e CopyrighLe GAMES WOlUCSFlOP LTD..TOP BALTIMORE NOTIlNGHAM G163HY A ~~ PRODUCT REP NO: 001621 ISBN: 1-812372-37·6 PRODUcr CODE: 0}62 .rty of Games Workshop Ltd. 1991 Games Work.ORKS IN THE WARHAMMER 40.... GAMES WORKSHOP INC. copyright on the anwork and ihe images it dt:piclJ: is the prope. The e ~cl(l!i .Shop Lui.. eilherin-house OJ as work ror hire.shopand CiladeUogos arc aU trademarks owned by Games Workshop Lid. been produced.000 UNIVERSE By Bryan Ansell. Rick Priestley & Nigel Stillman PRODUCED BY GAMES WORKSHOP Wo. 3431 BENSON AVENUE MARYLAND 21227 CHEWTON STREET EAS1WOOD mu. All ogbl$ reserved. All artwodl in all Garnes Wooohop products and the images contained therein ha .000. the Games WC)rk..rhammJ!r 40.

MADMOB OGRYNS DEATH SKULL EQUIPMENT DBATII SKULLODDBITZ SAMPLE DEATII SKULL WARBAND 111 113 114 115 116 117 118 119 120 120 12 122 123 124 126 128 MAKING AN ORK BUlLDING ORK GLYPHS SUPER CYBOARS KOMBI-WEAPOS IN BATILE 134 138 140 140 BAD MOON EQUIPMENT BAD MOON ODnBlTZ " SAMPLE BAD MOON WARBAND n 76 78 80 . SUNZ ODDam SAMPLE EVIL SUNZ WARBAND 95 96 96 97 98 99 100 102 J 04 DEATH SKULL ARMY LIST WARBOSS 107 110 58 60 nAD MOON ARMY LIST WARBOSS RETINUE BIG MOB ~ NOBZ MEK"BOY2 PA1NBOY2 WEIRDBOY2 RUNTHERDZ BOyzMOB GRETCHIN WILD MOB STORMsOyz _ MAD MOB OORYNS _ 61 62 63 65 66 _ 67 68 69 70 7] 72 72 73 74 75 RE11NUB BIG MOB NOBZ MEKBOyz PAINBOYZ WEIROBOYZ RUNTHERDZ BOVZMOB ORBTCHIN WILD MOB STORMBOYZ .WEAPONS AND WARGEAR TRAKTOR KANON 4 4 EVIL SUNZ ARMY LIST WARBOSS RETINUE 85 86 87 HAND OF GORK PULSA ROKKIT BUBBLE CHUKKA 6 7 8 BIG MOB NOBZ MEKBOyz PAINBOYZ 89 90 91 92 ARMY LISTS FREEBOOTER ARMY LIST FREEBOOTER PIRATES KHORNE'S STORMBOYZ OUTCAST OOOBOn RENEGADE MEKBOyz GRErCHrNBANDITS RENEGADE RUNTMASTER BAD DOCS : WEIRDBOY WARPHEADZ ORK-OENESTEALER HYBRIDS FLASH arrz OUTCAST RETINUE RENEGADE SPEED FREEKS BAD ORK BIKEBOYZ FREEBOOTER MlNOERZ DREAD MOB CHAOS RENEGADE ORK WARBAND ORK MUTANT MOB POSSESSED WARPHEADZ HUMAN MERCENARY BAND WILD ORK OUTLAWS FREEBOOTER EQUIPMENT FREEBOOTER ODDBm 9 12 14 16 18 19 20 22 24 26 28 31 42 44 45 46 48 50 52 56 ~ 57 WElRDBOVZ RUNTHERDZ 93 94 BOVZ NIOH GRETCHfN WlLDMOB STORMBOVZ MAD MOB OORYNS EVIL SUNZ EQUIPMENT EVil.

. To do this yeu will need six pieces ofcard... Tape each piece of card 10 the next ta make II.they will only work: if there is a Rnntherd or a Neb within 6".. Should the Clew be reduced to a single Gretehin then the weapon can only be fired on me D6 roll of II 4. If the Kanon moves or turns to faoeanother direetinn it caanot be fired in. On the battlefield one of the most effeodve weapons which incorporates this tcehnology is the Tractor Kanan. The practical applications are many lind varied: they Include thegigantic weapons carried by spacecraft and used to tear apart enemy ships by force beams.. and many others besides. andgenerally getting in the way.often accompanied by an unspecified number of Snotlings who clamber about. the shooting phase of that rum. protective force fields like transparent armoured bubbles.. long folding card template 2" wide and 72" long._ lONG TeMPlATE __. The Traktor Kanon has a crew of two Orelchin . each piece of 12" by 2". Consequently. 5 or 6. or until it leaves th. if there is no Runtherd or Nob within 6" of the Traktor Kanon the crew's discipline will inevitably slacken and the weapon cannot fire or move. or possibly nothing more than a fermnate coincidence. This projects & powerful burst of traktor beam energy which latches onlD its target and pulls it towards the source of the beam with tremendous force. Assuming they are properly supervised by a Runtherd or a Nob. Obviously once bothcrew are slain the weapon is out of nceon and cannot fire at all. The Trakter Kanan projects a 2" wide beam directly forward in II straight line for 72". You can represent th beam by making a special Trakror Beam template. 2" THE TRAITOR HANON Odes make much use of taleporter and force field technology.. Even quite large vehicles are lugged helplessly forward.w p s N Kanan up to 2" during the tmn and can also nun it [0 face another direction. Although Gretchin enjoy banles (and like to think they ate just like the OrkS) Ihe role of weapon crew is not perceived as proper Orky fighting. WHICH CAN BE fOLDED OUT AS REQUIRED. the crew can move the Traktor TAPE EACH 12' x 2" SECT10N TO THE NElCTTO FORM A ___.. The normal Runt Crews rules apply to these Gretchin ..e table edge. The range is sufficient to cover most sizes of gaming table. and vehicles may be ripped open wi:tb a tremendous roaring explosion.. Foot trcops are thrown to the ground lind dispersed like le ves in a gale. This may be an inheritance from the technically advanced but now extinct Brain Boyz. NEEDED TO HIT AT THAT RANGE BAND 12" 4 72" 3 YOU CAN COLOUR EACHSEcnON DII'FERENTL Y IF YOU WISH 2 IF YOU CUT 11-IE SECTION SLJGHTL V SHORTER THAN THE FULL 12" IT WILL ROOM FOR TliE TAPE TO FORM A "HINGE· ALLOW EACH SECTION IS 2' x '2' 4 . scattering formadcns and throwing the enemy into panic. pulling levers at random. 5 NUMBER EACH TEMPLATE '·6 THIS 15 THE 06 SCORE . This gives you a template which can be extended between 12" and 72". Solid structures are likely to be tom apart..

ain:boys use syringe squigs iOJ a.i1ding struck by a traktcr beam su:ffers 6+3D6 points of damage in the same way as a vehicle.. building.g up to three days at a time.. but roll again if the result indicates that the target is missed altogether. If dragged. A target protected by any kind of force field.. Any model wholly or partially withinlhe template is struck by the uaktor beamand may be affected by it. Once you have established the area which has been hit. Models dragged out of unit cohesion must attempt to tefonn as soon as they can. The venom can also be extlr'SCtedand used in the big lxass syringes favoured by some Painboyz- e. this 12" section of card must be numbered 1. This does not affecL the operation of the force field in subsequent turns. TIlls means the trooper must make his saving throw or is killed . If dragged into another vehicle then damage is caused as if the two vehicles had collided . One end of the template is always p!acedclo. This Is indicated by ihe template.0 Orb but can knock them out for anythin.plus the normal D6random factor). The noma} pro tective effec ts 0 f these shields are ignored.dministeringanaesthetio.DINGS: Any bu.are especially favoured by Freebeoter Palnboyz known as into the Ork's flesh and squeerlng the squig to releasethe venom. The Trilior Kanon fires bursts of energy· it When a vehicle is struck by a ttaktor beam it is dragged D6" towards the Kanon. Force Fields this may mean that Runtz are scattered beyond the protective umbrella of the Force Field 115 a result of the traktor beam. 2D6 damage fromthe weiIpOn. Number the next section of cardZ. roll normally for penetration ~ if successful this means you have ripped that pan of the vehicle away and destroyed it! Refer to the damage effect charts and roll In discover the effect. FORCE FIELDS. If this exceeds the building's damage points total then the pcrdon covered by the traktor beam. the next 3.The biggest syringe sqnigs • tho sort that hs ve (hick 18 inc it needles on them .et is equal to the number on the section of templareccvering Ih.e target Roll a D6 far each target on the template ~ if you score equal to or male than the number on thesec:tion covering the target then it is IUl by thetraktOl: beam. trees and other ferms of cover o. Syringe squigs come in several different sizes depending on the sttenglll of the dose required (there are Ih:ree mainsizes • 'smal1'. If they are dragged into another foot !looper then both are autornatically knocked to the ground and each sustains II: S3 hit If dragged into a vehicle.Refer [0 the vehicle rules for details.see the vehicle rules for further details. FOOT TROOPERS: Poot troopers hit by the traktor beam W"eimmediately knocked to the ground and dragged 2D6" directly Inwo:rdstlle Trakior Kanon. n To fire the gun place the template so thai.Jte atall. The chance of aifectingthe targ. Models inside buildings are safe as long as the buildings remain intact. In tact. P.sest to the Kanon when it is fired. depending on your table and the potential targets in front of the Kanon you may not have to unfold the entire tempI3.72" template divided into six numbered sections. 11takes troopers half their movement to regain !heir feet after they have been knocked down. and affected as described below . In the case of Rumbo. for using the 'urtyesl syringe 5 . This means the Tractor Kanon win penetr. or ihraugh a wood.however the trooper is not allowed to leap outof tho way as he is in the grip of the trakior beam and unable to move quickly enough. .. nUD. notorious squigs they can. even if wea:ring powered or TernllnatotarmouJ. Thisease of use and portability is the advantage of the (elIding template.WEAPONS AND WARGEAR The closer ihe target is to the Traktor Kanon the stronger the effect of the beam. Locate the area hedges. Walls. simply sticking the probo. 'big' and ·uIty'). yOIl like you can also paint each section in a different coleursothar it can be identified more easily..ffer no protection. find. As II rough guide . is not protected against It traktor beam. • VBB1CLES: ~y vehicle Irit by a Traktor Kanan SUStains the equivalent of Ii 86 hit.any rock which is more than 1" high can be conaidered sufficient (you will have to take into account your own gaming set-up IIJIdmay want to adjust this tuleta suit your own scenery) . from nnn to tum. but instead of rolling a straight D6 instead add +3 to the dice to represent to devastating effect of the traktor beam.spceially 'B~ad Docs'. the end nnmbered 1 touches the end of the Kanon and unfold it outwards ~ the section numbered 6 should be fWIllest away from Ihe gun. or any kind of psychic proteetive fi eld . wrenching the protective bubble open and plucking the unfortunate Runtz away. collapses. This venom is not deadly 1. the trooper sustains a S6 hit All normal savinglhrows apply .ale 6+3D6 points of annour (6 for the strength of the weapon. Imperial power field. and so on up 006. hit using the normal vehicle hit location rules. and rock formations of sufficient size are considered to offer complete cover.This means mal any target wilhin the first 12" will always be hil.. You now have a.tm:n. The same applies to models and vehicles behind buildings -they are not affected 00 long as the buildings remain intact. Once the effects of any hits have been worked out the template is removed from play leaving any models which have been knocked over able [0 regain their feel in their followinll.scis useful if a larger dose of venom is required. into a foot trooper then damage is also sustained as if the vehicle hadanernpted to ron the trooper down . COVER: Models beyond the line of sight of the weapon because they ate protected by hills or hollows in the ground are safe from the traktor beam. • SYRINGE SQUIG Syringe squigs have II long needle-sharp proboscis with which they i11je<:t venom into their prey. Should the part ofa building which is protecting troops be destroyed. causing2D6 damage. then they automarically Boulders become eligible as targets. • does not maintain its beam.

A basic save of 4-6 therefore requires a 6 La save and any model with a save of S or6 cermet save at all. Sometimes they keep the target suspended for several minutes waiting for the ideal opportunity to shutoff the beam and send 'Lhe victim hurtl. .. or indeed he can hold the target in the air indefinitely . The Otk player can decide to drop the target straight away. Drop!' from the excited Snoilings.this is because the boom-mounted projector is awkwud to adjust at short distance. and scream 'SPLATl' as loud as they can when it hits the ground. difficult to hit wgets which are at Jess than 24" range . Obviously once both crew are slain the weapon is OUI of action and cannot fire at all In Tile Lifta-Droppa's boom-mounted projector can be directed against my target within Ii 90 fire arc..re properly supervised. or you can balance it on top of a plastic tumbler to show that it is suspended in lh. by moch jeering and cal-calls from the Runtz controlling the weapon. There must be a clear line of sighl to the target. When the target is hiL the Lifta-droppa's boom-moun Led projector begins to swing upwards. TERMINATOR OTHER VEHlCLE. Ifth. ! t WEAPONS AND WARGEAR THf LlFTA-DROPPA . The Lifta-Droppa has a crew of two Oretcbin accompanied by the usual crowd of Snotlings whose main purpose is to cheer loudly whenever the Lifta-Droppa crew hit anything. If there is not the crew will inevitably slacken in their duties and ilie weapon cannot fife or move.not unlike a crane. Dreadnoughts are treated exactly like vehicles. but a bike sustains damage exactly as if struck by a vehicle. jiggling the unfortunate victim in the air above the enemy forces. f RANGE FOOT TROOPER ROBOT.G air._w Miss 4-6 5-60 6 <' 2(148"· 48-60" 24-36" A dropped fOOL trooper Ot a foot trooper hit by B. Any armour areas on any or the vehicles involved which have a value of less than the number rolled are automatically penetrated and sustain damage as ifhU by a weapon. When it is dropped. . the victim over an appropriate target the Droppa lever is thrown. This is very disconcerting for the t. On a TaU of 1-4 it lands in a random direction within D6" of the nominated point and so may still land on top of something. the crew can move the LifLa-Droppa up to 2" during the tum and can II1so tum it 1. DREAD OUGHT ·0-24- . A large vehicle may crush several targets in this way and 0 is an especially favoured target for the LiRa-Droppa crews.but a great laugh for the Orks. The normal Runt Crews roles apply to these Gretcbin . As long as the LiftaDroppa is holding a target in the air it cannot shoot again nor can it drop a target and shoot at a new one in the same tum.HAND Of GORK The Hand of Gerk (known to the Runt crews as the Liftadroppa) is another inverulon which utilises rrakter beam technology.e weapon moves or turns to face another direction it cannot be fll'ed tho shooting phase of that tum. D movement phase. Drop. but the Lifta-Droppa works best against large targets such as vehicles and Dreaduougbts . Should !he crew be reduced to a single Grefchin then the weapon can only be fired on the D6 roll of a 4.they will only work effectively if there is a Runtherd or a Nob within 6" of them. which is quite appropriate considering how it works I The Lifte-droppals fJred et a target and if it hits larches a strong. and th rargeris lifted into the air high above the battlefield.letting it drop during any of his own &hooting phases or enemy movement phases. the Ork: player nominates a Ianding point within 6" of the target's original position. Models which [ail their save are killed. narrow beam of traktor energy onto its victim. The Rantz all cheer as the targethurls through the air. A target held in the air by a traktor beam cannot move or nrc weapons . The chart below gives the D6 score required to hit different targets at different ranges. where he will hopefully land on some of his males and make Ii great destructive mess. and the vehicle or trooper plummers earthwards. The crew regard it as a great challenge and matter of considerable pride that they manage to crush as many enemy as possible. fnlling object must make its basic saving throw with a -2 modifier in order to survive.ing down onto the battlefield. The C ptive target is carried high into the air and held until the Ork player decides to drop it. The dropped victim will hit the point nominated on the D6 roll of Ii 5 or 6. Assuming they o. The device is somewhat large and ungainly . A vehicle strUck by a falling foot trooper is not affected. Bikes and Trikes obey the normal collision rules and so only ever penetrate one randomly determined area if they are dropped onto a larger vehicle. As soon as they think mey have jiggled. This is accompanied. Any model may be chosen as the target.. 5 or 6. As you can see it is actually quite. The Gretchin crew guffaw madly as they play with the controls.troopers are Tather small and dIfficult to hit. the traktor beam cuts out.it is completely helpless. Drop.0 face mother direction. Roll SD6. and squeaky chants of 'Drop. This is a more concentrated beam than the Traktcr Kanan (for example) and can only hil one target at II lime. When the Llfta-Droppa hils its target the beam Iatches onto it and the victim is pulled off the ground. The model may be left in its original position on the table with a suitable marker placed next to it. Its optimum range is between 24 and 36". The advantage of waiting until the enemy turn is that you con drop the target right on top of enemy moving below. A dropped vehicle or a vehicle hit by another dropped vehicle sustains damage as if involved in a collision at maximum speed .m:gcL. BlKE'TRIKE. or wait unti lany moment during Lhe opposing player's 6 . not blocked by any intervening models or scenery. This means that most players will want to either drop the target immediately or wait until some point during the enemy movement.S··6.

