kustom Mega Slugga is a thing.

Grot riggers don't just work for IWND on 'nauts, any vehicle that has them, but cost per vehicle seems to differ. 20 to put them on a 'naut. BW don't seem to have the option.

Killkannon 24 inch, STR7 ap3, large blast, Ordinance, still lowers transport on BW

Attack squig nerfed to 1 reroll in melee per turn

Ramshackle got clobbered.. 6+ save when you take a pen, if successful downgrade to glance

Planks Rules a little complicated. If you get out of open topped and declare a charge, add 2 to the charge range

Deffrolla gains AP4 and loses half the hits

ELITE
Nobz- 18 pts. Bikes in the Nob unit are +27 point upgrade. Nob Bikers are the same points as before (but nobs themselves cheaper), Eavy Armour got a point cheaper on the Nobz.

Manz- Kill saw is 10 points for the pair for mega nobz, replaces both weapons.
Waagh banner is 20 pts.
Trukk or Battlewagon for the Mega Nobz. 40 pts/model.

Tankbustas Elite, 65 pts. 2 pts/model cheaper. melta bombs, tank hunter, glory hogs- 2 vps for first blood on a tank, Tankhammer- str 8 AP3, unwieldy. 2 pt decrease/model. Bomb squig- Wargear, str 8 AP 4 can buy up to 3, works same as before, no risk to own unit. No longer have to shoot at nearest tank.
Tank Bustas Big Nob has access to Melee weapon list but cant actually take anything, Reasoning: Big Nob in Tank Busta unit is armed with Rokkit Launcha, Stick bombz, Tankbusta Bombz.
Melee weapon list: "A Model can replace their MELEE weapon with one of the following" So yes they can access the list, but have nothing to exchange to get a weapon

Burnas can take dedicated trukks , 75 pts. Unchanged.

Kommandos- Price drop. move through cover, stealth and infiltrate, stikkbombs, no shootas. Can take 2 burnas as one of their special weapons, however they can only take 2 in a mob. May include Snikkrot (doesnt take a slot if taken with Kommandos otherwise HQ) (shrouded on arrival, you pick an edge to outflank dont roll) Snikrot causes fear.

TROOPS
Ork boyz – 6 pts. +1 pt each for shootas. Units can pay for ‘eavy no longer restricted to 1 per army. One in 10 can take special weapon (Same but rokkit cheaper than it used to be). One model may be a Nob, may select from Ranged or Melee weapons list.

Gretchin- Runtherd comes with Grabba stick, can buy squig hound. If the unit breaks the hound causes D3 str 3 hits on the unit, and can then reroll the morale test.
Grot prod can exchange its attacks for a single double strength attack. AP -
Grabba reduces the enemies attacks by one
No special rules, at all

FAST
Stormboyz can NOT assault flyers. Jump Infantry, can run 2D6 instead of one but take dangerous terrain tests doing so. No longer blow themselves up.

Deffkoptas- 30 pts each, 5 pt reduction. both its gun changes are now free. Other points stay the same

Buggies- 25 points, 5 pt reduction, up to 5, outflank. Skorcha same cost as before, trakk is a 5 point upgrade.

Warbikers- 18 pts, 7 pt reduction, no exhaust save, get +1 cover if they turbo boost now, otherwise no improved cover at all.

Dakkajets and blitza bombas- maxed out burna bommer now costs 180pts with red paint job. A maxed out blitza-Bommer cost 140pts with red paint job.

Dakka jet guns now only fire one more shot than normal on a Waaagh, not everything twice.

Blitza Bombs: 2D6, on a 2 you crash, 3 you and your target take a str 9 AP 2, otherwise you hit, with 12 meaning you can shoot your guns aswell. (str 7 AP2, large blast armour bane, one use only).

Burna Bombs str 5 AP4 large blast ignore cover. Skorcha Missiles str 5 AP4 small blast ignores cover.


HEAVY
Looted wagon- (found in WD not codex). 37 pts, 2 pt increase. 3 weapon upgrades all 5 pts each. Killkannon 30 pts.

Battlewagon- 110 pts. 20 pt increase. Kill kannons 30 pts reduce capacity by 8. Deff Rolla 10 pts.

Big gunz-

Lootaz- 70 pts. 5 pt reduction. Everything else same.

