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FORCES OF THE ORKS

This section of the supplement details the expanded forces used by the Orks their weapons, the units, and the famous special characters you can use. Each entry describes the unit and gives the rules to use them in your games of Warhammer 40,000. The Forces of the Orks section is sub-divided into two parts. The first part describes all of the troops and vehicles fielded by the Orks, whilst the second part details the special characters that lead them. The Ork armoury, including details and rules for all the brutal weapons used by the Orks, follows immediately after.

Unique Equipment
Some items of Ork wargear are unique to particular units, while others are used by more than one unit. If an item is unique, it is detailed in the entry for its owning unit; otherwise it is detailed in the wargear section.

Decorative Models
Some Orks have Gretchin or Squig models that accompany them, such as Grot Styboys or Banna Wavvas. Though these confer an ingame advantage to the owner, the models are purely decorative; hence they have no stat line, do not take up space in transports, etc. If they become an issue, simply move them to one side or remove them altogether.

Ork Wargear
The following are optional wargear options that are common to more than one Ork unit: Big Horns/Iron Gob
Ork leaders commonly display their prowess by hunting down and killing dangerous beasts. The creatures they fight against the most are those with big horns or tusks which can be displayed on the Nobs helmet for all the Boyz to see. If such a creature has a disappointing lack of horns or tusks the Ork leader will sport a huge metal jaw instead to show that he has got the biggest bite around! If a mob is led by a Warboss or Nob with either Big Horns or an Iron Gob they add +1 to their Leadership value. Any Ork Nob or Warboss may purchase Big Horns/Iron Gob for +5 points.

Mega Boosta
Some mega armoured Orks get extra power boost units fitted to their suits to ensure that they dont miss out on any chances for a fight. If an Ork in mega armour has a mega boosta he is allowed to re-roll his dice for the distance he moves. Meganobz and Ork Characters in Mega Armour may purchase Mega Boostas for +10 points per model.

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GUNWAGONS
Unlike the Imperium, Orks dont use any kind of fixed template for vehicle design, each instead being built from whatever salvage and materials are to hand. This can result in a rather ramshackle, but no less effective combination. Because of this, Ork wagons cover a massively diverse array of different Ork vehicles, including Guntrukks and Gunwagons. Every Ork Warboss knows that big guns like Kannons and Zzap guns are dead good, but they also know that they must be in the right position to be fully effective. To get around this, the Orks have developed Guntrukks. In some cases they are created by simply bolting a big gun to the back of an ordinary trukk, while other Guntrukks are kustom-built by the Meks to provide hard-hitting mobile support. At the heart of many Ork armoured offensives are hundreds of gunwagons. What differentiates a gunwagon from a battlewagon is that the gunwagon is designed to carry as big a gun as possible, while a battlewagon is primarily an armoured transport. Although no match for the Leman Russ, Land Raider or Predator, the sheer number of gunwagons present in an Ork invasion force makes them a potent threat and more than capable of breaking Imperial defenses by weight of numbers alone. Each gunwagon is as individual as its crew; some are fitted with Kannons, others with energy weapons such as the Zzap Gun. The greatest threat that these vehicles represent is the ease with which they can be manufactured. During a large scale Waaagh! Mekaniaks seem to be able to produce an endless line of Guntrukks and gunwagons. Eliminating the Orks production facilities has become one of the Imperial forces most urgent tasks.

Guntrukk Gunwagon

BS 2 2

Front 10 12

Armour Side 10 11

Rear 10 10

Transport: A Gunwagon has a transport capacity of 12 models. Models in mega armour count as two models. Fire Points: If a Gunwagon has the ard case upgrade it has three fire points, one on either side of the hull and one at the rear. Access Points: If a Gunwagon has the ard case upgrade it has one access point at the rear.