. but they are unable to move or Iire normally thaI tum. The Force Field itself is of a special kind mown as a Pulsa .e other's pulsing Faroe Fields. and inremal cogs and wheels begin to clunk: and grind. the Rokkit would travel 12+506" before the Pulsa generator is released. and then adds a further 12. The player does this by nominating a number of between 1 and 10 .they will only work if th. In the event of two Pulsa Generators landing close . as lo:ng as this is working it is impossible to damage the machine.. emlu one fmal burst of energy and explodes destroying itself completely.5 or 6. The weapon can be fired and moved in the same turn . 3A~tor2 4 tJ. Troops whose unit coherency is broken as a result of being pushed apart must try LO rejoin their unit as soon as they can. crewed weapons or o!her models within the eli Illnce indicated a. For example. Field. Runtherd or a Nob within 6". ObvIously once both crew life slain the wea.·. When the crew have fired their Rokkit they attach themselves to the nearest Nob OT Oddboyand follow him around for lhe rest of the battle: they do not fight.eral. rocky pinnacles (or similar fea uues) wi thin the affected area. by the player represents the extra distance it flies. This means they must make their basic saving throw or sustain D6 wounds just as if they had been hit by a moving vehicle. are k:nocked down 011 the D6roll of a 4 or more. blades spin. a D6. steam hisses from its vents. releasing the Pulsa generator. Models afI"ect8d in this way may neither move nor shoot that tum. adds up the total. The Pulsa RokIcit can only be filed once.re pushed violently to the rim of the Force Field pulse.around !he Pulss Gcoerator. A Runtbot Force ~ield is no protection against a Pulsa Force Field . off th. The Pulsa generator is placed directly in front of the Rokkit launch team the distance indicated. Any foot troopers pushed into or against other fOOL troopers are not hurt as a result.w-We$ e~terijho 3D6~.or cause a shock wave which radiates out a distance of 2D(j" around the machine.they return to the table exactly where they left it. When they touch troops and vehicles they are pushed aside and spun round. pinned loth.ihtlii~ . Any tTOOpS.pon is out of action and cannot fire a1 all. The Rokkit always travels at least 12". As for 2 but tbe Force Field shock waves extend to 406". Assuming they are properly supervised. and. The Pulsa Generator is protected by its own Force. The Roldcit is carried LO the battlefield on its own little launcher. [ 6 The Pulsa Generator overheats. Any buildings. The normal Runt Crews rules apply to these Gretchin .e table edge by the Puls a Force Field may attempt to return at the start of a subsequent tum by rolling. At the start of every enemy tum the Pulsa generates a strong pulse of Force Field energy which expands around it. !he crew can move the Rolli up to 2" during the tum and can also tum it 10 face another direction.A-~1!Jr:2lM. The Rok.WEAPONS AND WARGEAR PULSA ROBBIT The Pulsa Rokkit is really a special Force Field generator which is hurled into the midst of the enemy ranks by means of a solid fuel rocket. If there is neither a Runtherd or a Nob within 6" of the Rokkit the crew will inevitably become distracted and the weapon cannot fire or move.e ground and prevented from fighting at all... throwing the enemy into dismay. POOL troopers are unable to dive out of the way of a vehicle or other object that they are being pushed into (or which is being pushed into them) and so are not allowed to dive aside as they are in the case of a normal vehicle ccflision. The Pulsa generator starts to build up energy as soon as it lands.the Runtbot and any Runtz it is protecting are pushed aside just as if the Runtbot Foree Field did not exist.so the pulse will affect troopseven if they are on the other side of a hill or in a trench. T 2 The shook-waves from the Pulsa Force Pield Gen.1 is a very short fuse while 10 is a very long one. To see how far the Rokkit travels before releasing the Pulsa generator the player rolls the nominated number of D6s. captured Imperial vehicle to get one). . Any enemy too close to the Pulsa may be toppled over.rce F'~ld shoal:. The Ork player I'oUS a D6 before the enemy player 's turn. Models pushed. but tbeJio. Depending on how strong this pulse is it will affect a smaller or greater area. The Foree Field $hock waves extend to 606. Ripples of energy spread outwards and become weaker and weaker. so the number nominated.by then neither is affected by th.ere is Ii. lIteS. Before the Rokkit is fired the fuse is trimmed to determine roughly how far it will fly before • The energy pulses emitted by a Pulsa Generator are not stopped by scenery no matter how dense this is . Should the crew be reduced to a single Gretchin then the weapon can only be flIed on the D6 roll of a 4. vehicles.this is a strange whirling machine which detaches from its parent Rokkit and glides to earth by means of a parachute or anti-gravity motor (if the Mekboyz can dismantle a. Any models pushed into vehicles or against a building take damage as if they had collided with a vehicle.kit can only befued straight ahead. When it lands the POOa Force Field sends out powerful bursts of energy like the ripples a stone makes when it is thrown into a pool. 7 . if the player opts for an average flight time and nominates 5. On a roll of 5 or 6. and the player should Lake the opportunity to direct it where he wants during the movement phase.fjeld' sh~wave~: ~tulrl9Jo6t)6". D6 EFFECf • 'The Pulsa Rokkit has a crew of two Gretchin accompanied by the usual crowd of non-combatant but enthusiastic Snotlings. and it is aimed and fired by its crew of two Gretchln accompanied by their enthusiastic Snotling attenda:nts.

e enemy player later. Obviously once both crew are slain the weapon is out of action and cannot fire at all. a D6 roll of 4 or more. '1~4. Because the Force Field is invisible the entrapped crew of a vehicle or inhabitants of a building will have no idea of their predicament until it's too late. undetectable Force Field Bubbles . If not.~~e5U~p~#. Most of the fragile bobbles burst straight away but some stick [l:)gether and emalgamare into larger but Increasingly unstable spheres. used by Painboyz to bleed the patient and suck bad blood and pus from septic wounds. As the bubble constricts around the target it hardens and becomes completely inprenetrable..' and laugh uncontrollably at the sight of helpless humans desperately trying to escape fueir invisible cage while shells whizz around their. The shot hits the inside of !he Foree Field and rebounds back towards the vehicle. 1f the shot misses then the vehicle has had a. The squig doesn't seem to mind what the blood is like so long as it gets a regular and plentiful supply. This means it is possible to rue a Bobble Chukka through yom own troops and over the lOp of enemy troops at a vehicle or building beyond.. The bubble lasts for the remainder of the game but will eventually wear off after a rew hours. The Bubble Chukka has a fire arc of 90° and may be fired at lilly .m.[ exuberant but non-combative Snorlings.either slick a piece of Blu-tac underneath one model to mark: it or place a small counter beside it.which theydo by extolling the benefits of regular bleeding to otherwise healthy Orks. 5 or 6.vehicles can be' identified by their colour schemes or by the 1100pS inside. the ta-rget from auuide has no effe~ .sl vehicles by roll. such as the skin of a vehicle or the wall of a building. the crew can move the Bubble Chukka up to 2" during the tum and also tum it to face another direction. VAMPIRE SQUIG The Vampire Squig is a blood-sucking creature with long sharp fangs.they will only work if there is a Rumherd or a Nob within 6" ofthe Bubbie Chukka. The normal Runt Crew rules apply to these Gret'Chin . The Ork player. The Bubble Chukka. This causes immense hilarity among any nearby Orb. Once the bubble been revealed lind shots rebounded.. so lIrlyfoOl troopers in the field of fire are ignored.lll~. H the I1Irget iude is a~g to shoot. or if troops are anc.has a crew of ~wo Gretehin accompanied by the usual crowd 0.WEAPONS AND WARGEAR aU8alE (HUHHA The Bubble Chukka is one of the most innovative of the Mekboyz' many adaptations of Force Field technology.the shell or ener&Y bolr U deflected hawUessly away.laff~~. If not. Surprisel '!'he tatgel has been bubbled . Walk out dam .on template as normal.: nas Once a target has been bubbled it is impossible for troops to board or leave 8 vehicle 01 enter or leave a building. It should 'be relatively easy to identify a. This does not Slap a vehicle moving. and. If ibe bubble is 1I0l burst then il continues LO affect the target in following rums.)Mfr. most players have some form of identifying marks on their models. The Orks regard this as a good way of capturing vehicles and human slaves. Surprise]. len to see _if the bobbie bursts after every tum thaL one or more shots have been rebounded. however. you will have to agree some sort of system with your fellow player .much like a mass of soap bubbles. When any side attempts to shoot at or from the target the Ork player must reveal that he has attempted to Bubble the target and rolls a D6.so neither you nor your opponent mow if the bubble stream has actually hit or stuck to lhe intended target. who will shout 'Surprise. but it does have a surprising and unpleasant effect the next time it tries to fire a gun.•ge as if ltOq>S had been shot with their own weapons.. 8 .mpting to shoot from within a bubbled building or vehicle. lucky esc-a~ and the shot has lodged in the ground. must carefully note down which target he has firedat and rnnst 'be prepared 1. the enemy is unable 10 tell which target you have chosen. the object until the whole thing is surrounded by a giant Force Field bubble. Should the crew be reduced to a single Gretchin then the weapon can only be fired on the D6 roll of a 4. If a bubble hits a suitable surface.fl. ears.. When times are hard (that is when there's noL much fighting) the Painboyz have 10 find other ways of keeping their pets alive . more bubbles will adhere to it increasing the size of the bubble around. the crew will lose their concentration and the weapon cannot flre or move. building or vehicle . A Force Field bubble has no effect until orneone tries 10 shoot at or from the enclosed vehicle or building. Ashen 0. From means its whirring innards the machine produces a stream of invisible.( energy bolt will continue to bounce around in this way until the vehicle is hit or the bubble bursts. When Ute Bubble Chuldca is fired its effects are completely invisible . Foot troops are roo small for the Foree Field Bubbles to stick to. D6 5-6 RESULT iff" it. A shot agm. If !he weapon move or turns it cannot be fired in th shooting phase of that tum.il)g on the hi11ocm. test immediately to see il the bubble has burnthe bubble bum" OD. Work OUI shots "g. In addition. hicleor e building ·jn its Iine-of-sight and within its maximum 48" range.0 show this wriuen recordto th.. then the $hots rebound and IUlomaLicaJ1y bit their firers. Assuming they are properly under control.

To emphasise his identity as a. Often the Kaplin will fix upon a conspicuous and well known feature of his own to add to the Jolly Ork design . who not only don't object to their bullying and violent ways but actually expect their commanders to behave in this fashion. while some will be the remnants of shattered armies.picture of the weapon on his flag. Even though an Ork may once have been a Goff or a Death Skull. eye-patches.o • reebooterz are Orks who have abandoned their tribes to form roving bands of outcasts. allegiances and wear a distinctive style of dress to emphasise this. The Kaplin's occasionally murderous outbursts serve only to impress the Boyz and remind them what a nne leader they have. • DIOO FRE"EBOOTERZ MOB 9 . favouring large decorated hats and voluminous coats in which they conceal numerous weapons and flasks of Fungus Rum (a particularly potent and indigestible kind of Ork Brew favoured by Freebooterz . so most of them have scars.for example a spectacularly bearded Ork might add a spiky beard to his Jolly Ork flag. Being a pretty rough lot Freebooterz are forever fighting amongst themselves. Each Kaptin makes up his own version of the Jolly Ork theme so that he can be identified on the banlefield and so that the enemy know who they are up against. fREE800TERZ FOR HIRE Freebooterz can be included in an Ork Warband as described in the Army Lists. missing: limbs are often replaced with crude peglegs and hook arms. Because they don't always have access to Painboyz and Mekooyz.it can also be used as fuel in emergencies). clothes and vehicles.h outcast. Once a player has generated a Mob for one battle he may always include that same Mob in future Warbands because the Freebooterz are still in the area and can be hired again. once he becomes a Freebooter he no 'longer holds any loyalties for his old clan. They command tremendous loyalty from their Boyz. As the player is allowed to reroll in this way he can always field a Mob of Freebooter Pirates ifhe wishes. Freebooterz forsak their old clan. Some are fugitives from Ork society. Many of the Preebooterz are available for hire as mercenaries. Freebooter Kaptins are extremely tough and aggressive Orks with fiery tempers. If the player wishes to include a Freebooter Mob in his Warband he first rolls a 0100 to determine what kind of Frcebooterz offer themselves for hire.0 join in a battle with promises of loot and a good fight. a Freebooter may wear stripy trousers and may decorate himself with ear/nose rings and Jolly Ork tattoos. then the player should roll again until he obtains a Mob of Freebooter Pirates OI any other Mob for which he has models. The composition of Freebooter bands varies greatly depending on their origin and history. A lot of Preebooterz are very treacherous and unpleasant characters indeed and not the sort of individuals that would be tolerated innormal Ork society. ERZ The universal symbol of the Ork Freebooterz is the Jolly Ork . although this is only a temporary measure until the Freebooter can buy or steal himself something better. notoriously armed with a unique Kombi Weapon might include a. others are easily persuaded 1. while a Kaptin. If the player does not have appropriate models to represent the Mob he has generated. others eccentrics. Kaptins dress in an even more flamboyant style than Freebooter Boyz. Freebooter Pirates are the most common type of Freebooter. and even the sorry reminders of more severe injuries such as missing limbs.an Ork Skull and Crossbones design which they paint on their flags.

