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FORCES OF THE ORKSThis section of the supplement details the
expanded forces used by the Orks theirweapons, 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 EquipmentSome 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 ModelsSome Orks have Gretchin or Squig models that
accompany them, such as Grot Styboys or
Banna Wavvas. Though these confer an in-
game 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 WargearThe following are optional wargear optionsthat are common to more than one Orkunit:
Big Horns/Iron GobOrk leaders commonly display their prowess byhunting down and killing dangerous beasts.
The creatures they fight against the most arethose with big horns or tusks which can bedisplayed on the Nobs helmet for all the Boyzto see. If such a creature has a disappointinglack of horns or tusks the Ork leader will sporta huge metal jaw instead to show that he hasgot the biggest bite around! If a mob is led by
a Warboss or Nob with either Big Horns or anIron Gob they add +1 to their Leadershipvalue. Any Ork Nob or Warboss may purchaseBig Horns/Iron Gob for +5 points.
Mega BoostaSome mega armoured Orks get extra powerboost units fitted to their suits to ensure thatthey dont miss out on any chances for a fight.If an Ork in mega armour has a mega boostahe is allowed to re-roll his dice for the distancehe moves. Meganobz and Ork Characters inMega Armour may purchase Mega Boostas for+10 points per model.
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GUNWAGONSUnlike the Imperium, Orks dont use any kindof fixed template for vehicle design, each
instead being built from whatever salvage andmaterials are to hand. This can result in a
rather ramshackle, but no less effectivecombination. Because of this, Ork wagonscover a massively diverse array of differentOrk vehicles, including Guntrukks andGunwagons.
Every Ork Warboss knows that big guns like
Kannons and Zzap guns are dead good, butthey also know that they must be in the rightposition to be fully effective. To get aroundthis, the Orks have developed Guntrukks. Insome cases they are created by simply bolting
a big gun to the back of an ordinary trukk,while other Guntrukks are kustom-built by theMeks to provide hard-hitting mobile support.
At the heart of many Ork armoured offensivesare hundreds of gunwagons. What
differentiates a gunwagon from a battlewagonis that the gunwagon is designed to carry as
big a gun as possible, while a battlewagon isprimarily an armoured transport. Although no
match for the Leman Russ, Land Raider orPredator, the sheer number of gunwagonspresent in an Ork invasion force makes them apotent threat and more than capable ofbreaking Imperial defenses by weight ofnumbers alone. Each gunwagon is as individualas its crew; some are fitted with Kannons,
others with energy weapons such as the ZzapGun.
The greatest threat that these vehiclesrepresent is the ease with which they can be
manufactured. During a large scale Waaagh!Mekaniaks seem to be able to produce anendless line of Guntrukks and gunwagons.Eliminating the Orks production facilities hasbecome one of the Imperial forces mosturgent tasks.
BS FrontArmour
Side RearGuntrukkGunwagon
22
1012
1011
1010
Transport: A Gunwagon has a transport
capacity of 12 models. Models in mega armourcount as two models.
Fire Points: If a Gunwagon has the ard caseupgrade it has three fire points, one on eitherside of the hull and one at the rear.
Access Points: If a Gunwagon has the ardcase upgrade it has one access point at therear.
A swarm of mechanized locustssweeping over the land, stripping itbare of resources, bringing death and
destruction to anything that standsin its path. Emperor preserve usagainst the predations of these so-
called Orkish cults of speed!
- Cardinal Nomura at the Conclave ofHessen.
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BOARBOYZFor as long as any Ork can remember the warboar has been a favored mount of the warrior
Ork. It is a fierce and stubborn beast, withsharp tusks, a thick skull, and the odor of thedung heap much like its rider! Although mostOrk tribes, with the notable exception of
followers of the Snakebite clan, now favorbikes, buggies and other mechanicalcontraptions, Feral Orks still rely on the goodold war boar with its familiar smell and violenttemper to carry them into battle.
Ork Boarboyz must first capture a wild boar
and then beat the creature into submission sothat it will let him ride on its back. The Orkbenefits from the speed and ferocity of the
boar, whilst the boar for his part in the bargainis treated to daily gruel, a smelly sty and theoccasional smack on his nozzle with a largestick! Amongst the more advanced tribes, theNobz will take their best boars to the tribes
Meks and Painboy to have them turned into astrange amalgam of animal and machine
known as a cyboar. Basic improvements to theboar involve its tusks being replaced with steelones, the addition of an armoured carapace,and the fitting of wheels or chemical injectors
to increase the boars speed and ferocity.