A swarm of mechanized locusts sweeping over the land, stripping it bare of resources, bringing death and destruction to anything that stands in its path. Emperor preserve us against the predations of these socalled Orkish cults of speed!
- Cardinal Nomura at the Conclave of Hessen.

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BOARBOYZ
For as long as any Ork can remember the war boar has been a favored mount of the warrior Ork. It is a fierce and stubborn beast, with sharp tusks, a thick skull, and the odor of the dung heap much like its rider! Although most Ork tribes, with the notable exception of followers of the Snakebite clan, now favor bikes, buggies and other mechanical contraptions, Feral Orks still rely on the good old war boar with its familiar smell and violent temper to carry them into battle. Ork Boarboyz must first capture a wild boar and then beat the creature into submission so that it will let him ride on its back. The Ork benefits from the speed and ferocity of the boar, whilst the boar for his part in the bargain is treated to daily gruel, a smelly sty and the occasional smack on his nozzle with a large stick! Amongst the more advanced tribes, the Nobz will take their best boars to the tribes Meks and Painboy to have them turned into a strange amalgam of animal and machine known as a cyboar. Basic improvements to the boar involve its tusks being replaced with steel ones, the addition of an armoured carapace, and the fitting of wheels or chemical injectors to increase the boars speed and ferocity.

What are these dirty little things doing here? Where are our cities? Who has murdered the Children of Asuryan?! - Mauryon returns to Baran

Boarboy

WS 4

BS 2

S T 3 4

W 1

I 2

A Ld 2 7

Sv 6+

Special Rules
Furious Charge, Mob Rule, Waaagh!

Wargear
Boar
An Ork with a boar counts as cavalry as detailed in the Warhammer 40,000 rulebook.

Cyboar
The rider counts as cavalry. A Cyboar is extremely tough, reinforced with steel plates and bionic limbs, has its tusks replaced by blades and has an injection device which pumps it full of stimulants. Because of the toughness of the Cyboar and its value as cover, the rider counts as being in Eavy armor and gets a 4+ Armour Save. The bionic augmentation makes the Cyboar a potent additional weapon granting the rider an additional close combat attack. During assaults and sweeping advances, models mounted on a Cyboar that pass through difficult terrain are killed on 1-3, as the Cyboar has a tendency to butt rocks and trees.

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PIGDOKS
Where normal Ork societies have a smattering of Meks and Mad Doks these are not evident in Feral Ork society. Instead they have Ork specialists known as Pigdoks who specialize in the training, adaptation and healing of beasts. It has been argued that the Feral Orks low technological base means that their survival is dependent on their effective use of the animals such as Boars and Squiggoths. There is great rivalry between the Boilerboyz and the Pigdoks in Feral Ork tribes. Each feel that they have the answer to the tribes future; for the Pigdoks the way forward lies with sticking to traditional Orky values, while the Boilerboyz feel that creations powered by their new steam-powered technology will lead the tribe to power and riches. Being Orks, each group tries to prove its point by creating ever bigger and more powerful war machines. For the Pigdoks the pinnacles of their art are the mighty Squiggoth that they breed. For battle, Pigdoks build special syringes with big red knobs which can be pressed to inject Cyboars with a high dosage of adrenaline stimulant. The effect is to make the beast more aggressive.
WS 4 BS 2 S T 3 4 W 1 I 2 A Ld 2 7 Sv 6+

Mendin Squigs
The Painboyz have discovered medicinal uses for some Squigs in particular the Hairy Squig. The Painboy simply applies it to the open wound, which it holds closed with its tiny, needle-like teeth. The Painboy holds them, twists its tail off, leaving the head imbedded in the flesh, repeating the process until the wound is riveted up. The Hair Squig then feeds off blood oozing from the wound, thus keeping it clean and free from infection. By the time it shrivels and drops off, the wound has usually healed, leaving a row of tiny holes on each side of the scar. Stitched wounds are prized by the Orks as battle scars and decorative adornments.