from between the Doc's legs.. 'I challenge 'in! ter a pit fight. Without thinking. loosened his belt and settled his bulk more comfortably in his throne. looking round uneasily 111 clustered about him. den we'll see who's da best Doc around 'er !' The Warboss shook: his head. Bad Ork Blkeboyz. an' 'u's not da fITS!.. They are no longer immature. These are Weirdboyz whose minds have been permanently unsettled by contact with the warp and the horrendous UlI"Orky things thai live I:here. Broadpaunch Hardgit levered himself and stared down at the offending OUI 'Oat's a lie. maybe. exposing serried ranks of teeth. of his throne Painboy. everything he'd worked so hard For. 'Ow 'It 'as come let my attenshun dar da dokt. It's too late fer dat. Poor Nagbag's been a drooling idiot. Fuggi. an' all da other stuff. Khorne's Stormboyz.' replied the Warboss. Doc: good nsmel It's 'Im. 'So?' h said weakly 'Can I go now. er. rks behind their backs. an' make sure he goes. innit? 'B's jealous because 'c's not as good as mel' Doc Haeksore angrily pointed to Doc Badbreff. Th Doc silenced the Oretchin orderly wilh a quick kick. The Warboss immodiately pushed him for more. Tln se Orks are really hard and no mistake! 'Well.: 'But WOI abeut a fine?' Quick as II camivorous much yer got. the Doc had already started to think that his new-found freedom wasn't such a bad thing after all. and knew he was in for it. ruler of Hardgit's Town. They leered back. but eJUJe. They ride huge. shall we say. Boyz. ler be frank. But as he and FugSi! stood together outside tile closed city gate.I can explain everyfink. A few years of hard work would restore his fortunes. Painboy. Nobz Badbreff.. an'. the. These are Wildboyz who have been found by Freebootcrz before a 'civilised' tribe could get to them. and turned back La face the Warboss. All that remained to him were the clothes he was wearing. a vicious rnrner put about ter slander my The Doc named a sum large enough to impress the Warboss (he hoped). He desperately rried [0 think why the War boss had demanded to see him so urgently. Welrdboy Warpheadz. ' 'Ere!' protested Fuggi. For once. The fine amounted to the entirety of the Doc's personal tooth store and assets. Doc. determined to take his judgment like an Ork.. lntroduced LO the TOUgh end of Ork Kultur. 'Chuck "im OUl da town. the Retinue Ncbz and all the Runt servants craned forward to hear the sentence. 'We 'ave been a naughty boy 'aven't we. do hereby pronounce Doc' Acksore guilty of crimes against 'is fellow Orks. tougher. ply his trade across Ille stars. well' said the Bad Moo. Some find th I they enjoy the c.. an' never show 'is ugly face round 'ere again I' 'll it's about da slight overcharge on da 'repairs to yer Waxbossness's bionik "and . den?' squig the Warboss replied.the Retinue Nobz had simply dragged him off. A11gone. bad ways. They are accompanied by a psychic circus of barmy Madboyz. mighty Warboss of Waa-Hardgil. You've fallen inter bad ways-bad. It was soon over. Fined to his last tooth.. Doc Hacksore allowed himself to propelled unceremoniously to me town limits by the burly Nobz. yer 'onour?' . J don't neither. slayer of da bugeyez. He realised that there was no use in arguing. up ter scratch. mighty Bad Moon Warboss. he was going LO enjoy dealing with Pain boy. They were very large (especially about the girth).clerical CUo!. He looked round at (he Nobz guarding him. despite his and Fuggit's best attempts to defend themselves with the tools of their trade. and the expression on tileir faces could be described as evil.oring services offered by yerself are not entirely. who was standing to one side of the Warboss. Dreadmob. He'd travel. all the teeth he'd saved up. he blurted OUL. repairing and hiring out these Grewhin driven machines.. bur small enough t leave him a little over [or 'necessities'. Preebooter Pirates. There were few better bargainers than B Bad Moon Warboss. Exilel Doc Haeksore was dumbfounded_ He hadn't expected such a severe punishment.FREEBOO1ERZ Wild Ork Outlaws. ar laast he didn't have to leave his home. gazing at the Far horizon. Da Boyz don'l trust yer any more. wen. These are the ultimate Ork Speed Freeks. since yet operated on 'i brain.haUenge so much that they devote their lives to building. jangling his heavy gold earrings. low-slung bikes adorned with gleamingpaintwork and carefully polished chrome. The assembled Orks all breathed in and leaned nearer. The most common Preebooterz of all are the Mobz of Pirates or Banditz which roam from settlement to settlement in search of a good scrap and plenty of loot They are led by an especially roguish Kaplin who affects a colourful and distinctive style of dress of len featuring a large Kapdn's 'At with the Jolly Orksymbol painted on iL. Doc 10 . and the flustered Doc was out of his depth against such II skilled opponent. Broadpaunch Hardgit.. and his faithful FUggi!. posturing juveniles laughed at by older. where he had been sheltering.' 'YeI wot?' said Doc Hacksore. 'I. The Warboss cleared his throat. his head full of plans and dreams. . addicted to the sensation of speed and the noise of battle. 'No. 'TIle sentence 1 pass upon 'im is . gesturing to the Nobz. Broadpaunch Hardgit. These are mature Stonnboyz who have taken their cult of military virtue to the extreme and begun worshipping the Chaos Power Khorne as patron of their warrior code. 'Exile] Dat 'c leave Hardgit's Town today. whistling happily.' Unresisting.' Doc Hacksore heard the hardness in the Warbosss voice. He belted the miserable Fuggl: round the ears to cheer the Gretchin up. spitting out a ehewin' squig.Building Dreadnoughts requires the cooperation of a Mekaniak and II. and strode off down the road into the future.. And he'd been given no choice. Still. they have learned some really bad ways. 'ere made a simple. broaden the scope of his 'eksperimentsv=-hc'd always known his special talents weren't fully appreciated.n Warboss. conqueror of . looking smug.

. as daemons find it completely impossible to supplant the single-minded Ork personality. He is accompanied by his Chaos Warband. and so they remain together. The Bad Docs. 00081TZ Some Ork Freebooter Mobs are entitled to include various Oddbitz on account of the fact that they contain Oddboyz. Kornbi-Weapons. Ork-Genestealer • Outcast Oddboyz. and the poor old Gretohin wake up to find themselves abandoned. Gretchln Bandits. Weirdboyz sometimes become possessed by daemons from the warp. It is quite common for the Orks toget so fed up that they 'accidentally' forget to tell the Gretchin next. The Boyz hate this and find the Gretchirr's constant mimicry a real pain in the neck. shunned by any proper Orks. A motley crew of Oddboyz who have been thrown out of their tribe. The Green Brood. cut-throat Orles riding an assortment of souped up Hot-Rods. Some of these mercenary groups actually go as far as to ape the Orks' styles of dress and other of their customs. personal of favour over the from his and fend Hybrids. Ork mutants lurk on the fringe of Ork society and just want to be among 'da Boyz' again. Renegade Speed Prseks. This is a tragedy for both parties.FREEBOOTERZ Renegade Mekboyz. Runtherdz become very protective towards their Run. untrustworthy and deranged Painhoyz. They cannot be used by other Orks in your army. Flash Gltz. Freebooterz cannot use items generated for the Warband. a Mekboy's new Kombi-Weapon may blow up in the face of the Warboss. younger. They are acoompanied by Ork henchmen whose brains have been transplanted with Squigs .a Pain boy might lose one too many patients. and so forth. and meaner Warboss takes tribe. hut they are quite separate from the forces under his direct command and don't form part of his tribe. To this end those Gretchin. As for the Weirdboy . whose 'eksperimentz' have resulted in the other Orks throwing them out of the tribe. If yer needz protekshun and yer got da teef ter spare call on 'Da Management. even Ork Warlords will hire them. Equipment and Oddbirz generated on behalf of Freebooter Bands must be used by those Freebooter Bands. The daemon becomes trapped and helpless in the Ork's mind. a Runtherd might be chucked out for being too soft with the Runtz and leading them into bad ways. Orks are not the best host for the Genestealers because their life-cycle is too slow to suit the alien's purpose.which is bad news when other Orks want Runtz for Shokk Attack Teams or to clear mine fields. These are humans who live in or around parts of the galaxy dominated by Orks. Sometimes a Runtherd will run away from his tribe rather than see his charges wasted in this way. may include a Squig-brained Dreadnought. Ork Mutant Mob. they usually have access [0 all sorts of goodies which they picked up during their travels. Some of these bands lose touch with their original tribes. hiring out their technical expertise to Warbosses who want them. Many Speed Preeks abandon their tribes and set-up with others of their kind as daring. The Gretchin adapt by seeking out Warbands that will allow them to fight alongside. Chaos Renegade Ork Warband. having realised his mistake and desperate to escape. The Patriarch is determined to lead his band to where they can find a new and more suitable host species. These Oddbitz may be chosen from the Freebooterz Oddbitz List at the end of the Freebooter List itself. A courageous Warlord may employ their undoubted fighting talents if he can tolerate their freaky appe arance. Freebooterz generate equipment from the Freebooter Equipment Chart given at the end of the Frecbooterz list. Meks from different tribes meet during the Waa-Orks and pool their skills to build Gargants and other weapons for the Waa. dangerous mob and a right bunch of show-offs. speed mad. 11 . All Gretchin really want to hang around with their Ork masters and prove just how good they are. They are mightily impressed by the strength and no-nonsense attitude of Orks and openly admire their way of life. and dangerous acts of bravado. but hired by Warbosses with the lowest cunning. time they break camp.. • FREE800TER EQUIPMENT Most Freebooter Mobz include at least one character (usually the Kaplin) who can carry randomly generated equipment such as Assault Weapons. The old Warboss and the toughest Nobz household have little choice but to leave the tribe for themsel ves as disinher ited Free boo ten. Similarly. These are dangerous. These Freebooterz have struck it lucky and are now considerably well equipped as well as beingdtessed in a completely over the top manner even by Freebooter standards. he talks to himself a lot. Possessed Welrdboyz. for example. and they soon develop a quite distinct and independent character as Freeboorerz. Outcast Retinue. They area real hard fighting. They literally drip with jewels and war gear ornamented in the richest and most ostentatious way possible.' if yer knows wotz gud foryer. or their households are wiped om in action. Renegade Runtmaster. If human mercenaries are really hard. this is OJlC of the advantages of chosing a Freebooter Mob for your Warband . Speed Freeks have wholly given themselves over to the Ork Cult of Speed .1Z and sometimes cannot bear to part with them .. Bad Docs. that can afford to do so arm themselves with simple firearms and follow the Boyz Mobz into battle.their tribal loyalties are naturally eroded as they immerse themselves in a world of Last machines. The Freebooterz have been hired by the Warboss. Indeed. Freebooter Minden. or who have deserted their homes to take up a life as Freebooterz. An ousted Warboss and his retainers sometimes find themselves distinctly out when a new. Now they offer their services to unscrupulous Warlords. Human Mercenary Band. An Ork Kaptin who has thrown in his lot with one of the Chaos Gods and bec-ome a Chaos Champion. Many Oddboyz eam themselves the disapproval of their fellow Orks for one reason or another . engines.

AND 1 BOY WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN AND CARRYING A HEAVY WEAPON CHOSEN AT ADDIDONAL COST FROM THE CHART BELOW. PLUS AS MANY EXTRA BOYZ AS YOU WANT . or else they can be persuaded to join in a. so it is hardly surprising' that many have very treacherous and unpleasant characters indeed. Sometimes fugitives or strange eccentrics will leave their tribe and join a Freebooterz Pirates Mob. some Odes abandon what is left of their tribe and join a roving band of Ork Freebooter Pirates.WEARING FLAK ARMOUR AND ARMED WITHA HAND WEAPON A BOLT PISTOL OR BOLTGUN AT A COST OF 7 POINTS EACH.BOLTGUN.FREEBOOTER PIRATES ORR FREEBOOTER PIRATES Following the ravages of war or some other disastrous disruption of their lives.battle with promises of loot FOR 75 POINTS 1 PIRATE KAPTIN WEARING FlAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR . AND REA VY WEAPONS: A Boy with a heavy weapon can have any weapon chosen from the list below. AND 4 BOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN (CHOOSE WHICH YOU WANT FOR THE WHOLE UNIT). 12 . Most Freebooter Mobz hire themselves out as mercenaries. Extra points are paid for: this weapon so it is up to you how much you spend.

FREEBOOTER PIRATES FREEBOOTER BANNERS FOR YOU TO PHOTOCOPY AND CUT OUT STORMBOYZ OF~ORNE IlACKBANNER OUTCAST OOOBOYZ ~EKA.NlAK'S BAN NER e~c~ OR~ MlrrANT MOB BACK ElM! tilER RENEGADE M. Equipment not used is assumed to be left behind at the Pirates' base and can be used in future games if you want. but can do if he wishes.BAC~ BANNER RU~THERO'S OUT~ST BACK BANNERS QCDBOVZ FREEBOOTER BACt{ BAN N:EFI MINDEIlZ WEUlOBOV W. The Kaptin does not have to have the same extra gear. Unwanted equipment may be ignored but it still has to be paid for. VEInCLES: The Freebooter Pirates may ride in an. they can carry the Freebooterz' flags and sundry items of battlefield equipment on behalf of their masters. and can carry any of the equipment generated. The Kaptin can roll as many times on how many charts as you want.ORK W"~BAND'S BANNER OUTCAST QODBOYZ PA:1NBOYS BACK BANN eR: RENeG. Although they do not fight. 13 . ATI'ENDANTS: The Freebooter Pirates can be accompanied by as many non-combatant Gretchin and Snotling servants as you wish.ltPHeAOZ SACK BAN NE.N'AK BACK SANNERS REN. The Pirates may have more Battlewagons at a cost of 25 points eaclt.NIAK BACK BANNERS • fRE~BOOTER P'AAT!.GAOC MEKANIAK SAO!< BANNERS ClAETCH .. Every Boy has to have the same extra gear.R RENEGADE MEKA. the Boy with the heavy weapon. Any weapons generated by the Kaptil) may be installed on the vehicle and fired by the Boyz inside.o.1/ llANO IT BACK BAHNER CHAOS RENEGAD. so he can have my of the special gear from the cham listed below. • KAPTIN'S GEAR: The Freebooter Kaplin obviously gets first pick of any good gear that the Mob buys or finds.l<ANIAK !lACK BANNERS RENEGADE MEKA.oe RUNTHERD BAOJ<BANNERS "ENEGAOE IIlJNTHEflD SACK BANNERS EXTRA WARGEAR: A Freebooterz Mob can also have any of the extra gear shown on the chart below. even. Choose any chart and randomly generate a bit of equipment for the points indicated. unarmed Battlewagon at no points cost.

FOR 90 POINTS 1 KAPTIN WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN.. i8 6 8 WP 'f~~ . You only have to look lit the face of any idol of Khome to see how thai Power thrives on the war hip and sacrifice of Orks such as these.i~ 2 1 I A Ld lot CI i. Some become Stonnboy Kaptins and continue to lend Stormboy Mobz in combat. few individuals find it bard to give up the old ways. AND 6 STORMBOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTOUN' (CHOOSE WHICH YOU WANT FOR THE WHOLE UNIT). but others BIe drawn into one oflhe Freebooter bands which worship the Blood God Khome.4. a life of almost continual blood-letting.l. AND 1 STORMBOY WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTOUN AND CARRYING A HEAVY WEAPON CHOSEN AT ADDmONAL COST FROM THE CHART BELOW. However.• KUonm:>S'~'¥~.. of course. and other militaristic behaviour.KHORNE'S STORMBOYZ KHORNE'S STORMBOYZ Most Stermboyz eventually grow out of their obsession with marching about. but the cult is rampant amongst Freebooter Stormboyz.binding rules governing their conduct as honourable warriors.4 ~ 4 4 4 M WS BS S 3 T 4 W 1 '~*'ill~" '* .". They are destined to fall on some far fhmg field.~1. The Blood God epitomizes the martial virtues which they hold dear. and.:·' .'·At5s~. their blood and bleaching bones a sacrifice La Khome. KHORNE'S STORMBOYZ ?t 1. Worship of the Chaos Powers is not tolerated amongst sane and sensible Orks.1" 7 i.·4l.~ . as well as for Ork Warlords. Khome's Stormboyz who survive long enough may be rewarded with gifts or attributes of which they are very proud. Stormboyz of Khome are good hand-mohand fighters and easily find employment. Their strange sense of honour permits them \0 fight with equal vigour on behalf of Human Chaos Champions and other Chaos Forces. Ii'(>. 1" . dressing in uniforms. watching their mates drift away or die.~~ z: 14 .""". Once committed to the Blood God the Odes know they can never return to norma] Ork society. while the new Stonnboy recruits often corne to regard them as cranky old-timers. including a harsh disciplinary code. i. 8.

