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The galaxy is huge, and a number of strange or mutated orkish units have been seen throughtout the endless wars. Some examples follow. Unless otherwise noted, these units are 0-1 elites.
Mob: The mob consists of three to five Scorcha Nobs.|
Weapons:Scorchas (assault heavy flamers).
Options:The nobs may be given wargear from the Ork codex, but may not exchange their Scorchas, or wear Mega Armor
Special: Scorcha Nobs are veterans from Burna Boy units. They love fire and wield it constantly, as such they have grown resistant to the burns it can inflict. Agaisnt Flamer template weapons, Scorcha Nobs count as having a 5 toughness. Scorcha Nobs have a psychotic love for fire and will not fall back from it, even from an inferno cannon.
|Mob: The mob consists of three to five Orkgrynz.|
Options:Up to three models may replace there twin shootas with one of the following weapons: Scorcha (assault hvy flamer)for +10 points, Twin-Big shoota (18" range assault 3) for +16 pts, or a Twin-Rokkit Launcha (18" range assault 1) for +10 pts. Any of the Orkgryns may replace their twin shoota with a 'Uge choppa and a close combat weapon.
Special: Orkgrynz are dumber than even the thickest ork. Unless led by a character, Orkgrynz must make a leader ship test to move, although they may always shoot or charge as normal. Orkgryns are twice as big and twice as rowdy as regular orks, each model counts twice for counting heads or power of the waaagh tests. Orkgrynz may mob up with regular orks and vice versa. Orkgryns are afraid of fast vehicles and unless led by a character, they will not get on one.
Named for their dark green, almost black hides, Black Orks represent an enigma to the Empire. The current theory is that deep in the heart of the most thickly populated regions of Ork held space, these creature evolve, tougher, meaner, smarter, and even more warlike than their lighter skinned brethern. If there are any Black Ork Warbosses, however, they have not made themselves known to the Empire...yet.
|Black Ork Boyz|
|Black Ork Nob|
Mob: The mob consists of five to twenty Black Ork Boyz.|
Weapons:Slugga and Choppa or Shoota, and frag stikkbomz. All models have 'Eavy armor.
Options:Up to four models in the mob may be armed with one of the following weapons: Big Shoota 8pts, Burna 7 pts, Rokkit Launca 5 pts. The mob may be given Krak Stikkbomz for +2 pts a model.
Character:One Black Ork Boy may be upgraded to a Black Ork Nob for +10 pts. The Nob may take gear from the Ork armory.
Special:Black Orks are Gung Ho. They may reroll any failed leadership test (but not head count tests) and may -always- attempt to regroup, even when below half numbers. Shootin Drill: Once per shooting phase one Black Ork Model may reroll a failed hit roll. Black Orks are too arrogant to 'mob up' with other ork units and will not let regular orks mob up with them either.
As Orks are bloody minded, violent, and savage, they are most often corrupted by Khorne. Ork Bersrkers are even more bloodthirsty than their kin, if such a thing is possible, and their battlefield savagery has been known to force hardened veterans to quake in fear.
|Ork Berserker Nob|
Mob: The mob consists of five to ten Ork Berserkers Boyz.|
Weapons:Slugga, Choppa, and frag stikkbomz. All models have 'Eavy armor.
Options: The entire mob may be armed with krak stikkbomz for +2 pts a model.
Character: One Berserker Boy may be upgraded to a Nob for an additional +10 pts. The Nob may choose wargear from the Ork or Chaos Armory, but he may not have Mega Armor, Terminator Armor, or Chaos Armor.
Special:Berserker Boyz are Fearless, they are assumed to automatically pass any morale or pinning test they have to take and never fall back. Berserker Boyz must always charge within 6" of the enemy, and must always choose to charge after winning combat, they may never consolidate. Berserker Boyz are Fearsome if they make their 'head count' check when charging, if they win combat their enemy must automatically fall back.
The worlds Orks capture fester, rot and die, as the burdgeoning ork population destroys it's ecosystem irrepairabely. These acts of despoilation sometimes attract the attentions of Nurgle, and his infestations. Plague Boyz are bloated, rotting creatures that seem to feel no pain as they sew their fetid poison gasses across the battle field.
|4||2||3||4(5)||2||2||1||7||4+||20||Plague Boyz Nob|
|Blight Gassers: Flamer Template Str: X (equals T of target) AP 4 Hideous Death: If a unit takes casualties from a Blight Gasser they must take a Morale Test or break and flee.|
|Mob: The mob consists of five to ten Ork Plague Boyz.|
Weapons:Sluggas, Plague Knife Choppas, and Blight Stikkbomz. All models have 'Eavy armor.
Options: Up to 4 models may be armed with blight gassers at +8 pts a model. The entire mob may be armed with krak stikkbomz for +2 pts a model.
Character: One Plague Boy may be upgraded to a Nob for an additional +15 pts. The Nob has a plague sword choppa and may choose wargear from the Ork or Chaos Armory and may be armed with a blight gasser for +10 pts, but he may not have Mega Armor, Terminator Armor, or Chaos Armor.
Special: Plague Boyz are Fearless, they are assumed to automatically pass any morale or pinning test they have to take and never fall back. Plague Boyz are too bloated and rotten to give quick chase, they may only roll one d6 when charging after winning combat.
Some Orks love the sounds of destruction do much, and revel in the pleasure of wanton slaughter that they become infected by the insidious tunes of Slaanesh. These Orks join together in Deth Metal Rock Attack Bands to spread descrustion across the battlefield with Sonic Weaponry.
In the rarest of the rare of rare cases, some feral ork tribes who have produced too many Weirdboyz, fall to the mind warping powers of Tzeentch during powerful warpstorms. The Weird boyz and their Minderz change into a band of mindless Zombis.
|Thunder Wave: Psychic Power. If the mob numbers five or more the str is equal to the number in the mob and counts as ordnance using the ordnance template, placed on target unit then scattered as normal (range 18"). If the mob is under five in number it's str is equal to the number in the mob +1, still using the ordnance template, but no longer counting as ordnance, placed and scattered on the target unit (range 12"). AP is 3. Orks may 'count heads' to use psychic powers.|
|Mob: The mob consists of five to ten Ork Zombi Boyz.|
Special: Zombi Boyz are Fearless, they are assumed to automatically pass any morale or pinning test they have to take and never fall back. Zombi Boyz are too mindless for quick thinking, they may not initiate an assault, but fight normally when assaulted. Zombi Boyz are kept alive by foul magicks the only way to kill them is to blow them to bitz. Zombi boyz only take damage from shooting attacks of str 5 or higher. Zombie boyz move slowly and methodically, and may always fire their shootas as if they had not moved. If the Zombi Boyz fails its test agaisnt a crucible of malediction (which they may 'count heads' against), then a number of orks equal to the number they failed the roll by (always at least 1) are instantly killed, no save, and the unit my no longer use it's psychic power.