Pigdok

Special Rules
Furious Charge, Mob Rule, Waaagh!

Wargear
Bangstikk
Bangstikks are long poles with explosives strapped to the end and are not the most precise of weapons as they are woefully unbalanced. A Bangstikk counts as a Witchblade.

Grot Styboy
A Grot Styboy is adept at tending to Boars and Cyboars and can provide valuable assistance for a Pigdok. A Grot Styboy allows a Pigdoks unit to reroll a single failed dangerous terrain test, removing the Styboy from play.

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HERD SQUIGS
Herd squigs have been specially bred and developed by Runtherds for the purpose of herding and controlling the herds of runtz. They are related to the many variety of pet squigs, but have been selectively bred for their speed, intelligence, ferocity and endurance. Their long, sensitive snouts and keen ears enable them to track down errant Snotlings and Gretchin wherever they might hide. Herd squigs are excellent tracking beasts, and can follow trails which are days old. Runtherds who own good herd squigs are often hired by local Nobs to track down missing or lost items of equipment, though it is virtually a foregone conclusion that the trail leads to the nearest mob of Lootas. Their powerful legs and low-slung body enable the herd squig to move fast and surely over
WS 4 4 BS 2 2 S T W I 3 3 1 2 3 4 1 2 A Ld 1 2 2 7 Sv 6+ 6+

the roughest terrain. They are tireless workers, constantly running in circles round the runtz, nipping the heels of the ones that drop behind, and chasing the ones that stray back to the herd. Runtherds control their herd squigs with a combination of calls and whistles. A herd squigs training starts early in its life, and the repertoire of commands it can understand and obey increase as it matures. The relation between a herd squig and its master is very close, and at times their communication seems almost empathic. The command system used by each Runtherd is unique, and it would be impossible for one Runtherd to command the herd squigs trained by another Ork.

Herd Squig Runtherd

Flesheaters
In order to increase their wealth, some Orks breed large, ferocious beasts known as Flesheaters. The Flesheater has a great, gaping mouth like a crocodile, full of rows of sharp fangs that are similar to an Orks canine teeth. Flesheaters continually shed and replace their teeth and all the Orks have to do is send a Gretchin in to fetch the old ones. Needless to say, the Gretchin arent overly keen on this duty. Like Ork teeth, Flesheater teeth also deteriorate after a few years. Not surprisingly, impoverished Orks sometimes attempt to steal a Flesheater, or even raid rival settlements to capture them.

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MEKBOYZ
Mekaniaks, or Mekboyz, are the technical engineers and master mechanics of Ork civilization. Their understanding of the principles behind the technology they use is somewhat vague and crude. In fact, Mekboyz are often as mystified as the rest of the Orks as to why something theyve put together actually works (but it usually does). The Meks have an instinctive talent with machines and their unlikely creations often work surprisingly well, though it must be said that there are often some spectacular accidents and malfunctions. Ork weapons are manufactured by Mekaniaks, which means that their shape, size and appearance can vary greatly depending on which Mekboy made them and what was going on in his head at the time. Sometimes (quite often in fact) a Mekaniak will have a good idea that he happily imagines will vastly improve an ordinary weapon, giving it extra range, extra power, or several shots at the same time instead of just one. The enthused Mekaniak will disappear into his work shed for hours or even days, only re-emerging when he has completed his magnificent new invention. Occasionally this process results in a Mekaniak producing an incredibly effective weapon, but more often than not the weapon will be flawed in some small but vital way. Regardless of the actual effectiveness of the weapon, a Mek will be so enthusiastic about his invention that he will be quite unable to admit to any shortcomings it may have. A Mekaniak is only too pleased to sell his weapon once it is finished. These special kustom weapons, as they are called, are much sought after by Ork Nobz who are always eager to obtain the best and newest examples of Orky workmanship

Mek

WS 4

BS 2

S T 3 4

W 1

I 2

A Ld 2 7

Sv 6+

Special Rules
Furious Charge, Mob Rule, Waaagh!