WS BS S T W I A Ld SvBoarboy 4 2 3 4 1 2 2 7 6+
Special RulesFurious Charge, Mob Rule, Waaagh!
Wargear
BoarAn Ork with a boar counts as cavalry as
detailed in the Warhammer 40,000 rulebook.
CyboarThe rider counts as cavalry. A Cyboar isextremely tough, reinforced with steel platesand bionic limbs, has its tusks replaced byblades and has an injection device whichpumps it full of stimulants. Because of thetoughness of the Cyboar and its value ascover, the rider counts as being in Eavy armorand gets a 4+ Armour Save. The bionic
augmentation makes the Cyboar apotentadditional weapon granting the rider anadditional close combat attack. During assaultsand sweeping advances, models mounted on aCyboar that pass through difficult terrain arekilled on 1-3, as the Cyboar has a tendency tobutt rocks and trees.
What are these dirty little things
doing here? Where are our cities?
Who has murdered the Children of
Asuryan?!
- Mauryon returns to Baran
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PIGDOKSWhere normal Ork societies have a smattering
of Meks and Mad Doks these are not evident in
Feral Ork society. Instead they have Orkspecialists known as Pigdoks who specialize inthe training, adaptation and healing of beasts.It has been argued that the Feral Orks lowtechnological base means that their survival isdependent on their effective use of the animalssuch as Boars and Squiggoths.
There is great rivalry between the Boilerboyzand the Pigdoks in Feral Ork tribes. Each feelthat they have the answer to the tribes future;for the Pigdoks the way forward lies withsticking to traditional Orky values, while theBoilerboyz feel that creations powered by their
new steam-powered technology will lead thetribe to power and riches. Being Orks, eachgroup tries to prove its point by creating everbigger and more powerful war machines. Forthe Pigdoks the pinnacles of their art are the
mighty Squiggoth that they breed.
For battle, Pigdoks build special syringes withbig red knobs which can be pressed to injectCyboars with a high dosage of adrenalinestimulant. The effect is to make the beastmore aggressive.
WS BS S T W I A Ld SvPigdok 4 2 3 4 1 2 2 7 6+
Special RulesFurious Charge, Mob Rule, Waaagh!
WargearBangstikkBangstikks are long poles with explosivesstrapped to the end and are not the mostprecise of weapons as they are woefullyunbalanced. A Bangstikk counts as aWitchblade.
Grot StyboyA Grot Styboy is adept at tending to Boars andCyboars and can provide valuable assistancefor a Pigdok. A Grot Styboy allows a Pigdoksunit to reroll a single failed dangerous terraintest, removing the Styboy from play.
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. Stitchedwounds are prized by the Orks as battle scars
and decorative adornments.
Mendin Squigs
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HERD SQUIGSHerd 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 nearestmob of Lootas.
Their powerful legs and low-slung body enable
the herd squig to move fast and surely over
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 beimpossible for one Runtherd to command the
herd squigs trained by another Ork.
WS BS S T W I A Ld SvHerd SquigRuntherd
44
22
33
34
11
22
12
27
6+6+
Flesheaters
In order to increase their wealth, some Orks breed
large, ferocious beasts known as Flesheaters. TheFlesheater 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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MEKBOYZMekaniaks, 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 andappearance 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 isfinished. 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
WS BS S T W I A Ld SvMek 4 2 3 4 1 2 2 7 6+
Special RulesFurious 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 StikkbombzMekboyz 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 WorkshopOrk 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: BlastaA shoota or slugga with the Blasta kustom jobhas extra heavy duty armour piercing ammo oris radically altered so that it fires a lethalenergy bolt capable of burning througharmour. A Blasta kustom job gives a shoota orslugga an Armour Penetration value of 3 at upto 12 range, increasing its Armour Penetrationvalue to 2 if the target is within 6. However, ashoota or slugga with the Blasta kustom job
gets hot just like a plasma weapon, so on a rollof 1 to Hit the weapon scores a wound on itsfirer; normal Armour Saves apply. The Nobmay purchase Kustom Job: Blasta for +3points
Kustom Job: More Dakka
Mekboyz spend much of their time tinkeringwith weaponry to make it more powerful or
faster to fire. A shoota or slugga with MoreDakka kustomisin becomes twin-linked. TheNob may purchase Kustom Job: More Dakkafor +5 points
Kustom Job: Longer RangeThe Mekboy has improved the design of theweapon, boosting the velocity of its projectile,lightening the ammunition, or using his secretknowledge to improve its range in some way. ALonger Range kustom job adds 6 to the rangeof a Slugga or Shoota. The Nob may purchaseKustom Job: Longer Range for +2 points
Kustom Job: ShootierJust as popular as More Dakka kustom jobs,Shootier weapons use a larger caliber andheavier ammo to give them more punch. AShootier kustom job makes a shoota or sluggaStrength 5 instead of Strength 4. The Nob maypurchase Kustom Job: Shootier for +5 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 goodlaugh.