Kans come in 6 packs, NO twin guns, NO Troop choice option, more expensive. 25% more expensive for the big shoota variant. , have special morale rule, test for panic when 25% have died, bouns for numbers and Deff Dread nearby, shaken if they fail.

Deff Dread- 80 Points, 5 pt increase, comes with 2 big shootas, rokkits are a free exchange. KMB are +5 point Exchange. Riggers are 10 points confer IWND. For the price of an old Deff Dread with 2 x Rokkits you can get a new Deff Dred with 2 x Kustom Mega Blastas and Grot Riggers. Deff Dreads can NOT be taken in squadrons

Flash gitz-

Gorka/Morkanaughts- arent assault vehicles and have no options to become one.

DT
Trukk- 30 points. 5 pt reduction. Ramshackle- changed, now when you take a penetrating hit roll a D6, on a 6 that hit is now downgraded to a glancing hit. Dedicated transports available for burnas and tank bustas now.

Wreckin ball is a 3 inch range str 9 ap 4 D3 weapon.

Boarding planks- +2" on the charge the turn you disembark from an open topped vehicle with a plank

Deff Rolla- 10 pts. D3 instead of D6 hits now AP 4.

Red paint Job- +1 inch to flat out moves.

LOW
Ghazkul- Same cost, is eternal warrior. His warlord trait makes boyz within 12 inches fearless in a waaagh. Only one waaagh per game unless you are running a specific formation (which ghaz isnt in, so irrelevant sorry)

WARGEAR
Melee Weapons
Klaw- unchanged.
Kill Saws- armour bane.
Choppas- are just CCW.
big choppas- +2 str AP 5.

Ranged Weapons
twinlinked shootas and kombis

Runts & Squigs
surgical grot- reroll fnp
ammo runt- reroll shooting to hit
attack squig- reroll cc to hit
grot oiler-

Orky Know-wots
Bike- Painboy's and Warbosses bike is 25 pts, a nob's bike is 27 pts.
Cybork- fnp 6+
Boss pole- reroll chart result.
Gitfinda- BS 3 if stationary.
Waaagh banner- +1 WS.

Zapp gun- 2D6, gets hot on a 1-3 if you roll 11 or 12
KFF- price hasnt changed. KFF is 5++ if embarked than vehicle gets this INSTEAD, explicitly just shooting. KFF can be combined with mega armour and bikes.

Shock attack gun- seems to be combinable with bikes. Double 6 is vortex.

Teleporta Blasta- small blast str 8 ap2, on a 6 its insta death or insta pen.

Grot riggas- IWND (5 points on Kans, 10 on dreds)

Weapons arent exchanged for many of the options on characters, the warboss for example reads "May take items from the Ranged Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots and/or Gifts of Gork and Mork list"
There are other bits that do exchange weapons (taking mega armour for example). Relics are one of each per army (but can take multiple different ones)


Cheap IWND on vehicles (5 points on Kans, 10 on dreds)

Warboss/Bigmek Mega Armor Kit is a thing

Looted Wagons exclusive to White Dwarf

Big meks (non mega armour) with KFF cant take any non-relic ranged weapons. Reasoning:
KFF Replaces Slugga
Mek Weapons says "A model can replace their RANGED weapon with one of the following"
So no KMB or KMS on a non mega Big Mek



Waaagh! Banner All models in a unit add +1 to the Weapon Skill characteristic on their profile.

Killsaws Meks and Mega Nobz can take Killsaws (not buzz saws), which are armour bane power klaws. Normal nobz, and nobz in units do not have access to these.
Points cost varies (mega nobz pay 10 points to exchange both weapons for a pair of killsaws, Meks pay 20 to turn their choppas into a normal kill saw

This message was edited 2 times. Last update was at 2014/06/22 23:45:45



Here are links to the threads in question. I am sure more will come as the night goes on.

http://www.lounge.belloflostsouls.net/showthread.php?30312-Ork-Rumor-Roundup/page34

http://www.warseer.com/forums/showthread.php?394043-Ork-Rumours-MorK-II/page101

http://www.dakkadakka.com/dakkaforum/posts/list/5550/585556.page

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Rumor Has It is rated: mongering for spreading pseudo truthieness through leaks and rumors about Warhammer 40k