Spannerz
Rather than using Mekboyz as a single unit, you may allocate each Mekboy to a mob. Only one Mekboy may be attached to a mob. These Mekboyz are not Independent and must remain with their mob. Unattached Mekboyz may not be used.

Wargear
Super Stikkbombz
Mekboyz cant resist improving something, even if it makes that something hideously dangerous in the process. Super stikkbombz work just like stikkbombz but have an armour penetration of 10+2D6. If a double is rolled on the 2D6 the attack is resolved as normal but the Mekboy using them is also caught in the explosion. He suffers a wound automatically but may attempt Armour Save as normal.

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Da Mekboyz Workshop
Ork weapons are manufactured by Mekaniaks, which means that their shape, size and appearance can vary greatly depending on which Mekboy made them and what was going on in his head at the time. Sometimes (quite often in fact) a Mekaniak will have a good idea that he happily imagines will vastly improve an ordinary weapon, giving it extra range, extra power, or several shots at the same time instead of just one. The enthused Mekaniak will disappear into his work shed for hours or even days, only re-emerging when he has completed his magnificent new invention. Occasionally this process results in a Mekaniak producing an incredibly effective weapon, but more often than not the weapon will be flawed in some small but vital way. If there is a Mekboy attached to a mob, the Nob leading it may select any of the following kustom jobs:

Kustom Job: More Dakka

Mekboyz spend much of their time tinkering


with weaponry to make it more powerful or faster to fire. A shoota or slugga with More Dakka kustomisin becomes twin-linked. The Nob may purchase Kustom Job: More Dakka for +5 points

Kustom Job: Longer Range The Mekboy has improved the design of the weapon, boosting the velocity of its projectile, lightening the ammunition, or using his secret knowledge to improve its range in some way. A Longer Range kustom job adds 6 to the range of a Slugga or Shoota. The Nob may purchase Kustom Job: Longer Range for +2 points

Kustom Job: Shootier


Just as popular as More Dakka kustom jobs, Shootier weapons use a larger caliber and heavier ammo to give them more punch. A Shootier kustom job makes a shoota or slugga Strength 5 instead of Strength 4. The Nob may purchase Kustom Job: Shootier for +5 points

Kustom Job: Blasta


A shoota or slugga with the Blasta kustom job has extra heavy duty armour piercing ammo or is radically altered so that it fires a lethal energy bolt capable of burning through armour. A Blasta kustom job gives a shoota or slugga an Armour Penetration value of 3 at up to 12 range, increasing its Armour Penetration value to 2 if the target is within 6. However, a shoota or slugga with the Blasta kustom job gets hot just like a plasma weapon, so on a roll of 1 to Hit the weapon scores a wound on its firer; normal Armour Saves apply. The Nob may purchase Kustom Job: Blasta for +3 points

Oil Squigs
The body of the Oil Squig exudes a thick, oily black secretion from its slug-like body, and this substance is used by the Orks for machine oil. For spot-oiling jobs, an Ork Mek grabs hold of the Oily Squig and squeezes it hard, spurting the oil excretion directly where lubrication is required (of course, if he accidentally holts it the wrong way round). As large quantities of oil are needed when the Orks are on campaign, barrels of the stuff are prepared in advance and taken with them. The most efficient way of extracting the oil from the squigs is to use a large pressing machine. The alternative method is for the squigs to be put in a large barrel and for Gretchin to burst them open by jumping up and down on them. Using this old-fashioned method, a lot of oil is wasted but the sight of the poor Gretchin slipping and sliding around in the black goo gives the Orks a good laugh.

Wes stomped umies, wes blown up stuff and wes driven our traks from one end of da world to da uvva. Wes gonna come back next year! - Bugsplatta Defnik of the Red Wheelz Speed Freeks.