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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SQUIGGOTHSquiggoths are large creatures that arenormally hunted down by Orks as food. FeralOrks see the great beasts as more than simplyfood and also use them in battle. Squiggothsdont normally grow much bigger than a bull,but with the right fungus nutrients and tenderloving care they can reach house-sized or evenbigger! Really large Squiggoths are highly
valued not just for the carnage they can causein battle but also for the prestige that theybring their tribe.
When the tribe marches off to war they areaccompanied by the trumpeting calls and thethunderous tread of the mighty Squiggoths. In
battle the Pigdok who nurtured the creaturewill sit proudly high up on the swayingcarapace on its back, bellowing as thescurrying gun crews load and fire their guns,wincing as the odd Grot or Ork loses its gripand plummets out of the tower. Squiggoths aredeadly in close combat, trampling foot troopsand goring tanks with their huge tusks. They
are hard to kill, as their thick hide, awesomeconstitution and dull nervous system shieldsthem from all but the most hideous wounds.
The only real problem with the creatures isthat when they finally realize they are hurt or,indeed, dead they tend to panic and rampagearound until they finally keel over. This is
especially true of the most gargantuanSquiggoths who are capable of rampagingaround for almost ten minutes even afterhaving suffered a mortal wound which can bemore than a little bit dangerous any troopswho happen to be in the way.
WS BS S T W I A Ld SvSquiggoth 2 2 7 6 4 2 3 7 5+
Special Rules
Furious Charge, Fearless, MonstrousCreature
Transport Capacity:A Squiggoth may be used to transport up to 10models. For embarking and disembarking as ifit was an open-topped vehicle. When enemymodels fire back they must target theSquiggoth. If the Squiggoth is killed, allpassengers take a wound on a 4+.
WargearHowdahBecause all weapons are fired from speciallybuilt howdahs and turrets atop the Squiggoththen all weapons may be fired even if theSquiggoth moves.
Some says wez Feral, nomadz
they calls uz. I just say wez
always marching, konkering we
iz...
- Warlord Sna a Sna a
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SKARBOYZSkarboyz are veteran warriors who bear the
scars of dozens of battles. These Orks have
grown exceptionally big and strong and havebrawn, gnarled arms bulging with slabs ofmuscle from fighting in numerous conflicts. Assuch, prolonged periods of conflict lead to anincrease in the size and strength of Orks. Suchgroups of Orks are much more likely to befiercer in combat; more aggressive and shorttempered; impatient and less likely to employranged weaponry with any noticeable effect.
Skarboyz experience in combat makes them avaluable commodity in any Ork warband, oftenleading from the front and tackling thetoughest of foes. Of course every Skarboy in
the mob is also looking for an opportunity tooust the Nob in charge and take controlthemselves. This is the Orky way and any Nobweak or foolish enough to be overthrown byone of his own Boyz has no reason to
complain. Might is right and nothing elsematters.
If one of the Boyz thinks hes strong enough,
he will challenge the Nob to fight for their
position. Before he makes the challenge, thecontender will put on extra weight and muscleand develop an even more aggressive attitude.Sharp-eyed Nobz will notice this and give theupstart a good kicking before he literally getsToo big fer is boots. If the development ofthe younger Ork goes unnoticed, they willeventually challenge the Nob to a pit fight. Forthe Orks, these are public spectacles, fought inpits that litter Ork settlement. The gods willdecide the winner.
Pit fights are brutal affairs, as many are foughtonly with teeth and claws or maybe a knife or
some knuckle dusters. The two Orks will beprimed up for the fight for days, even weeks inadvance, and the battle may last a long time,depending on how well developed thecontender has become. It is common for the
loser of a pit fight to be killed or very savagelymauled.