Extra points are paid for this weapon so it's up to you how much you spend.randomly generate equipment for the points indicated. For every Chaos Reward given to the Kaptin roll on the Followers Reward Table in either Realm of Chaos volume to establish if any other Stonnboyz gain rewards.KHORNE'S FREEBOOTER BANNERS FOR YOU TO PHOTOCOPY AND CUT OUT STORMBOYZ BACK FLASH GrT2 BANN ERS FLASH GfTZ SACK <!ANNcAS FLASH GITZ BACK BANNERS WllDBOY FlASH GiTZ BAQI( RANNEiRS BACKBANNEA OUTlAWS HU MAN MEReE NARIES BANNEr! • FL. Stormboyz of Khome are hardened warriors whose experience gives them plenty of opportunity to pick up heavy weaponry . 'I'RE KAPTIN MAY HAVE UP TO D4+1 CHAOS REWARDS. If you decide to give your Kaptin rewards you will need a copy of Realm of Chaos .so one Stormboy can be given several rewards if you prefer. but must accept any rewards you roll. COST FOR WEAPON • EXTRA WARGEAR: The Mob can also have any of the extra gear shown on the chart below. Any rewards generated in this way may be applied to any Stormboy the player wishes . The Kaplin can roll as many times on as many charts as the player wants. Every Boy has to have the same gear.Slaves to Darkness.Slaves to Darkness. hut does not have to have any if you do not Wan! them. The Kaptin does not have to have the same gear but can do so if he wants . then roll for each reward in turn referring to the Chaos Rewards TabJe in The Lost IIl1dthe Damned as you do so. Any ChaosReward rolled a second or subsequent lime may be either taken by the Kaplin or passed on to one of his Stormboyz.for this reason they pay relatively little for heavy weapons compared to some other Orks. Choose a chart and. Any Gift Toned on the table may be exchanged for a randomly generated Gift of Khome as described in Realm of Chaos .A. 15 .The Lost and The Damned and Realm of Chaos . KAPTIN'S GEAR: The Kaplin can have any of the special gear from the Freebooter Weapon Charts listed below. A Stormboy Kaptin may have up to D4+1 Chaos Rewards. Roll the dice indicated to determine your maximum number of rewards. even the Boy with the heavy weapon.S~ GfTZ SACK BANNE~S A ENEGAD. You may stop rolling rewards at any point. SPEED FREEKS BANNS1B BADOQC BACK BANN ERS BAD DOc BACl< BANNERS ORKoGENESTEALER BROOD'S BANNE R POSSESSED WARPHEAD BACK BANNER HEAVY WEAPONS: A Khoma's Stormboy with a heavy weapon can have any weapon chosen from the list below.

rest what they can do on their own .~~.~.e.: < •• . . A BOLTOUN OR BOLT PISTOL...!rulilllK . especially in the service of those who do not know quite how eccentric they are . (CHOOSE WIDCH YOU WANT). M fi ~ S T W I A 1""~1r~~...Wmml~i:tJJ. A SUITABLE HAND WEAPON (SUCH AS A KNIFE.'fj~t~r ~i!r_~~t@ . or perhaps no one wants the Doc's patent special de-luxe bionik bitz.~»··. 7S POINTS 1 PAINBOY ARMED WITH FLAK ARMOUR. A BOLTGUN OR BOLT PISTOL.~_~~.."" <. (CHOOSE wares YOU WANT). They soon find employment as mercenaries. PLUS UP TO 3 MORE OF THE ABOVE ODDBOYZ (CHOOSE WHICH YOU WANT) AT 15 POINTS EACH. A BOLTGUN OR BOLT PISTOL. It's all enough to make them go their own way and show the .~~I1 U W a ~ "%S~~I'l..~~P¥~1!~~~~~~~~ OPTIONAL WARGEAR: Oddboyz can have the following extra gear for the points shown. but [bey will soon find out! FOR. CLUB OR SWORD). perhaps the Runtherd can no longer bear to see his carefully nurtured Runtz being used for mine clearance. BOLT PISTOL SHOKK ATIACK GUN (Meks only) 1 50 16 .. Painboyz and Ruruherdz have much in common and tend to get on better with each other than with the other Dries. CLUB OR SWORD)..OUTCAST ODDBOYZ OUTCAST ODDBOYZ Mekaniaks.1W~_f~>~.*JtMm:W:£@BJt!f$@!i ~~w~. AND 1 RUNTHERD ARMED WITH FLAK PJillOUR.~~:. A SUITABLE HAND WEAPON (SUCH AS A KNIPE. (CHOOSE WHICH YOU WANT). Now and again a group of such disgruntled Oddboyz will get fed up with the tribe and wander off. They often feel that ordinary Orks just do not understand or appreciate them... •• . CLUB OR SWORD). A SUITABLE HAND WEAPON (SUCH AS A KNIFE. Perhaps a Mek has become tired of making the same kind of predictable Battlewagon for the Warboss. AND 1 MEKANIAK.>' "i~o/"~t'l@f~"~~@'lll. . ARMED WITH FLAK ARMOUR.' ">.

• ODDBITZ FOR MEKS: Each Mekboy in the Outcast Oddboyz Mob entitles you to buy either a vehicle or a Tin Boyz Mob to include in the Mob.ERS (EvIIs... iiiJl!lltj~.. at 3 points each.U~w.~~0ifli. 17 .mltWl1~}$. If you want you may generate equipment from the charts indicated below.. and any items generated may be distributed amongst the Oddboyz as required._~"".. A Tin Boyz Mob must be controlled by a specific Mekboy.'m~!¥ ~~$~~~~k~[.NUES BACK B.) BAD O!1K BU<£BOVZ BANNERS The Oddboyz are able to obtain and fabricate a great deal of equipment for their own use or to trade with other Drks for things they need. Any equipment not used must still be paid for.. Runtbot Force Field. A Herd may be. See the Freebooter Oddbitz section for details and options.KEBO'fZ OUTCAST RU. so the bonus arid overall effect of the Snotlings will vary in an unpredictable way from round to round. but which are deadly to other races. Dreadnought fighrs as an independent model.ANNiERS BAD ORK e.""") OUTCAST REU<UeS BACK """HERS (Evil SUM in Ihls ease) OUTCAST RETINUeS BACK BANNERS OUTCAST (EIoiI""ru:h"'''''''i SACK BANNERS fEw SuN In.. ODDBITZ FOR RUNTIIERDZ: Each Runtherd in the Outcast Oddboyz entitles you to buy a single Oddbit chosen from the Freebooter Oddbitz section.A't. or Snotlings.K* : f~1Jil~1~!~~'YjfJl. options.acccmpanied by a Runtbot equipped with it. and points values .. See the Freebooter Oddbitz section for details and points values.... "ti..mif. olllttCfIJJ'\i~ -~ mfl-'ii!t.*. each armed with a hand weapon and shield. A Gretchin Herd consists of any number of Gretehin models. See Freebooter Oddbitz for more details..BOOTeR BANNERS FOR YOU TO PHOTOCOPY AND CUT OUT El... fetch food and ammunition. Gretchin.:.. and perform other vital tasks on behalf of their masters. Spore weapons are special fungi and moulds which do not affect Orks. The Outcast Oddboyz may be accompanied by any number of non-combatant servants of this kind for no extra points.i1::@::t::.NNERS Il<vIlS .m:.~W(ill::"@m. This bonus is determined for the whole unit during each round of close combat. it is assumed to be left at home and may be used in futw'e games.O..~~::.OUTCAST ODDBOYZ FREE..NNERS • BACK BANNERS OREAOM09 SAC" BANNERS OAEAiJMOB BAD ORl< srKEOO'YZ BANNERS OUT~ST RETINUES BACK IlANr. this RETINUES tage' BANNERS BAD ORK BIK~aovz BA. Oddbitz are always some kind of large weapon with a crew of Runtz trained by the Runrherd.-.hgo..AD ORK 81KESOVZ 8.:. The Runrbot costs 50 points.~.·' SNOTLlNG BASE 15 points ~ An entire Snol1ing Herd may be equipped with spore weapons at a cost of 5 points per base. Choose any chart and randomly generate a bir of equipment for the points indicated.%U~~1@:"f~'f_% STIttlJOMZ 5 ASSAULTWEAPONS ATTENDANTS: Oddboyz are usually surrounded by Gretchin and Snotling servants to carry tools and weapons.~~$l CJlART COST PER RANDOM ROLL 5 . ODDBITZ FOR PAINBOYZ: Each Painboy in the Outcast Oddboyz entitles you to buy a single Dreadnought. These are chosen from the lists given in the Freebooter Oddbitz section.. A Snotling Herd consists of any numberof Snolling bases at a cost of 15 points per base.. The HERDZ: Any Rnntherd may be accompanied by a Herd of either Snotlings or Gretehin. You can roll as many times as you like on as many charts as you wish. Snotlings armed with spore weaponsadd +D6 to their strength in hand-to-hand combat.}Wl%$'r~4il"~W~Ql!i\1{..

. Strong friendships are struck. You could equally well end up with no cards at all. Me. 4 MEKANIAKS AND ARMED WITH FLAK ARMOUR.. but the chances are they'll only do half a job before sloping off for a pint of fungus ale and a game of Spit th. CLUB OR SWORD).. and after the Waa-Ork has gone its way.. many have completely forgotten where home is anyway. 15 10ATTENDANTS. 8'" Int $: 7 7 .. And so the various bands of Mekanjak Freebooterz are ready to be hired by any Warboss desperate or reckless enough to take them on.._.. and points values.. some Meks cannot bear to part from their new comrades and indeed. Yon can roll as many rlmes as you like on as many charts as you wish. it is assumed LO be lef1 at home and may be used in future games.__ MEKANIAK ::-. A BOLTGUN OR BOLT PISTOL (CHOOSE Wl-UCH YOU WANT). I:fi 7 CI WP 7 ~1*_. M ..__..k repair cards. The Mekboyz. making new and better devices to their hearts content. options. roll a 06 subtracl 1 and [ike the number of cards indicated. rather than taking 1 repair card per Mek as you nODTl.ally would. Tb15 isn't 100 bad as you will slill end up with a average of 2 or 3 cards.. Choose any chart and randomly generate II bit of equipment for the points indicated. A BOLTGUN OR BOLT PISTOL (CHOOSE WHICH YOU WANT). A SUITABLE HAND WEAPON (SUCH AS A KNIFE. FOR 90 POINT 1 MEKANIAK KAPTIN ARMED WITH FLAK ARMOUR. A Tin Boyz Mob must be controlled by a specific Mekboy. The Renegade Meks may be accompanied by any number of non-combatant servants of this Kind for no extra points. Any equipment not used must still be paid for._. Mob.c Grot reliability is not their strong point. ~ ~ 4 4 WS BS 4 ~'" S -44 T .M~'~ . So. PEClAL . C ST PER RANDOM ROLL % 5' A'- .. Soon a local Warboss will hear about their work Illtdthey wiD be given. OPTIONAL WARGEAR. and any items generated may be distributed among the Mob as required. . and you might even end up with a: truly first class job and 5 cards.i. Meks require a grea[ many GrClchin and Snotling servants to carry tools and spare parts as well as to fetch food and ammunition.:. .w W 4 4' oiL 1 . great commission. 4". Unfonunalely » RULES: IT you include a Mob of Renegade Mekboyz then you may reasonably expect to benefit by receiving 5 extra Renegade Mcks are not as reliable as all that..~ .- -4 3 I A 1 I . CLUB OR SWORD). . 18 . That's the trouble with Renegade Mekboyz (unreliable gits). What else can they do but stick together just like in the old days of the Waa-Ork. ):. ODDBITZ FOR MEKS: Each Mekboy in the Mob entitles you to buy either a vehicle or a Tin Boyz Mob to include in the Mob. Vehicles are driven by Ork Boyz who are part of the Renegade Mekboy1. See Freebooter Oddbitz for more details. A SUITABLE HAND WEAPO (SUCH AS A KNIFE.If you want you may generate equipment from the charts indicatedbelow. and perform other vital tasks on behalf of their masters. 0 "". They will promise faithfu1ly to give the buggies a thorough going over. are able to obtain and fabricate a great deal of equipment fOT their own use or 10 trade with other Orks for things they need.. some.RENEGADE MEKBOYZ RfNEGADE MEK80YZ During tae time of Waa-Ork Meks from every corner of the galaxy gather to construct Gargants and other war machines." Ld _. These are chosen from the lists given in the Freebooter Oddbitz section.

if@. Any items not carried are assumed LO have been left at home and may be used in future games if you wish. Uufortunately Gretchin are not strong enough to use most of the hefty Ork wargear. each model can be individually anned. The Gretchin have what they can grab on the battlefield. ambushing travellers and extorting anything worth having from them.~l[ll.JmJk&. have been driven out for making a nuisance of themselves following Orks about and pretending to be just as good There is nothing left for such Grerchin except a life of banditry in the wilds. They are easily persuaded into fighting alongside Orb as mercenaries. where they will prey on Ork and alien alike. !f:% WEAPON COSTIMODEL < . and a cunning Warboss soon learns to expend them in battle for some worthwhile purpose. The Mob can be better armed than Gretchin entrepreneurs usually are due to looting and scavenging on the: battlefield.~Il~*liTj%1lJ1itl#J. They can have any of the extra gear shown on the chart below. PLUS AS MANY EXTRA GRETCHIN AS YOU WANT ARMED WITH BLUNDERBUSS. thus saving him the cost of paying them later.@: M EXTRA WARGEAR._~j@t. If surviving Gretchin ever discover this cunning plan.~1IfIltlf~j[tprlo~~I. The Kaptin can roll as many times on as many charts as the player warns. 19 .P~~~iW.t%Vi[J! ':<··'~. He does not have to carry all the equipment he generales. The Kaplin can be armed from this list as well as from the random Kaplin's Gear charts listed below.GRETCHm BANDITS GREYCHIN BANDITS These are bands of Gretchin who have run away from the tribe.Jfa~ rug~ • KAPTIN'S GEAR: The Kaptin can have any of the special gear generated [Tom the charts listed below. or during the share-our. and find discarded or unexploded stikkbomz to be the most practical scavenged weapons to use. A SUITABLE HAND WEAPON (SUCH AS A KNIFE.~w0% ~~!iI~. A SUITABLE HAND WEAPON (SUCH AS A KNIFE.~JPJl[iR*"~J_~ WEAPON COSTIMODEL ®§1."' ~>~~I~~*Jr~~EWl:f~ ~~J~m.Mfu1m~~W:'. "'~~. CLUB OR SWORD).~B!ilJ. but sometimes it proves to be a wise policy to prevent the little nuisances spying for the enemy or creeping into the camp at night to filch things. Most Warbosses would not bother to recruit such skumbos.f~~1JWJ~~. Poisoned squigs or booby traps in the drop are the usual ploys. AND • 5 GRETCHlN ARMED WITH BLUNDERBUSS. The most cunning and audacious Gretchin will soon emerge as the leader. CLUB OR SWORD). the Warboss can expect to suffer spiteful acts of revenge. Choose a.. A SUITABLE HAND WEAPON (SUCH AS A KNIFE.~. They usually have to make do with second tate stuff that the Orks have left behind. or just as likely.~~%(@~. FO R 25 POINTS 1 GRETCHIN KAPTIN ARMED WITH BLUNDERBUSS. but all equipment must be paid for.JBr. CLUB OR SWORD) Kf 4 POINTS EACH mM S T W I AUWQ~ _. chart and randomly generate equipment for the points indicated.~1f~~AfDRe'1 •. so they do not all have 10 have the same gear.