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SQUIGGOTH
Squiggoths are large creatures that are normally hunted down by Orks as food. Feral Orks see the great beasts as more than simply food and also use them in battle. Squiggoths dont normally grow much bigger than a bull, but with the right fungus nutrients and tender loving care they can reach house-sized or even bigger! Really large Squiggoths are highly valued not just for the carnage they can cause in battle but also for the prestige that they bring their tribe. When the tribe marches off to war they are accompanied by the trumpeting calls and the thunderous tread of the mighty Squiggoths. In battle the Pigdok who nurtured the creature will sit proudly high up on the swaying carapace on its back, bellowing as the scurrying gun crews load and fire their guns, wincing as the odd Grot or Ork loses its grip and plummets out of the tower. Squiggoths are deadly in close combat, trampling foot troops and goring tanks with their huge tusks. They are hard to kill, as their thick hide, awesome constitution and dull nervous system shields them from all but the most hideous wounds. The only real problem with the creatures is that when they finally realize they are hurt or, indeed, dead they tend to panic and rampage around until they finally keel over. This is especially true of the most gargantuan Squiggoths who are capable of rampaging around for almost ten minutes even after having suffered a mortal wound which can be more than a little bit dangerous any troops who happen to be in the way.

Some says wez Feral, nomadz they calls uz. I just say wez always marching, konkering we iz... - Warlord Snagga Snagga

Squiggoth

WS 2

BS 2

S T 7 6

W 4

I 2

A Ld 3 7

Sv 5+

Special Rules
Furious Charge, Fearless, Monstrous Creature

Transport Capacity:
A Squiggoth may be used to transport up to 10 models. For embarking and disembarking as if it was an open-topped vehicle. When enemy models fire back they must target the Squiggoth. If the Squiggoth is killed, all passengers take a wound on a 4+.

Wargear
Howdah
Because all weapons are fired from specially built howdahs and turrets atop the Squiggoth then all weapons may be fired even if the Squiggoth moves.

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SKARBOYZ
Skarboyz are veteran warriors who bear the scars of dozens of battles. These Orks have grown exceptionally big and strong and have brawn, gnarled arms bulging with slabs of muscle from fighting in numerous conflicts. As such, prolonged periods of conflict lead to an increase in the size and strength of Orks. Such groups of Orks are much more likely to be fiercer in combat; more aggressive and short tempered; impatient and less likely to employ ranged weaponry with any noticeable effect. Skarboyz experience in combat makes them a valuable commodity in any Ork warband, often leading from the front and tackling the toughest of foes. Of course every Skarboy in the mob is also looking for an opportunity to oust the Nob in charge and take control themselves. This is the Orky way and any Nob weak or foolish enough to be overthrown by one of his own Boyz has no reason to complain. Might is right and nothing else matters. If one of the Boyz thinks hes strong enough, he will challenge the Nob to fight for their position. Before he makes the challenge, the contender will put on extra weight and muscle and develop an even more aggressive attitude. Sharp-eyed Nobz will notice this and give the upstart a good kicking before he literally gets Too big fer is boots. If the development of the younger Ork goes unnoticed, they will eventually challenge the Nob to a pit fight. For the Orks, these are public spectacles, fought in pits that litter Ork settlement. The gods will decide the winner. Pit fights are brutal affairs, as many are fought only with teeth and claws or maybe a knife or some knuckle dusters. The two Orks will be primed up for the fight for days, even weeks in advance, and the battle may last a long time, depending on how well developed the contender has become. It is common for the loser of a pit fight to be killed or very savagely mauled.
WS 4 BS 2 S T 4 4 W 1 I 2 A Ld 2 7 Sv 6+

Skar Boy

Special Rules
Furious Charge, Mob Rule, Waaagh!
Grubnatz bounded to his feet and started blazing away, the boyz following suit. Up and down the ruins he could hear shouts and other mobs firing. The noise alone was incredible; it pounded at his ears like a tribe of insane drummers. There was a flash and roar a split second before Grubnatz found himself hurled to the ground. A series of raucous explosions followed, rubble and dust flew from the walls with each concussion. Smoke and flames were snaking through the ruins as the boyz clambered to their feet. Skabsnik was incautious enough to stand up right next to a gap in the wall and was blown to bits by bolter fire where he stood. Grubnatz felt vaguely disappointed that he wouldnt get to fight Skabsnik now that the stupid zogger had got him self perished.