WS BS S T W I A Ld SvSkar Boy 4 2 4 4 1 2 2 7 6+
Special RulesFurious 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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WILDBOYZAll 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 densejungles or dry arid plains, places where mostcivilization finds it difficult to survive. Thespores rapidly infest the area and grow withoutthe threat of discovery. Over a relatively shortperiod of time, these spores will mature intofull-grown Orks. In order to survive the harshhabitats in which they live, many grouptogether in large mobs. These gangs of Orksrely on strength in numbers to protectthemselves and are usually armed with themost basic primitive weaponry, such as clubsand spears and bows. Competition within thegangs is fierce as food and supplies are
limited. Only the strongest will acquire the bestweapons and gain the larger portions of thekills.
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 willbe taught the proper Orky way. However,before they are truly accepted in the tribe theymust prove their strength in battle, while theyare still new to the marvels of Ork Kultur.
Though they havent really got the hang ofusing shootas and stikkbombs, theyre morethan willing to have a go at the enemy. An Orkwarlord will often bring some of his Wildboyzalong to a battle so that they can have somefun and get a bit of experience at the sametime. The Nobz always keep a special eye onthe Wildboyz and make sure that they dont do
anything too impetuous like running throughminefields or standing around in the open.After the battle the Wildboyz who have donewell are rewarded and allowed to join theranks of the Boyz mobs.
WS BS S T W I A Ld SvWildboy 4 2 3 4 1 2 2 7 6+
Special RulesFurious Charge, Mob Rule, Waaagh!,
Scouts, Stealth
WargearFlash FursWildboyz who have managed to stalk and killparticularly powerful or dangerous prey willwear its pelt, or take its skull as a badge ofhonor. Models with Flash Furs count as twomodels when calculating mob size for MobRule.
WarpaintWildboyz often daub themselves in dyes andpaints that the Wyrdboy has prepared in the
hope that some of his latent psychic powersare absorbed in the mix. A unit protected bywarpaint is not affected by psychic powers on aD6 roll of 6+. The power still works, but anycharacter that makes his save will beunaffected.
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BAD DOKSOrks who specialize in the treatment of wounds
and patching up their mates after a battle are
known as Painboyz. Painboyz are willing todelve into the most hideous wounds. Therearent many bits of an Ork which they cantstitch, tie, or rivet back together. Anestheticsarent used as the Painboyz like to hear thescreams of their patients so they know theyrestill alive and kicking.
Painboyz are so-called because of theirfascination with pain-not just with the agony ofother Orks, but with their own pain as well.Painboyz are always trying to find out howmuch pain they can endure, and are evenwilling to experiment on themselves. Painboyz
have been known to let their Gretchin orderliesperform surgery and bionic implants on theirmasters, usually under the supervision of thepatient himself. During these operations, thePainboy is strapped down and the Gretchin set
to work, letting their master see what is goingon by holding up a mirror. Many Orks think thePainboyz 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 themfitted. (Stands to reason, dunnit?)
Still, eccentricity of the Painboy is nothingcompared to that of a Bad Dok. These exiledPainboyz are outcasts from their tribes whopractice extensive and unnecessary surgeryupon their prey. Their patients can findthemselves in possession of a set ofmechanical lungs, sporting an extra head orlimb, or even victims of the dreaded SquigBrain Transplant. Though Bad Doks never askfor payment, the price of seeking them out is
high.
WS BS S T W I A Ld SvBad Dok 4 2 4 4 2 3 3 8 6+
Special Rules
Furious Charge, Mob Rule, Waaagh!
WargearKustom ArmThe Bad Dok has replaced his arm with a crudebut effective bionik arm equipped with built-inweapons as standard - be they one-shotsluggas, retractable spikes, ferocious creaturesin cages or something even more unsubtle. ABad Dok with a kustom arm causes oneautomatic Strength 4 hit in close combat butonly if in base-to-base contact with the targetwith an equivalent Initiative of 6 during a turn
the model charges. A bionik arm also counts asan additional close combat weapon.
Rebuilt KraniumThe Bad Dok has replaced most of his craniumwith solid armour plates. A Bad Dok with arebuilt kranium adds +1 to its Armour Save.
Just lie on yer side an old still,
dis wont urt a bit.
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ZODGROD WORTSNAGGAZodgrod Wortsnagga is one of the most famousRuntherdz in the whole of Orkdom. He started
his career as a member of Ugulhardz Chargerz,a ferocious Snakebite tribe led by thereactionary old Warboss called UgulhardzDuffgrunta. Zodgrod was in charge of theSnotlings that were dispatched through theChargerz' Shokk Attack Gun, and before long heand his specially trained Herd of KommandoSnotlings began to earn a certain amount offame and notoriety.
