Forces of the Ork

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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.