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WILDBOYZ
All Orks give off spores which are dispersed on the wind. A few of these spores may fall into remote zones on a planets surface, the dense jungles or dry arid plains, places where most civilization finds it difficult to survive. The spores rapidly infest the area and grow without the threat of discovery. Over a relatively short period of time, these spores will mature into full-grown Orks. In order to survive the harsh habitats in which they live, many group together in large mobs. These gangs of Orks rely on strength in numbers to protect themselves and are usually armed with the most basic primitive weaponry, such as clubs and spears and bows. Competition within the gangs is fierce as food and supplies are limited. Only the strongest will acquire the best weapons and gain the larger portions of the kills. An Ork raiding party will often come across these small communities of Orks that have spored up away from the larger tribes. The Ork raiding party will bring these wild Orks back to the tribe where over a period of time they will be taught the proper Orky way. However, before they are truly accepted in the tribe they must prove their strength in battle, while they are still new to the marvels of Ork Kultur. Though they havent really got the hang of using shootas and stikkbombs, theyre more than willing to have a go at the enemy. An Ork warlord will often bring some of his Wildboyz along to a battle so that they can have some fun and get a bit of experience at the same time. The Nobz always keep a special eye on the Wildboyz and make sure that they dont do anything too impetuous like running through minefields or standing around in the open. After the battle the Wildboyz who have done well are rewarded and allowed to join the ranks of the Boyz mobs.

Wildboy

WS 4

BS 2

S T 3 4

W 1

I 2

A Ld 2 7

Sv 6+

Special Rules
Furious Charge, Mob Rule, Waaagh!, Scouts, Stealth

Wargear
Flash Furs Wildboyz who have managed to stalk and kill particularly powerful or dangerous prey will wear its pelt, or take its skull as a badge of honor. Models with Flash Furs count as two models when calculating mob size for Mob Rule. Warpaint Wildboyz often daub themselves in dyes and paints that the Wyrdboy has prepared in the hope that some of his latent psychic powers are absorbed in the mix. A unit protected by warpaint is not affected by psychic powers on a D6 roll of 6+. The power still works, but any character that makes his save will be unaffected.

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BAD DOKS
Orks who specialize in the treatment of wounds and patching up their mates after a battle are known as Painboyz. Painboyz are willing to delve into the most hideous wounds. There arent many bits of an Ork which they cant stitch, tie, or rivet back together. Anesthetics arent used as the Painboyz like to hear the screams of their patients so they know theyre still alive and kicking. Painboyz are so-called because of their fascination with pain-not just with the agony of other Orks, but with their own pain as well. Painboyz are always trying to find out how much pain they can endure, and are even willing to experiment on themselves. Painboyz have been known to let their Gretchin orderlies perform surgery and bionic implants on their masters, usually under the supervision of the patient himself. During these operations, the Painboy is strapped down and the Gretchin set to work, letting their master see what is going on by holding up a mirror. Many Orks think the Painboyz are deranged (though this is undoubtedly an understatement). Its only fair to see it from the Painboyzs point of view: if youve just invented the best bionic bits yet, you should also be the first to have them fitted. (Stands to reason, dunnit?) Still, eccentricity of the Painboy is nothing compared to that of a Bad Dok. These exiled Painboyz are outcasts from their tribes who practice extensive and unnecessary surgery upon their prey. Their patients can find themselves in possession of a set of mechanical lungs, sporting an extra head or limb, or even victims of the dreaded Squig Brain Transplant. Though Bad Doks never ask for payment, the price of seeking them out is high.