. and gather a following of other Runtherdz eager to learn the secrets of the new breed.r_lf.I¥~''1. IT you wish to use any of this gear then it is randomly generated from the charts indicated below. Those steeped in Naflugs 'heretical philosophy are known as Runtmasters. A SUITABLE HAND WEAPON (SUCH AS A KNIFE. CLUB OR SWORD) AT 15 POINTS EACH.'Blt. even equipment which is not carried. You may roll ali many times On as many charts as you wish.~ • 4 4 4 4 1 3 1 7 7 7 7 M M S T W I A U W Q W Any Ork can have extra gear which the Renegade Runtherdz have bought or traded. creating what he claimed were 'Super-Runtz'. Noone would buy Naflug's 'Super-Runtz' and he wandered off into the wilderness in disgust to live alone with his Herdz.RENEGADE RUNTMASTER R£N£GADE RUNTMAST£R These are Runtherdz who follow the teachings ofan obscure and probably (banged Runtherd philosopher called Naflug who devised a unique way of training Runtz to a higher level of performance.~. t"' . whQ viewed the idea of Super-Runtz as a threat to the stability of Ork Kultur.~r$iI1r. Naturally this alarmed most traditionally-minded Orks. and any equipment generated may be distributed among them. The Super-Runtz performed better on the battlefield and were generally more aggressive and.. CLUB OR SWORD). A SUITABLE HAND WEAPON (SUCH AS A KNIFE. selling their services to any Warboss desperate and reckless enough to try the dreaded 'Super-Runtz' in battle. • 20 . A BOLTOUN OR BOLT PISTOL (CHOOSE WHICH YOU WANT). The technique involved ringing of bells and rewarding the Runtz with juicy squigs among other things.. Such groups and their Herdz are usually shunned by their tribe and soon wander off'.B~l.'1?&_w:. This happened a long time ago.". M 4 RUNTHERD FOR 75 POINTS 1 RUNTMASTER ARMED WITH FLAK ARMOUR. A BOLTOUN OR BOLT PISTOL (CHOOSE WHICH YOU WANT). AND UP TO 2 RUNTHERDZ ARMED WITH FLAK ARMOUR. Any equipment not carried is assumed to have been left back at camp and may used in future battles. but the results were indeed remarkable.J..#B. dangerous. All equipment must be paid for as it is generated. but it is clear that histeachings influenced many Runtherdz that he met on his wanderings and his methods are perpetuated by a few eccentric Runtherdz.

RENEGADE
SNAKEBITE'BANNERS FROM UGULHARDZ CHARGERZ, A SAMPlE ARMY FROM 'ERE WE GO FOR YOU TO PHOTOCOPY

RUNTMASTER
AND CUT OUT

"'AFFSHAK'S BACK BANNER

OOBGOO'S

BACK BANNER

DURFOO'$ BACKBANNEA

OOK OAKASHJ(K'S BACK BANNER

OOK MEKGOB'S BACK BANNER

UGULHARO'S BOSS POlE


UGUlHARD'S BACK BANN5A

NAZGOG'S BACK BANNER

NARFIJG'S BACK BANNER

(carried

WORTSHAK'S BANNER by Gretchin f01loww)

WORlSHAK'S

MINDERZ BACK eANN ER

ATTENDANTS: The Mob can be accompanied by unlimited unarmed and non-combatant function as bearers and serv ants but who take no part in the fighting.

Snotlings and, Gretchin who may

HERDZ: Any Ork Renegade may be accompanied by a Herd of specially bred and extremely ferocious Super-Runtz. These may be either Snotlings (Super-Snotz) or Gretchin (Super-Grotz), A Super-Grotz Herd consists of any number of Gretchin models. each armed with a hand weapon and shield. at 5 points each. A Super-Snotz Herd consists of any number of Snotling bases at a cost of 20 points per base.

.~~~t'f·!4@~ff.~IIL1!
An entire Super-Snotz Herd may be equipped with spore weapons at a cost of 5 points per base. Spore weapons are special fungi and moulds which do not affect Orks, Gretchin, or Snotlings, but which are deadly to other races. Snotlings armed with spore weapons add +D6 to their strength in hand-to-hand combat. This bonus is determined for the whole unit during each round of close combat, so the bonus and overall effect of the Snotlings will vary in an unpredictable way from round to round.
• Herds of Super-Grotz may be given additional weapons at the points cost shown. Herdz are not normally allowed weapons of this kind, but Super-Grotz are brighter and better trained than ordinary Gretehin, and the Runtmaster is indulgent with them. If chosen these weapons must be given to each model in the herd at the following cost per model.

I

A

Ld

lot

CI

WP

~ii::J\l.tI_~gg~.~.lnI~~11.WA11;ilX;
FRAG STIKKBOMZ 1 A Herd may be accompanied by a Runtbot equipped with a Runtbot Force Field, The Rurubot costs 50 points. M WS BS

s

T

W

SPECIAL RULES FOR SUPER-RUNTZ: Super-Runtz have enhanced abilities as a result of their careful selective breeding
and thorough training. 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. This is represented by volatile characteristics which fluctuate between that of a timid Runt and a brave Ork (or as Naflug called it 'Faktor X'), Whenever a Super-Runt unit is required to test against any of the IA, Int, Cl, or WP characteristics marked :r. on the profile. first roll a D6+3 to determine the characteristic value for that test. For example, a roll of 4 gives a value of 4+3 =7 a respectable score (especially for a Runt). If they fail any test, Runtz ignore the usual result and instead go completely crazy. losing control of their actions and running amok over the batdefJeld. They move in a random direction each tum, shooting at the nearest non green-skinned unit and Charging into hand to hand combat if wirhin reach. Once in close combat they will fight to the death and so ignore rout tests. The RUnts' minds are so completely cracked that they cannot even feel wounds and so ignore all but the most severe damage - giving them a 06 saving throw of a 5 or more for th~rest of the battle. Any Super-Runtz which survive the battle can be calmed down and returned to their normal state in time for the nex t fight.

21

BAD DOCS

BAD DO(S
Not content with fixing bioniks and mending the wounded with rivets, some Painboyz are tempted into all kinds of deranged experimentation. Same breed strange kinds of blood-sucking squigs (the so-called 'vampire' squigs) which they use as leeches to bleed patients and suck OUl puc; from festering wounds. Others milk venom from snakes and spiders and there are those who go rather too far when tinkering with patients unfortunate enough LO be wounded in the head, Eventually other Orks become suspicious when the number of patients who have had their brains replaced by a squig increases, or 8 frighteningly large proportion of wounded Orks become Madboyz soon after the bandages are off their heads . Soon no one trusts these Docs to do anything, even at a knockdown price. The Doc may be forced to ply his tril.de elsewhere as his reputation plummets and other Orks avoid him. He will meet others of his kind, sharing his interest in eksperimemz, and another cell of the .IDsidious cult of Bad Docs is born. However, there are dept ved Warbosses only too pleased to hire a band of crazy Painboyz, especially lhose who are trying La hold down Ihe tribe ora subject population, because B ad Docs tend '[0 be expert interrogators. Bad Docs are accompanied by II retinue of squig-brained Orks, who have lillie option but to follow the Doc after the operation, ince they lose most of their ability to think for themselves or cope without the Doc's guidance. The Doc of course benefits from this retinue of devoted and mindless Orks who protect him, since they are pathetically devoted 10 their master and not at an lacking in brule force OT aggression (especially if the brains of ferocious carnivorous squigs were transplanted into their heads). Bad Docs are often seen riding in a sort of sedan chair carried by four squig-brained retainers. The brain-transplant is not the last eksperimcnt that the unformnare retainers have [0 experience. for Ihey are frequently the guinea-pigs for any of the Doc's lunatic bionik invenu.ons. FOR 75 POINT

1 BOSS DOC ARMED WITH FLAK ARMOUR, A BOLTGUN OR BOLT PISTOL (CHOOSE WHICH YOU WANT), A SUITABLE HAND WEAPON (SUCH AS A KNIFE, CLUB OR SWORD). UP TO 2 APPRENTICE PAINBOYZ ARMED WITH FLAK ARMOUR, A BOLTGUN OR BOLT PISTOL (CHOOSE WInCH YOU WANT). A SUITABLE HAND WEAPON (SUCH AS A KNIFE, CLUB OR SWORD). A RETINUE OF 5 SQUlG-BRAINED ORK FOLLOWERS ARMED WITH FLAK ARMOUR, AIIOLT GUN OR BOLT PISTOL (CHOOSE wmcn YOU WANT) A SUITABLE HAND WEAPON (SUCH AS KNIFE, CLUB, SWORD).
AND AND

AND

ANY NUMBER OF EXTRA SQUIG-BRAINED ORK FOLLOWERS AT 4 POINTS EACH

%@:".,.,"'""

»g~s",;iK>,",,7~k: ~
APPRENTICE

PAINBOYZ

.,·;;fWJ",~.,ew~· ~
4 4 3

M

W

ns
c)~>

;\;L~~\,SQ¥tGrr!!~t)~IS§,

'iJ;A

,/Jl;,3;;bk ~"",,1ij,,

4

;!.. ,j~
4 2

T

W

I

A

Ld

lot
8

;~ .kS: $.];
7 7

CI

WP

~i

x;

Af

.;i«~~

iffiZ

22

BAD DOCS
SNAKEBITE BANNERS FROM UGULHARDZ CHARGERZ, A SAMPlE ARMY FROM 'ERE WE GO FOR YOU TO PHOTOCOPY AND CUT OUT

0;)
~~[ffi]
ZODGROO'S BACK BANNER GI'l'MFlUNT'S BIGMOS SOVZ BACK BANNERS
[E<!<.h BACKSANNEA

~I@m~

iln"""'bi ••

boy

in Ul<!blgmobw.",.

'd~r.r.'"

bu'IiIDmaJieal!y'inke<l

ban.or)

MEK8AO'S BACK BANNEJI

BIGMOB BOVZ BACK BAN:NEAS (Each Snakebite be)' i1 the bijgmotl,weat5

a diHefEifl1btl; ID9ffiEUlcaitt tinked bannet)

OPTIONAL WARGEAR: Bad Docs are able to buy or exchange equipment [rom the profits of their Freebooting.Tf you want you may generate equipment from the charts indicated below. Choose any chart and randomly generate a bit of equipment for the points indicated. You can roll as many times as you like on as many charts as you wish, and any items generated may be distributed among the Mob as required. Any equipment not used must still be paid for, it is assumed to be left at home and may be used in future games.

GEAR FOR SQUIG-BRAINED aRKS. Bad Docs can also buy extra gear for their Squig-brained Ork Followers. All followers may be equipped with the item indicated at the cost indicated. For example, a single roll on the Assault. Chart for 5 points could give all th.e Squig-brained Orks a Chainsword .

SPECIAL RULES FOR SQUIG-BRAINED ORKS. The brain of a squig was never intended to cope with the same stresses and strains of life as an Ork, so it's not surprising that Squig-brained Orks are subject to occasional bouts of confusion. Any time that one of these rolls a 1 on any dice roll, for whatever reason and whatever the result, it also means that he has suddenly become confused. Virtually anything, from frustration to random noises could trigger this reaction. Once confused. the Ork wanders at half his normal rate in a random direction, and will attack any model he is touching during the close combat phase on a D6 roll of 4 or more. He won't shoot any weapons except in close combat. This means he may well end up attacking other Orks and even other Squig-brained Orksl Once confused. the Squig-brained Ork doesn't bother with unit coherency but moves as a rather dazed individual. The Ork remains confused for the rest of the game - but will come round in time for th.e next game if he survives. SQUIG-BRAINED DREADNOUGHT: The Bad Doc's Mob may include 1 Dreadnought chosen from the Freebooter Oddbitz List. However, this is no ordinary Dreadnought but a Squig-brained Dreadnought. Although it hardly bears thinking about, some Mad Docs are sufficiently crazed to experiment with using Squigs instead of Gretchin to control a Dreadnought. Naturally the result is rather extraordinary - one minute you're a big fat Squig settling down for a kip in the drops and the next thing you know you're a fifteen foot high metal fighting machine festooned with potent weapons of destruction. It's hardly surprising if the Squig-brained Dreadnought tends to behave a bit erratically! Every tum the Squig-brained Dreadnought moves D6" in a direction nominated by the Ork player - however if a 1 is rolled it instead moves D6 inches in a random direction. If the Dreadnought moves into a model it will fight it on the 06 roll of a 4 or more, whether the model is a friend or foe (the Squig can't tell the difference anyway). If the Dreadnought is armed with weapons it can fire in the shooting phase. then roll for each weapon. On the score of 4, 5 or 6 the Dreadnought fires that weapon in a random direction. It doesn't matter which way the Dreadnought is facing - it's probably spinning round a bit anyway as the Squig tries 10 cope with its inexplicable transformation. ATTENDANTS: The Bad Docs can be accompanied by unarmed and non-combatant Gretchirt and Snotling orderlies. some of which may have been experimented on by their masters. The Bad Docs always make sure they have a good supply of Squigs carried in big jars by Gretchin servants.

23

"huskers •.etbey use th.ay from fueir Minden and wandered off for good.ey musthave withsloodlevels of power that would cause most Weirdboyz' heads toexplode . on a good display might end up being hired by the Warboss to do his stuff in the n. they can stand a tot of Psychic stress and survive. A SUITABLE HANDWBAPON (SUCH AS A KNIFE. Wrapheadz are Weirdboyz of great mental endurance .1las innovative.way to becoming Madboyz and share many of the same manias..and their retainers are also dressed for the carnival roles as clowns. adverts and balk. • w I A Ld 7 lot ... Of course the Warpheadzate only 100 pleased to have such dangerous and devoted henchmen. They become addicted 10 th.ElXtbattle.g is second to none. they attract a following of real Madboyz who latch on to them . Man). and lIllimals. Warpheadz wander fremtdbe to IIibe eaming teeth by putting on shows of pyrotechnic psychic extravaganza for the entertainment of the Iccals.e near fatal thrill mat wracks their body every tim. A BOLTGUN OR BOLT PISTOL (CHOOSE WHICH YOU WANT).induced power~ Warpheadz. CLUB OR SWORD) . Whileolher Weirdboyzsuff'er agonizing spasms when they use their powers the Warpheads have become so perverted bylhe sensation dun . jugglers.of it. accompanied by their Madboy retinues. rocks..they actUally enjoy it. This makes them reckless and confident. bouncers •. indulge their addiction to Ih.ringmM~s. Watphead showmen dress even more elaborately than other Welrdboyz. 4 MADBOY2 AND ARMED WITH FLAK ARMOUR. puppeteersand other sideshows. garishly decorated vehicles covered in bunting. and quite unlike other Weirdboyz who are miserable and depressed.Warpheadz know from experience that. sending the Wittpheadz into an unparaJlelledecstasyof warp . Not surprisingly. Warpheadz are also cunning enough to fuwe slipped aw. Not surptisingly. A BOLTGUN OR BOLT PISTOL (CHOOSE WHICH YOU WANT). purely fOr the thrill . feeling that they are doomed to die painfully on some battlefield. CLUB OR SWORD).e warp by blasting away at anything that takes their fancy: trees. A SUlTABLB HAND WEAPON (SUCH AS A KNIFE. are really half. so they are likely to be fairly brighl: as we..eir powers. The wholelrOupe travel about in.WIERDIIOY WARPHEADZ + MADBOYZ WEIRDBOYUJARPHEADZ Warpl:teadz llIe deranged Weirdboyz whose minds have been saturated with warp energy just once too often. and a Warphead who puts. and their chantin. Simply 10 have become addloted th. AS MANY EXTRA MADBOYZ PLUS AS YOU WANT ARMED AS ABOVE AT 7 POINTS EACH. FOR 100 POINTS 1 WEIRDBOY ARMED WITH FLAK ARMOUR. Warpheadl. Ihesetravelling shows are very popular.