As time went on, however, Zodgrod becamemore and more loath to waste his highly trainedSnotlings on anything other than choice targets.This reached a head at the battle of Gimbli'sBunker, when Zodgrod completely lost histemper with the Mekaniak who operated theShokk Attack Gun and ended up firing theunfortunate Mekaniak through his own gun! Thiswas a terminal experience for the Mekaniak andvery nearly cost the Chargerz the battle, and notsurprisingly Zodgrod was promptly banishedfrom the tribe once the battle was over.
Zodgrod left the tribe accompanied only by hisherd of faithful Runts, and wandered the galaxy,
selling his services to the highest bidder. Duringhis travels he came across a set of dusty tomesthat detailed the discoveries of a derangedRuntherd philosopher called Naflug, who haddevised a unique way training Runts to a higherlevel of performance, creating what he called"Super-Runts".
Zodgrod copied Naflug's techniques, whichinvolved ringing bells and rewarding the Runtswith juicy squigs among other things, and theresults were nothing short of remarkable! TheSuper-Runts performed better and weregenerally more aggressive and dangerous. Thisalarmed most traditionally-minded Orks, whoviewed Zodgrod's Super-Runts as a threat to thestability of Ork Kultur, but there were still morethan enough Warbosses who were desperate orreckless enough to hire Zodgrod and try out hisdreaded Super-Runts in battle.
WS BS S T W I A Ld SvZodgrod 4 2 3 4 2 2 2 7 4+
Special RulesFurious 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).
RuntbotA runtbot is an Ork robot containing anunreliable force-field generator thataccompanies a Gretchin mob, although it isprone to malfunction. Nevertheless, Zodgrodwas keen on getting a runtbot to protect hisherd. A Gretchin mob with a Runtbot can claima 5+ Cover Save.
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Super RuntzIf Zodgrod Wortsnagga is included in a force,he can enhance some of the runtz in the army
through his training into the extremelyferocious Super-Runtz. For+2 points permodel, any number of Gretchin Mobs may betrained using Naflugs knowledge. However,
this sort of thing is quite unnatural to theirkind. Their tiny minds are not really suited tosuch stress and can crumble if put under
further pressure. At the start of the battle,after both sides have set up but before the firstturn takes place, roll a D6 for each SuperRuntz mob and consult the table opposite.
In addition, Zodgrod will never allow superruntz to clear a mine field because they are fartoo precious!
SUPER RUNTZ TABLE
1 Aaargh! The Runtz go completely
crazy, losing control of their actionsand 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.
2-5 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.
6 Super Runtz The Runtz minds are socompletely 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
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.
Warp Crazed Snotling
Weve been claiming this
damned planet for the Imperiumall of my life and all of my father
and grandfathers lives before that.I just wish someone would get
around to telling those damnedOrks to get off our damned land!
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NAZDREG URDGRUBNazdreg 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 forcesto make a devastating assault on the Imperialplanet of Piscina IV. This was no normalinvasion, however.
Nazdreg, as a Bad Moon Warboss possessed ofincredible wealth and cunning, had some of thefinest Meks in the galaxy in his employ. TheseMeks had pioneered a type of teleportationdevice that enabled Nazdreg to maneuver histroops directly onto the planet from his spacehulk, even when it was located a massivedistance away from the planet.
The Imperial forces at Piscina IV were takencompletely by surprise, and the planet wasbrought to its knees. Only the mysteriouspresence of Space Marines from the DarkAngels Chapter saved Piscina from being
overrun completely by greenskin armies. The
Dark Angels themselves suffered a string ofbitter defeats at the hands at the hands of the
Ork horde.
Prior to the Third War for Armageddon Nazdregallied himself with the, bartering his newtechnology with Ghazghkull in exchange for apermanent alliance, although their alliancesoon fractured due to their Orks naturallyaggressive nature. Nazdreg continued tooperate throughout the war from his SpaceHulk Scylla, until his forces were expelled
Nazdreg's current whereabouts are unknown.
WS BS S T W I A Ld SvNazdreg 5 4 5 5 3 4 4 9 2+
Special RulesFurious 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.
WargearKustom Blasta-XNazdreg persuaded a Mekboy to build aspecial kustom blasta onto his mega armour.This has the following characteristics:
Range Str AP Notes36 8 2 Assault 1, Blast,
Gets Hot!
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.