Just lie on yer side an old still, dis wont urt a bit.

Bad Dok

WS 4

BS 2

S T 4 4

W 2

I 3

A Ld 3 8

Sv 6+

Special Rules
Furious Charge, Mob Rule, Waaagh!

Wargear
Kustom Arm
The Bad Dok has replaced his arm with a crude but effective bionik arm equipped with built-in weapons as standard - be they one-shot sluggas, retractable spikes, ferocious creatures in cages or something even more unsubtle. A Bad Dok with a kustom arm causes one automatic Strength 4 hit in close combat but only if in base-to-base contact with the target with an equivalent Initiative of 6 during a turn the model charges. A bionik arm also counts as an additional close combat weapon.

Rebuilt Kranium
The Bad Dok has replaced most of his cranium with solid armour plates. A Bad Dok with a rebuilt kranium adds +1 to its Armour Save.

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ZODGROD WORTSNAGGA
Zodgrod Wortsnagga is one of the most famous Runtherdz in the whole of Orkdom. He started his career as a member of Ugulhardz Chargerz, a ferocious Snakebite tribe led by the reactionary old Warboss called Ugulhardz Duffgrunta. Zodgrod was in charge of the Snotlings that were dispatched through the Chargerz' Shokk Attack Gun, and before long he and his specially trained Herd of Kommando Snotlings began to earn a certain amount of fame and notoriety. As time went on, however, Zodgrod became more and more loath to waste his highly trained Snotlings on anything other than choice targets. This reached a head at the battle of Gimbli's Bunker, when Zodgrod completely lost his temper with the Mekaniak who operated the Shokk Attack Gun and ended up firing the unfortunate Mekaniak through his own gun! This was a terminal experience for the Mekaniak and very nearly cost the Chargerz the battle, and not surprisingly Zodgrod was promptly banished from the tribe once the battle was over. Zodgrod left the tribe accompanied only by his herd of faithful Runts, and wandered the galaxy, selling his services to the highest bidder. During his travels he came across a set of dusty tomes that detailed the discoveries of a deranged Runtherd philosopher called Naflug, who had devised a unique way training Runts to a higher level of performance, creating what he called "Super-Runts". Zodgrod copied Naflug's techniques, which involved ringing bells and rewarding the Runts with juicy squigs among other things, and the results were nothing short of remarkable! The Super-Runts performed better and were generally more aggressive and dangerous. This alarmed most traditionally-minded Orks, who viewed Zodgrod's Super-Runts as a threat to the stability of Ork Kultur, but there were still more than enough Warbosses who were desperate or reckless enough to hire Zodgrod and try out his dreaded Super-Runts in battle.

Zodgrod

WS 4

BS 2

S T 3 4

W 2

I 2

A Ld 2 7

Sv 4+

Special Rules
Furious Charge, Mob Rule, Waaagh!, Super Runtz

Wargear
Grabba Stikk
This is the traditional tool of the Runtherd, used for throttling anything in arms reach. Zodgrod is especially skilled at this due to his Super-Runtz being harder to catch and so he can cause a single model in base contact to lose two attacks, instead of one (to a minimum of 1).

Runtbot
A runtbot is an Ork robot containing an unreliable force-field generator that accompanies a Gretchin mob, although it is prone to malfunction. Nevertheless, Zodgrod was keen on getting a runtbot to protect his herd. A Gretchin mob with a Runtbot can claim a 5+ Cover Save.

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Super Runtz
If Zodgrod Wortsnagga is included in a force, he can enhance some of the runtz in the army through his training into the extremely ferocious Super-Runtz. For+2 points per model, any number of Gretchin Mobs may be trained using Naflugs knowledge. However, this sort of thing is quite unnatural to their kind. Their tiny minds are not really suited to such stress and can crumble if put under further pressure. At the start of the battle, after both sides have set up but before the first turn takes place, roll a D6 for each Super Runtz mob and consult the table opposite. In addition, Zodgrod will never allow super runtz to clear a mine field because they are far too precious!