...ASTAZ'S PAl NBOY INo.nl Oul tho . bond) • OPTIONAL WARGEAR: The Weirdboy Warpheadz buy equipment from the settlements they visit. One Gretclrin often adopts the costume and inflated manner of a Ringmaster complete with top hat and tails. sc roll on the following chart during each tum. or sometimes accept weapons and other gear in exchange for putting on their pyrotechnic psychic extravaganza. you may generate equipment from the charts indicated below. of chanting to see if an attack is unleashed: D6 1 2-3 4-6 Effect . A Warphead's power points limit is found by rolling a 010 and multiplying the result by 10 as normal. You can roll as many times as you like on as many charts as you wish. a "m_1 ou' lI1omatJca1~ Nn~" barvier) • BLASTAZ'S BACiF'l: BA'N~EA {Not .' COST PER RANDOM ROLL 21! ATTENDANTS: The Warpheadz can be accompanied by any number of unarmed non-combatantand slightly mad servants who carry banners and placarda advertising their travelling shows. Any equipment not used must still be paid for. while others dress as clowns in outrageous costumes. COST PER RANDOM ROLL ".. Watba:nd BI. SPECIAL RULES FOR WARPHEADZ: Warpheadz are so powerful that they add an extra 2D6 power points to their energy store during each rum of chanting.' DOg OO BlASTAZ"S ~UNTHEFIO B!lCK BAr-l~EA INo'''W_l BACKBANt'lER UKlUG'S MUKOAEG'S BACKBANNEFI ~RGAUe'S BACK BANNER BOOMAZ'S INo'iI1W-l BACK8ANNER B(X)MAZ"S PAINBOY BACK BANNER INo< InWarIlarldl BOOMAZS RlINTHEAD BACKBANNEA (No' ~ W . mob " .. If you want.r. Freebooter Weirdboyz are even less stable than other Orks of their kind.. some juggle with coloured balls.bll...of Chanting The chanting continues The chant reaches critical pitch.. other ride little unicycles. then adding a further 06 multiplied by 10.. For example. Gretchin soon acquire a carnival manner of their own which they practice endlessly Until it becomes habitual. boy In lb. it is assumed to be left at home and may be used in future games. bannor) 1£R ® am 1ill] 0. In Wor!>"MI BAOK BAtJNE~ BtASTAZ'S BOYZ BACK BAI'INEAS (Each Sne)<eblO. A SAMPlE ARMY FROM 'ERE WE GO FOR YOU TO PHOTOCOPY AND CUT our GITFANG'S a'C~8ANNER GITFANG'S PAIN BOY aAC~ BAtJNER INotInWarbatl<!) GITFANGS BOVL BACK BANNEAS (E. A few carry hoops through which they train Squigs to jump. iii. li<:ally in"".!. Warpheadz can stand a lot of psychic energy before they suffer a head explosion. The Weirdboy has the option to unleash an attack or wait for more power to build up. The psychic surge cannot be held any longer and an attack bursts out of the Weirdboy 25 . ""'" wears • d1~."" Soak. Fortunately..WIERDBOY WARPHEADZ + MADBOYZ SNAKEBITE BANNERS FROM UGULHARDZ CHAAGERZ. boy ln . Choose any chart and randomly generate a bit of equipment for the points indicated.. and any items generated may be distributed amongst the Mob as required.

Orks do not breed until the end of their lives and so the development of a brood is very slow. Genestealer broods are usually only successful once a breeding community of Wild Orks has been infected. the Genestealers will simply follow their instinct to procreate their race. If the Genestealer has been waiting fOT centuries to infect a host and a party of Odes just happen to tum up. Occasionally Hybrid bands are encountered wandering on the fringes of Ork society wondering what they can do about their predicament. since Chaos. a Genestealer-Ork hybrid brood grows and prospers. Also . If a 'civilised' community is infected.a Bug-eyez'. Ork society is not structured like Human society and the sophisticated techniques of infiltration around a secure power base will not necessarily work. It is very rare for the brood to survive long enough for Purestrams to emerge. like Genestealers is also of little threat to the Ork race as a whole.ORK-GENESTEALER BROOD ORR GENESTEALER HYBRIDS Orks are not an ideal host race for Genestealers and eventually any Genestealers who infect them will realise that the Orks are a dead end as far as the prospects for furthering the Genestealer species is concerned. who might be recruited by a Warboss of exceptional low cunning to unleash against his most bitter enemy. They are just unlucky it was Odes! Sometimes. Orks fmdand board drifting space hulks and delve into deserted ruins which are exactly the sort of places where Genestealers might lurk. A Patriarch who realises his mistake will tend to use the Ork brood as a temporary stage in making contact with more suitable hosts. Sometimes Genestealers find that they must infect Orks simply because no better hosts are available. but usually the Genestealer incursion simply dies out. This is because the Ork life cycle simply does not favour the propagation of a Genestea1er Brood. When surrounding tribes notice that there is 'sumfink wrong' with the brood tribe. and has sufficient technology to be of use to the Patriarch in spreading the gene further into the universe. This Mob represents just such a group. Thus prospects are bleak for an Ork hybrid brood even if they go over to Chaos worship in a desperate effort to survive. A brood that does begin to thrive.other Orks.to be adopted by the 'civilised' Orks. they will probably wipe them out pretty quickly. and then there are few. is also likely ro make contact with.hybrid whelps are unlikely . 26 . it has a catalytic effect on the Ork breeding urge (due to the influence of the Genestealer gene) and Ork hybrids occur eventually. albeit rarely. that they are 'not proper Orkses' and have been 'taken over by d.

paying the points shown for each 1"011. 27 . CLUB OR SWORD) AT 15 POINTS EACH. AND A HAND WEAPON (SUCH AS A KNIFE.c difficulties Genestealers have in trading and interacting with ordinary Ork soci:ety these rolls cost a lot more than they do for some other types of Freebooter. The natural colouring of the Genestealer is pinkish-mauve with bluish-purple carapace. GENERATION FIRST SECOND TIURD FOURTH ARMS CLAWS HYPNOTIC GAZE PSYCHOLOGY 4 Yes Yes Immune 30r4 Yes Yes Immune 20r 3 Yes Yes Immune 2 Orkhands No Immune • FOR 60 POINTS 1 PURESTRAIN GENESTEALER PATRIARCH 1 FOURTH GENERATION HYBRID ARMED WITH BOLTGUN OR BOLTPISIDL (CHOOSE WHICH YOU WANT) AND A HAND WEAPON (SUCH AS A KNIFE. CLUB OR SWORD) . ANY NUMBER OF FIRST GENERATION HYBRIDS ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOSE WIDCH YOU WANT). but must still be paid for. Due to th. This equipment may be used in future games if the player ~~.ORK-GENESTEALBR BROOD The chart below lists the characteristics of Ork Hybrids of different generations. Any of this equipment may be distributed between the third and fourth generation hybrids and Ork Boyz as you wish. Any weapons not used may be left in the Genestealers ' stash. CLUB OR SWORD) AT 10 POINTS EACH. Other Hybrids and Purestrains may not carry these weapons. AND AND 1 THIRD GENERATION ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOSE WHICH YOU WANT). PLUS .EXTRA WARGEAR: The player may generate any amount of extra wargear from the charts below. ANY NUMBER OF SECOND GENERATION ARMED WITH BOLTGUN OR BOLTP[SIDL (CHOOSE WHICH YOU WANT). AND A HAND WEAPON (SUCH AS A KNIFE. . • ANY NUMBER OF ORK BOYZ WEARING FLAK ARMOUR AND ARMED WITH A BOLT GUN OR BOLT PISTOL (CHOOSE WHICH YOU WANT) AT A COST OF 7 POINTS EACH . ANY NUMBER OF PURESTRAIN GENESTEALERS AND PLUS PLUS AT 40 POINTS EACH. CLUB OR SWORD). Ork hybrids tend to gain a greenish hue as the generations progress until the fourth generation. which are very much like genuine Orks. . AND A HAND WEAPON (SUCH AS A KNIFE.

AND 1 BOY WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN AND CARRYING A HEAVY WEAPON CHOSEN AT ADDITIONAL COST FROM THE CHART BELOW. 28 . A few legendary Kaptins of Flash Gitz.ffiD AS ABOVE AT A COST OF 7 POINTS EACH.scs. PLUS AS MANY EXTRA BOYZ AS YOU WANT Aru. The entire Mob is armed and equipped to an. not only on account of all the loot they have earned but also because of the many gifts presented to them by grateful Warbos. These have since become the object of many fruitless Freebooter quests and feuds. The Kaplin is a flamboyant character who indulges in such fancies as gold plated armour or gilt scrolling on his power suit. These highly successful and experienced Freebooters are known as Plash Gitz. who has probably double-crossed or intimidated quite a few rightful share . as might a few of his scurvy crew as well. AND 4 BOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN (CHOOSE wmca YOU WANT FOR THE WHOLE UNIT).. having never survived to collect them.FLASHGITZ FLASH GIIZ There are so many Freebooter bands that some inevitably get lucky and become successful. FOR 90 POINTS 1 FREEBOOTER KAPTIN WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTG UN. such as the notorious Kaptin Blacksquig. incredible degree. are rumoured to have left great chests oJ teeth buried on wasted worlds and isolated asteroids. but have escaped with heaps of loot Part of this good fortune will exceptional low cunning of the Kaplin.No doubt the Mob also f\ghts wen and so gets hired for the most lucrative jobs and difficult Mob thatis especially doubtless be due to the employers out of their jobs. A Freebooter successful will have not only survived.

• • 29 .

1l_@~'Wr$i ¥r_:..#"~'iw.f!'MWJk'fg:¥~*/'...i'mf:D~~s1@.:~. VEHICLES: The entire Mob may Tide in a Bartle Wagon free of charge .ttl. CI BOOWZ'S sovz BAC... Even the Flash Gitz Runtz drip with pendants and jewels.IBAZ'S SACK BANNER (NoI'n W.t'"'''~'-~ i. with all kinds of exotic and expensive gear. ro:1'f4lW~.'!h. .. adorned with trophies and rnornentoes of past successes. Any weapons generated on behalf of the Mob may be fitted to the Battle Wagon if you wish.t®i"""'i.J.1!WJ(ffi>:w'f. but you must still pay the points for it. and all kinds 'of snazzy decoration.CK BANNEFlS OA BIG LADZ (OOFl'(NS) BACK BANNERS HEAVY WEAPONS: The Boy with a heavy weapon can have any weapon chosen from the list below. A SAMPLE ARMY FROM 'ERE WE GO FOR YOU TO PHOTOOOPY AND CUT OUT BOMBAZ'S BACK BANNER (NOllnW.~@. ATTENDANTS: The Plash Gitz need lots of servants to carry the masses of gear they have. The Boyz equip themselves pretty much to their taste. To represent this the player may roll as many times he wishes on any of the charts listed below.ma' iN$t%_~ ~@f%D.~8~F@~}Jitr£f~t~Et0?t:.\..~~ilt'@lffi1~f'2. l\~".K BmNE.il1tWfffif:~JlfiiiJ7H@illlfPl?ik@~@ff%JifJnHJt: FRAG MISSILES I COST FOR WEAPON @~~l%~r1W.":'" CHART COST/ROLL %~."""ndJ 8Ot.. with carefully engraved teeth studs. ".m.!.~M~"fJ~L~£. The Runtz are excessively proud of their wealthy masters and delight in showing off Iheir posh gear to other less fortunate Grotz.o. paying the points cost indicated for each roll.~.a Flash Gitz Battle Wagon is always painted in the most spectacular manner and. You may decide not to use the gear you generate.RS [QJ ~ [QJ I~I [[]] [[]] WEAPON OA BIG LADZ (OOI'lYNSI e. Extra points are paid for this weapon so it's up to you how much you spend. :'. Naturally any of this reserve equipment can be used in future games. The gear generated in this way may be distributed among any of the Flash Gitz as you please."'f>. ~ .J~?~~~i1f. in which case it is left behind in the Mob's stash.~'@ik_~'%!W " ~=:.FLASHGITZ SNAKEBITE BANNERS FROM UGULHARDZ CHARGERZ.W.SAZ'S eon lEad! Snakshi1s tIDy in .~$lJt EXTRA WARGEAR: The Mob can be exceptionally well armed due to the loot captured in many battles and raids. The Mob is accompanied by any number of non-combatant Snotlings and Gretchin.~r.'tw>ii\m~t¥"'!lt'%"?ibww~~5'"-mr" =..rban<!) RUNTIfERD BOMBAZ'S PAIN80Y 8ACKBANNE~ (!'IDiln WIUbono] eo".c.%'iiWlfi!@W Any of the Flash Gitz may also wear Powered Armour or carry extra Bolt Pistols at the cost noted below..! 1mb WOOlS BACK BANNERS a dlffllrent but 1tllematieally linked banner) BOMBArS Bon BACK BANNERS [QJ ~ [QJ I~! [[]] [[]] 4! . . 30 .~~¥f*t¥tt'W.

Nobz cannot settle down to a life of poverty. Ousted Nobz sometimes choose to run away accompanied by a handful of their closest and most loyal companions. which gives them the added satisfaction of getting their own back. points values and further options. increasing the value of the Retinue considerably . Equipment lists. • Roll a D6 to determine the Clan from which the Outcasts came then refer back to the main list to fmd out what the Retinue contains. and Dreadnoughts. often combined with the Jolly Ork sign of the Freebooter. special weapons. always a Nob. but at least there is always the prospect of a good scrap to cheer them up. Another good way to get teeth is to raid the tribe of Lhe Ork who threw them into the wilderness.if they are luoky enough to survive the strife and treachery that always accompany Ork power struggles.OurCAST RETINUE OUTCAST RETINUE Some disputes between the Nobz of the tribe are too deep to be solved by a pit fight. as an old Ork saying goes. Retinues always have the option of riding in a Battle Wagon for free. Once a Nob. An Outcast Retinue is chosen by referring back to the Clan Army Lists and selecting a Warboss and his Retinue just as you would if choosing the army itself. Warlords or Warbosses who have been ousted from power may decide to flee or are forced into banishment together with their Retinue . You may include Oddbitz in the Retinue if you wish. especially fights for the leadership of the tribe itself. it came. selling their swords (0 the highest bidder simply to pay their way. The Warboss (or Warlord if he is particularly prestigious) simply changes his title to 'Kaptin' but retains his profile. as their pride won't allow it. It is a terrible thing for an Ork to bear. All that is now left for these outcasts is a life as mercenaries and pirates. Use the appropriate Clan lists to choose the Oddbitz and use the Clan Equipment charts for the Outcasts rather than the Freebooter. although points must be paid for them as normal. • 31 . exchange or add more vehicles depending on the Clan. clan symbols may be retained. with further options to uparm. The Retinue will obviously reflect the clan from which. Retinues can include Oddboyz and this naturally entitles the Outcast Retinue to additional equipment in the form of vehicles. and indeed.