Weve been claiming this damned planet for the Imperium all of my life and all of my father and grandfathers lives before that. I just wish someone would get around to telling those damned Orks to get off our damned land!

Warp Crazed Snotling


Once Snotlings have dived into the warp their sanity is permanently affected, and most survivors of the Shokk Attack Teams turn into quivering, nervous creatures prone to hysterical outbursts at the very sight of an even slightly dark hole. Very occasionally a Snotling is affected in quite a different way during his terrifying journey through the warp all sense of fear is destroyed, leaving him utterly fearless and completely crazy. The Snotling has become warp crazed by his exposure to the warp! This makes them dangerous, but also very useful as Rangefinders: Snotlings fired through the warp holding a pennant so the Mekboy can see where his shot has landed.

SUPER RUNTZ TABLE


1 Aaargh! The Runtz go completely crazy, losing control of their actions and running amok over the battlefield. The Gretchin mob is pinned. When they regroup next turn they are Fearless and at +1 Weapon Skill for the remainder of the game. Jobs a Good un Zodgrods training has proven successful and the Super Runtz are at +1 Weapon Skill and Toughness for the remainder of the game. Super Runtz The Runtz minds are so completely cracked that they cannot even feel wounds, ignoring all but the most severe damage. They are Fearless and at +1 Weapon Skill and Toughness for the remainder of the game

2-5

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NAZDREG URDGRUB
Nazdreg Ug Urdgrub's past is largely unknown. It is, however, known Nazdreg has in past allied himself with the dreaded Goff Warlord, Ghazghkull Mag Uruk Thraka, combining forces to make a devastating assault on the Imperial planet of Piscina IV. This was no normal invasion, however. Nazdreg, as a Bad Moon Warboss possessed of incredible wealth and cunning, had some of the finest Meks in the galaxy in his employ. These Meks had pioneered a type of teleportation device that enabled Nazdreg to maneuver his troops directly onto the planet from his space hulk, even when it was located a massive distance away from the planet. The Imperial forces at Piscina IV were taken completely by surprise, and the planet was brought to its knees. Only the mysterious presence of Space Marines from the Dark Angels Chapter saved Piscina from being overrun completely by greenskin armies. The Dark Angels themselves suffered a string of bitter defeats at the hands at the hands of the Ork horde. Prior to the Third War for Armageddon Nazdreg allied himself with the, bartering his new technology with Ghazghkull in exchange for a permanent alliance, although their alliance soon fractured due to their Orks naturally aggressive nature. Nazdreg continued to operate throughout the war from his Space Hulk Scylla, until his forces were expelled Nazdreg's current whereabouts are unknown.

Right den, ladz, Nazdreg bellowed, his voice amplified to a deafening level by his custom mega-shouters built onto his mega armour. Get da tellyporta into da hold and as much ammo as the stinkin Grotz can carry.
WS 5 BS 4 S T 5 5 W 3 I 4 A Ld 4 9 Sv 2+

Nazdreg

Special Rules
Furious Charge, Mob Rule, Waaagh!, Kunnin Plans, Independent Character

Kunnin Plans
Any one Elite or Troop choice in an army led by Nazdreg may use either the Infiltrate or Deep Strike universal special rule. If the option to Deep Strike is chosen, this may be used regardless of whether the scenario normally uses these rules. The unit chosen must be on foot and may not number more than twenty models.

Wargear
Kustom Blasta-X
Nazdreg persuaded a Mekboy to build a special kustom blasta onto his mega armour. This has the following characteristics:
Range 36 Str 8 AP 2 Notes Assault 1, Blast, Gets Hot!

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