We always start gaming with models once they've been given their basic colour schemes. known as the Green Brood. whole range of variants from Purestrain Genesrealers through Hybrids of various generations. The green flesh colour of the 0Iks was darkened with blue the nearer the Hybrid was to a Purestrain (so first generation Hybrids are the bluest). the unit's ready to field in a game of Warhammer 40.bright red and white were used for these syrnbols. The rest of the mob . PAINTING THE HYBRIDS Purestrain Oenestealers and first generation Hybrids have all been pain Led using shading and highlighting. Orks are not the best host for Genestealers because their life-cycle is too slow to suit the aliens' purpose. arms. champions and other character models.000.a first generlllio. The Patriarch. Even though all the models haven't beenpainted with shading and highlights.g an anny you want to get your models onto the tabletop as soon as possible. are shunned by proper Orks and only hired by Warbosses with the lowest cunning.n Hybrid is very close a Puresirain Genestaaler In appearance whereas. rmx.il [0 heroes. though you'll notice there's mauve dappling on some of the heads to unlly the colouring of the Hybrids with that of the Purestrain Genestealers . The Patriarch of a Hybrid Freebooter mob is therefore determined to lead his band to where they can find a new and more suitable host species. Using this table as a guide. fangs and claws.MODELLING GUIDE FR££800T£R ORH·G£N£S·TfAL£R HYBRIDS Ork-Genestealer Hybrids. It gives you details of the appearance of a Hybrid's head. down to pure-blooded Ork Boyz. legs.. Anything more detailed is left for Iaier when we've got enough models painted 10 play and th.havesimply had LIle main areas blocked out in solid colour with black lining between colours and in areas of deep shadow. body. We used Enchanted Blue for tunics and trousers to complete the Genestealer feel. When you're buildin. A unit of Ork-Genesrealer Hybrids isa good subject for cenverting as it contains 6. a typical Hybrid Freebooter mob. The readilyavailable plastic pans CorOrks. 32 . Genestea1ers and Hybrids give you lots of potential varia:nts and plenty oC scope for simple but effective modelling. Typical Genestealer wedge-shaped decoration was painted on to tunics and shoulder pads . The basic ark flesh colour is a 50/50 mix of Bilious Green and Goblin Green with Enchanted Blue added asrequired to darken the We experimented with mauve colouring for the Hybrid's heads but found this made them look rather false and unrealistic.a fourth generation Hybrid looks almost like a normal Otk.intrue Otkystyle. The Ork-Genestealer Hybrids section of the Ork Freebooter list has a table that tells you what the Hybrids of different generations look like. you can woik out how Orky your Hybrids will look .ere's time to go back and add extra deta. Instead we opted for an overall green-blue colour on heads and limbs. Here we describe how we modelled and painted Zodgog's Brood.

were painted in the usual Genestealer colour scheme of blue-grey carapaces and mauve areas of flesh. The clawed right arm is from the original metal Purestrain model but the lower right arm is a plastic Ork arm holding a plastic Ork bolter. also both metal Citadel Miniatures. we filled any gaps with plasticine and then smoothed me plasticine flush using the tip of pencil. saw-toothed sword. To fit this arm to the Hybrid. 33 . so we painted his claws red and painted a white dappled pattern over his head. we first trimmed away its sleeve with a modelling knife. The gaps were filled with plasticine and then covered with a thin layer of superglue. You're much more likely to damage the model or snap the blade if you try to cut it all off in one go. a plastic Ork bolter and a plastic Ork shoulder pad. The other second generation Hybrid has been made using a Plastic Hybrid body and three plastic Ork arms.this seals the plasticine hard.d shoulder pad decoration The arms were fitted by pinning and gluing them into place so that they were holding the bolter forwards in an attack position. 3rd generarion Hybrid before filling Side view showing tunic . Its clawed left arm is a plastic Purestrain arm and below that is a plastic Hybrid arm. Rea:rvicw showing back plo'" symbol The finished miniature The third generation Hybrid was constructed from a meta] Ork Freebooter Hybrid model. The first generation Hybrid was based on a metal Purestrain Gcnestealer model. we cut nicks out of the middle of the arms and bent them into the desired position. to get the 'pose we wanted. Once we were happy with the pose. This time. We wanted him to stand out from the other two Purestrain Genestealers. When you're cutting away excess material like this.MODELLING GUIDE The Patriarch is a standard metal Citadel Miniatures Genestealer model. With both of these models. we trimmed the tops of the arms until we got a comfortable fit at the shoulder. Once they were superglued in place. The sword and bolter armed second generation Hybrid is based on a plastic Citadel Miniatures Hybrid model. We didn' [ worry too much about the fit at the shoulders and just aimed to get the pose of the bolter correct. The weapons are a plastic Ork bolter and chains word. Its right anus are both plastic Ork arms. The arms were fitted in the same way as for the earlier generations. The two Purestrain Genestealers. we filled any gaps with plasticine. adding plastic Genestealer Hybrid arms. We've trimmed all the mechanical-looking workings off the chainsword to make it into a. The plasticine was covered with a thin coat of superglue . Its left arms are taken from a Hybrid model.D. it's best to whittle the arm down slowly by taking off thin slivers of plastic each time.

pIn ""d =tlng it correct ICl1 Sib 10 1M> For the two normal Ork Boyz we used standard plastic Ork models. One 81TIl holds a plastic Ork chainsword. ZODGOG'S BROOD .MODELLING GUIDE fu!<::ltin S I . arounrllhc vertical pole and gave us more surface area for meglua to hold. we useda metal Ork Nob model with plastic Hybrid arms.fit in withthe look of the Hybrids. we BIeda small nick OUl of the middle using a round needle lhis fined.cine and sealed it with a thin coat of superglue. The bade brood at 60 POints is only 3 models: a Paeiarch.kusrom weapon Kustom Weapon . bionik bil. The model is finished off with an impressive back: banner in Nob tradition.264 points 1 Patrtarch 1 Fourth Generation Hybrid .boltgun 2 Purestralns 2 Ork Boyz -flak armour and boltgun For the fourth.2 bolt pistols. and me - It'll make an interesting unillOplay on the tabletop because of me wide variety of characteristics and armaments. we filled My gaps with plasti. Before gluing the cross-piece in place.. the other a kornbi-weapon made by gluing tWO bolr pistols side-by-sida . knife. smoke stikkbornbz. We chose the bald headsto .one side of each boiler was trimmed fial with a modelling knife before gluing them together. Zodgog's Brood is 11 fairly large Ork-Genestealer Hybrid unit because we wanted to include at Leas! one of each generation two of most. The banner pole is simply a length of Ihln stiff wire glued. TM arms were pinned to the body and then posed as already ex pl ained. To finish the banner pole off we added a plastic Genestcaler's claw to the top. into II. a 4th generation Hybrid.chainsword.targeter eye. and painted first.boltgun and knife Hybrldsboltgun (1 with sword) Hybrid . generation Hybrid. - 34 . and a :lrd generarion Hybrid so these were the models iliM we converted. M usual. These ran. hole that we drilled with apin-vice just abovethe Nob's backplare. This meant we couldget the brood into playwhilc working on the other models. Range ToHlt SL S LSD 8" 16" +3 +1 4 1 Sv ~l C X H S F A Yau wi(h your own Or" Hybrids c:tn pbOloeopy ""d poj".ge frem the Purestrain Genestcalers with their high Weapon Skills and Strengths who'll beexcellent in handto-handcernbar. Wetrimmedthe sleeves at the LOpS of the Orks' plastic arms so that we could position them with both hands holding their bolrers. Lhi< btn= far use 1 Third Generation 2 Second Generation I FtrstGeneratlon Hybrid . to the Ork Boyz and 4th generation Hybrid who are beuer suited to shooting with their boltguns and bolt pistols.

they wear colourful and sometimes highly decorated clothing and iheirequipment displays the best and most elaborate workmanship that teeth can buy. BAD MOON .TheBad Moon Clan are famously rich and consequently dead flash. at. the rear and right is W~mek.below him is an Ork Freeboerer Kaptin. .as the Warboss his gear is even more ornate and splendid than the other Bad moonz. Clockwise rrom bottom left: Warboss Nazdreg . the Mek from the Retinue. an Ork Boy from the Big Mob. Doc Snazbitz and behind him a faithful Gretohin servant carrying his banner and some marker penants. Nobmug the Nob carries Nazdreg's banner. he i$ accompanied by a prestigous pet Squig.

warp-hole. even the Boyz. like fast bikes and other vehicles.• J___ The Evil Snnz. All Evil Sunz Orks wear bak banners. Magskab's RW1tZ shown carrying his banner. either in one solid coat of paint or as a strong feature such as stripes at bars.his back banner could be attached to his bike rather than carried on his back. They prefer to paint these red. Red is the colour which they MOO prefer to use for their clothes and their weapons. Clockwise from bottom right: Clanboss Naz-Scab: Warboss Sknmrot Grimgog riding his Nobz Bike . more than any other Orks. fUlL SUNZ . a Boy from DaBig Mob. so an Evil SUIIZ Warband looks very spectacular as i. Madskab the Rumhcrd can be seen rightat the back cheering on his Runtz as they leap unsuspecungly into a Shokk Attack Gu.t tears across the battlefield 'On its bikes and buggies.n.

DfATH SHULLS . his back banner is carried by a Gretchin servant. leoters. Burzdakka's Boss Pole carried by Shakrot. Dok Wortgrub.The Death Skulls are notorious screungers. a Storm Boy. The unluckier an ork feels himself to be themore blue paint he daubs on to make up for it ClockWiserriJhl bottom right: This is Warboss Burzdakka Snaga portrayed before he was wounded and subsequently fined with a steel jaw. and dealers in battlefield scrap including captured weapons and abandoned ~ear. They IIl'C also incredibly superstitous (for Orks) and paint themselves with blue paint to auract good luck. . Mad Boy from da Gaa-gaa Mob.

oop pal[~rns on models. The painting itself is simply a single sohd coat of the right colours with a thin line of black paint around each edge where two colours join. Lengths of thin brass r d in also exit mely useful=-thesc are easily available from most model sh ps at a modest price. Go Fasra Red. flamboyant in appearance and armed to th teeth . The basic models arc all Citadel Miniatures Freebooterz. all you need to do is clean up the models and exira parts and then glue them together with supergJue . il might seem that ihe work that' gone into them is really complicated.and Kaptin Badrukk's mercenaries are no exception. it's all been achieved by the use of large banners.or you can order extra plastic weapon sprues from Mail Order. thrown in [or good me UTe. the effect is more than acceptable for a unit you can use when fighting "II tabletop baule. shading or blending and. Most of the conversions on these models centre on their weapons . Flash Git7. Weapon conversions and additions are fast. me 38 . the models arc rcady for gaming. All you need are spare weapons from your bill. easy and fun to do. The main colours that have been used are a 50/50 mix of Bilious Green and Goblin Green for the Orks' flesh. Y e've provided black and whit copies of all the banners used by Kaplin Badrukk's Flash Gitz. Or use them as a source of inspiration for your own banner designs.MODELL G GUIDE 'S L Flash Gitz are the flashiest of Frcebooterz. Ultramarine Blue and Bad Moon Yellow. You can photocopy these and us them on your own Orks if you want. Once the main areas of colour have been blocked in. striking colour eheme and the check and h. as you can see. box .every ark is armed with a kombi-weapon Or a kustom speshul with 11 handful of snazzy bit?. but in the meantime you can field the models as part of your army.t Badrukk's Flash Oitz look great and present an imposing sight on the wargames table. are good for this SOIt of modclling work because of their choice of eceenrrie and exotic weapons.. Actually.it couldn't be easier! There's no highlighting. Once you ve ot your compenerus. Striking Sc rpion Green for cheeks and nags. You can add extra detail at a later date if you want. Al first glance. PAINTING THE FLASH GI Z There's no denying tha.

gun . Th e chlmne y bas been cut off Gonni.. run •• I theme throughout !be mob.imply made from.the olott. The hal was eta off another Freeeooeermodel ... 39 .. the burcl of • pI .5 noquired to fit the bionlk leg. got I bi"". good e nough for rh e Bo ss.J:L Epic scale KnighL ha. have m ony of thc other W. boca made ""ins the leg from In Epic Knight model with I pl. . guno.. B. w....druk.1rn1l on • yellow ~ckgtound with blue and green bon es and gun.U1Oannon with the head ranoved. il'. • metal meltl-gun. Flash GiLZ Ind the more bilz they've got the flasher they are.OOJ1da ltId added to the lOp of the gun. a.pouches and . three banncn< because he'.tiki!:. 'tie Spice Marin c elbow pad fined II the lOp La hclp the bioo. tube thn wu . of Flash Gi~ AIllhn:c bOJUleTIIuse YlrianlS of the Freebooter Jolly symbol.. wearing I hll just Uke B....l. and the magazine from a Space Mnioc bolter.druldc h . EMu Knight.Zodgrol" head WI...bornbz). been glued on Lop. gun .if iI'.k·.."ce Bldtuk.. based on • Space ~ bolter (capLll:lC<l in an earlier encounter) 10 which haa been added I laogun and I short pieee of bra . om His weapon is based on I plastic boher. A thin coat ofsuperglue over the top auures thn the pl.. "'" £nut the end of • plastio ChI"" • utocann on. A thin coat of supc:rglue over the top holds the plostlcinc in shape. 'The main colOWlL of I red . To show his indqx:nd.:'" effecl. Nazmt'. rieine ko:q.. been . bolter D\I gazines. originll gun and Gomnik'...awn La the tight length o. I blnner thaI deviates Irom the mob's UIU al design (thOllgh notice iJ.. Zodgrol has also been given vlIioW! e>. gun is I combination of I Rippel Gun from an Ogryn model and a bolter.Ihl. tie I.. '..tra ploJlic biiz from the opm e (such I. Thi.sticin" lbaL wu pressed Ilat I.nimal hea d h . This ia ""'" they'". filed.. tie ChI04 I. J<:Wns the """-skulled Jolly Orlr. into il with a needle...d got'.). An . om Lugwort'l belt-fed wcopon h ..dgoris of Badgor'. ticine onto a thin strip of foil and thea scoring cmridgc sh.:'" leg. The aciginal barrd of the Ripper Gun hu bctn cut off and "'Phi=:! wilh the front of an ()rl( bolter. d the hc·. The Ripper Gun bmcl has Iben been glued oeio the ride of the gun La produce • doublc-bondled weapon. TIl e ammo clip hIS been •• wn off the bottom glued bock on top... Zodgro< i. filed fln ond the hoI '~lIed m place. been con . The glyph plale on his right shoulder was . Wben the origimlleg removed U$ing CtJI1C(ll. sh. Kopcin B. The bullil bell mode by "ticking pl . .mO<Xh.'. carmen • nd Ibe gun from an Epic "'~. e Lab Idt in18ct to help l18bilisc the model in itll base . roo. b.. very £bosh .. • ball of pl.nd the end. mob himself..this also meant that no pinning W.u Nazrot hI.>s: jill shape. but he waoilltol . in the mob. The animal head end nf • plastic ChIOS autocannon h•• been added to Ille bolter's barrel and a multi-launcher fum.MODELLING GUlDE Ktptln B..o h . good enough for Zodgrot. been arid ed •••• ."uy bi L 10 O·....nd thea glued inlO place.k·. gun hIS been constrccted from so:rt&of spare wcapono. Was w .•tructedfrem a" Epic ICl1" Knight weapon..drultk·. In Epic scale I.ck.doJci. pl ....even by Ihe Jtandud..l-b ..

id" and added to the outside of the mulri-melte. Ul<c all the ather bl.dnitk'. tak. Being so close to the . tlrio· 00" was m. been filed flu 00 one ..m$1 all-eomers: Hcmies.=ting own chainswcrd.. photocopy and pain! these banners for use with your own Orlc F=h<x>= 40 WD39 .per wnppc<llround the tubing.!he strap" tho< bald !he sighl. n..tleast when i1 worlcs!). its • erviees ag.. gun to bo&cd QO a metal multi. MVC been added and a cutdown plutie Chaos llll(>C. gun" 110'0 plastic boltera nne been filed OIl ate side ann superglued togelhc.anD.t dn I'm out in pencil and then painted." gun. "". . tie ballet Ittached lO his beltl One of Bldmkk 's Gretchin retainers ean:ir.skulled j oJly Olk..". the noisiness of its guns end off . <he Gretchin )ook< undentandably worried. hand.!hey'IC all welcome enemies..upe:glued at lOp.in place are simply two thin strips of p. 1iWI: 'wesome weapon is ShIfang'..peohul e"lnI-loosDIlge pta... The Ino..s !Us boss-pole inoo baule.dI or melta-gun burel. ShIfang h•• gOla Grctchin servant to bold up the far CIId of !he gun..zzy bitz have been chopped ()ff pl. ha. Fteeboala mob.. on a yellow background that appelr> in .ll the Gitt' banner.upon doesn't give Snotwort enough &epower. The 'gun'. The sight is mlde from bra". ~ impr<:ssive banner bolsts the size of Badrukk"'. The front of one been glued 10 til e bad: of the other in ceeate the eun length. II wu fixed III a Tshaped piece of . A plostic plaoma Bun Ito.:. mbing.d been driDed through the Gmtcllln's You elf.hooty end of this wcapon..awn to Jmgth and filed smooth at the end. kustom .l1llClll.el ••. SnatwOlt'... tic ChaOll weapon •. The version or the Jolly ark Freebeeter symbol on top of the banner pole wos made using the skull of a plmic SkcleuI Hone with a pair of leg bones. The. The central images 00 !he banner a reth e red. Space Marines and Eldar. . gOl an "ltra pI.MODELLING GUIDE ForRolnob'. of course) and an mn holdiJ1a l white saw-teethed sword. ". been made fmm • pair of pla"". from "" Oti Wu Buggy. Squau. gun (. (ex""Pl for Bsdgor'a. Just in ClIC thi •• wesome ".tiff wire which WIS fitted Into • hole that hl. . be'.

+1 -4 S 404 9-74' 0-8" +1 7 1 ·2 X .2 BUIci.12Q. ~n T S m.just like Frcebooterz services to whoever offers the most teefl themselves. 6_11". TI*hjiMJ1@·[m£~Mk~w:~~j~1. Ram". Kaplin Badrukk and the original five Boyz came to a total of 235 points . Tolllt S L Barnl S. M ToRI! S l!ltfrl%"j. + t S..~·1.. .W •• jXQl 2-1\"".vy -Sl'Ilb: ·2 to hit lI. IC'lUtom WUpO-n . Bkmlk Bil -Kutomizeci Komhi. 2" ra di.g$fIlRillt'ltml!liW~! MWSBS S T W I A LdlntCI W1' l~i~~1ll1t. M uhi-Mel\& ond Fluna GWl R....#.. flamer.12" l3· 24- 5 IJ."" . Bionlk B.II_j){X) Bionik Bi. Kombi-Wc.nite ToUl! S L S L S Dam S. Tbeirlrustom weapons looked great and worked well. d KQmbl.vySlllb -2 4 12 ·2 ·1 •• M WS.II . PI""". In fact.dlill1.tl~il.gWl" Goo...+2 -I 0-16" 17·3}" +1 S 8 1 4 3 Dom 06 S~ -3 ·1 C II S FAre.IZ" +1 +L 4 3! 1 Sv .liQiJli~~lfjf]~~~#.gger. .Welpon FlD: Armour. We were quite happy wilh whatever We rolled for the kustom weaponsas we were going to convert the models. : Arrn""r!l.l'UgeteT Eyc·.bombz. Wfil rerolled a couple of thebionik bitz to suit the Freebooter models we had.~archllgbt. Bionik Bil..0 of Smch .r. Goo-bomb (I). 2" X IX -2 +1 l~" 41 .Wt_~I:].: Aut_ lor.1~1..· Stainlo .01 A.+1 (l.. ""glAg. Darrel S Multi·Mel ..Weapon ..11i-M I: -4" ""&C Mlllli·M 2: DI2da"".i1r~i~1Ml\~$1~I~. on the tab letop.t213-24.."'Aik_l..anything we didn't have was ordered as specific pan through MaiJ Order.. oJd.! -t CHSF MO. Kombl-Wu""n Barrel Flak: Annour. S L S Dom ()'26'" 11·62' ~2 Su51a~d +2 7 Q6 2' X X ·2 2. tumbi-Wcapon . Up till now they've fought as part of our Goff anny.!l:ombt· Weo".110 hil Side Effects: Ii:tN illrllncrcdiblc: ..tfld wij.gUo_ Autoc.11f1 S T W I A Ld Int CI WP Oau. KlUilom Wc:aPQI Koslom Weapon ..a.?g~@t~o:~ft~~iii~Wi.. we looked through our biIZbox to see what useful weapon parts we could find ." 2" L .. 8ionik. We wanted this mob 1-0 be oouageously flash and decided that everybody would have a kustom weapon.~~(t.. -4 -3 CUSF 2..2&=1>: BoI'gw:>llld Luglln R. Waa-Ghazghkull. the heavy plasma gun wilh + 12" range. S teel M""dIblc .~·~..so big. m Bolts"" [.X 2.d rnt CI WP 244341317677 FhkArtnotlC... +3 '" hi!.IT BoIlG.MODELLING GUIDE KAPTIN BADRUKK'S FLASH GITZ j(aptin Badrukk's Flash Gitz are pan of the Design Studio's Ork forces. 01 S L S L La'1UIOIm 0-2223-76'" • DopondJ 00 typo of ommuniliqn being fucd Dam Sv C II S V I" X Ar .6" 7·12.<.%lIf:*#*'f&lj~ll' W 1 A.1I1.. Gorsnik and Lugwcrt) the full mob of nine Flash Gitz now totals 321 points. BoIl&1D1 1J.. C II S F Area. lSidc Elf. ODC of whom carried a heavy weapon. : ·210 hit.' +2 Stn:ngth Autogun: l"-rt..ng. gun.Rang~ L 11·20"" Noise: To HI! S +1 L Rong.. 03 damage.with the extra three Boyz (Zodgrot.s. Barr 01 S L S L S Dam S..1~~J*~ft~~~ ws Int M 244 flo!< Ann""" T W I A Ld 41317671 Dasse.aill>. including the Boy with the heavy weapon (who'd therefore have to abandon his heavy weapon -lhough i1 can be left behind at lhe mob's base and used in fntnre games if required).: Multi·Mct\&ond Mold·MeI .G..'""11". S L 1J.g.1~¥.d with I!"piDg mouth Range Tom... Smoke L. docon".wlom Wupon-Heavyl'lumoau...oo. AUlOgWl M .h.a. but one of the great things about Freebooter mobz is you can use them with any Ork army .BS 244341317677 M!f_I~~~~~"Jf:i~~j..". .4 Bar~b: 2 x Multi·MeI"" BoIII"'I.. KlLltomimd KMlbi·Wc.jf' 80\\g". l 0-11)'" Multi·MeI .h gllping maulh ~irl'~1J2r~101~~]. In future games we've 'gol the choice of using some Or all of the Gitz depending on the size of thebaule.~iW!~lil>l~~IM1. BUnik Bi.. D'&l\"r.ififno.bomb (Il.~imt:. if erratically. we exercised a bit of imagination to decide what the guns looked like. As joon as we'd got Kaplin Badrukk and his five Gitz modelled and painted in their basic colour schemes we fielded them as part of WasGhazghkul). For example.tom Weap.th. Ld Int Cl WP 3 5 Stikk. Belt Pistol.: 1'1'. An'n.. 677 Ct wr Flak An:pQU..~?k.. trying out the mob each Lime we add a new model.-b<nb>.. We've played a few games wilh lhem now..~§.~{I •• lfj~ WP Ktrnomlud Kombl· W"pon .X 1J. S.: + 12. C H S F L.p<lIl Kombj.we decided this was going to BIG .gw:>IILO" s 8 9 S Cbo:ms.f.fJJ4lmrf.12" 13·24" +1 4 1·1 2• Tor'''''''' Ey.[If.~lli!~~t~ft1"'f-~~%.wn-orr SllllI... Needle Gun Area 2' 8a.d DoSS'" Aulo<lIll'u".n A1l1OgWl 0. AuLoCatloon Rong. r". Once we'd found out what the weapons were.~I.RiI_nge ToUl! S lionel S.& Sti)d.' Overheat> .20" 21·n- To lilt S L -I ·2 S 9 8 Dom 03 06 S..~~~~iru2 4 4 3 4 1 3 1 l' 6 7 7 M WS BS S T W I A I.t<>=lOOn [..2HOI.r@(fll~tRJw•• III 26 WS BS S S 4 _Auoour.Misdle Lt.X X tl<.. For details of side effects see the Kustom Weapons rules in 'Ere We Go. lhlllFr. the more over-the-Lop and unusual the wea_ponsthe be iter .a'gun L3·241).it· AU_l()- ill WS BS S T W I A Ld Int CI 244 J 4 t 311617 PloI< Anno.. Borrel Multi·M.. selling inelr M WS 24434 BS S T W I 3 A Ld lot 1677 CI fl ok Amloor.ru:%~~tWmtW. .Bol18= Z" .uncb:r: +4" range. we were so impres sed wi lh the G itz that we got c-arried away and decided to make some more. ¥K.. dcctn.Pewer Glcve K..(:.0 W lld Sh<o.umo:u: dcco:raIcd with pp-mg mouth We started off wilh a basic squad of Gitz: Kaptin B adrukk himself p Ius tiveBoyz.b:o. N". Z Q. iJjciudod in BoI.. The next stage was to roll on the Equipment Charts 10 find out what kustom weapon. . . C H S FAr . D6 damage and +2 to hit was obviously a weapon to be reckoned with .W .1l.f~~~ml~~k~@ifR~~ WP lCombl·W ..nd 00..dlc Gun Ronge ToWI S L S L 1J. F'"i stU:!..12" 13-241J.iL1)~it:~~i1pl~\})~ "1 WS BS 44434131" S T W [ A Ld In.Da. C II S F z. K. ICwlomb.5 Band.1Z" 13-74.llJ Ho.bo". K"mbi. Dagger.. Bit .2 SUlci" BoI!&wllUld Hclvy Stub 1la11flll' R.. the Boy holding it needed II Gretchin to hold up the far end..n BoIl&""... ""n . Kustom We. bionik bitz and so forth our G ilZ possessed.gWl x 1.12' 5 8 8 13'·2413·24" U-3l' tl +1 +1 6 6 Vam 404 012 I 1 S.~&gJ*.. S L S Dam Ilal\gUll 0·12" 13--24" -14 2" +J 4 I ·1 X 0-20.r.1ld T".'.j~~ MWS8S 24 S 341 T W I J A UllntCI 11617 WP flak Armour. 0 +2tohil Side Ilfr. K~14ml . -4 C -4 -1 ·1 rX 2" II SF X Aru 22J" MllIti·M.. Based on thestars we'd rolled up.20" 21·72' !).X M •• 2' I" @*~~~~t~~'1~1]~lt.X 0-26ZJ-84Maximal +2 10 06 +2 ·6 AtUi I" I" ~~lf~.n~ Borrel BS S CI WP To Hit L S L S V.@lik4~~&~~mr...

willing to fight for anybody. A SUITABLE HAND WEAPON (SUCH AS A KNIFE.RENEGADE SPEED FREEKS RENEGADE SPEED FlEERS The Cult of Speed is a constant social problem [or the Orks. FOR 75 POINTS 1 KAPTIN ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOSE WHICH YOU WANT). From that moment on they become a roving band of troublemakers looking for adventure. CLUB OR SWORD). 42 . They are usually a good choice of mercenaries from a prospective employer's point of view. AND 1 BATTLE WAGON I)LUS AS MANY EXTRA BOYZ AS YOU WANT ARMED WITH WITH BOLTGUN OR BOLTPISTOL (CHOOSE WHICH YOU WANT). A SUITABLE HAND WEAPON (SUCH AS A KNIFE. especially if the Warboss's fleet of new red wagons gets smashed up by crazed hoodlums in ramshackle Mekboy Hot-Rodz. CLUB OR SWORD) Kf 7 POINfS EACH. A SUITABLE HAND WEAPON (SUCH AS A KNIFE. but sometimes it gets out of hand. The Warboss is sometimes left with no option but to banish the offenders together with their vehicles. All ihey want is some red paint for their buggies and enough teeth to buy a can of high octane squig gas [0 keep the engines running. Nobody minds a few reckless races around the stronghold. "Z \ \. AND 5 BOYZ ARMED WITH WITH BOLTGUN OR BOLTPISTOL (CHOOSE WHICH YOU WANT). since there is a fair chance that they will hurtle into the enemy and pursue them into the distant horizon never to be seen again and not stopping to collect their share of the booty. M WS BS S T w I A Ld Int CI WP j 'f. CLUB OR SWORD).

~ Q~ OGRYN'S BACKSANNERS --------------- LD EB ~ EXTRA WARGEAR: The Mob can have any of the extra gear shown on the chart below. The Kaplin may also be armed with gear from this list as well as the random charts given below. • BOG~01'S MCK !!ANN_A --------------- BACKBANNliR GRIMGOG'S BACKBANNEF! GOBWORT'S Sl{UMGROT'S BACK BAN fiR EXTRA BANNERS FOA NOBZIN BOGROT'S RETtNuE II 83 . bUI rolls a dice instead.. These vehicles are cheaper than for other Mobz because [he Renegade Speed Freek Preebooterz are such excellent mechanics.::h~~rJXful. SPECIAL RULES: The Renegade Speed Preeks are so obsessed with tinkering with their vehicles thar they can keep them in working order without the aid of Mekaniaks.:\0~:m*J.·~:. CHART . but all equipment must be paid for. A SAMPLE ARMY FROM 'ERE WE GO FOR YOU TO PHOTOCOPY AND CUT OUT NAZ·KU~$ BACK BANNER BACKBANNE~ GGAWA. Should a score of 1 or 2 be rolled the vehicle is affected by the Malfunction.S BACK BANN"A MEKGRIM'S BACK BANNER BADROT'S DOC DAEGWORTS BACK aANN~A BOOHors BOSS POLE._: 5n1~. by their proud owners. He does not have to carry all the equipment he generales. ]f an enemy player uses. Any items not carried are assumed to have been left behind at the Freebooterz' camp and may be used in future games if you wish. Speed Cultist Freebooterz are famous for their vehicles.m COST/ROLL :. The Kaptin can roll as many times on as many charts as the player wants. 'c. 43 .M£\J!lt1{075~~.RENEGADE SPEED FREEKS BLOOD AXE BANNERS FROM WAA·BOGAOTS WARBAND.'fi~~WE~~0' ·t.~. On the D6 score of II 3 or more the vehicle has been maintained by its owner and is not affected by the Malfunction. a Malfunction Card on a Speed Freek vehicle the Ork player does not have LO counter it with a Repair Card. which are always painted and decorated in the most extravagant manner and often heavily modified. Choose a chart and randomly generate equipment for the points indicated. • KAPTIN'S GEAR: The Kaptin can have any of the special gear from the Freebooter Weapon Charts listed below. The Boyz all have the same gear. but a Repair Card may be expended as norma] to cancel out its effects. The Mob has a Banle Wagon automatically but this may be replaced or augmented by any other vehicles chosen from the list below.rH VEIDCLES.

CLUB OR SWORD) AND RID1NG A BIKE OR WARBTKE (CHOOSE WID H YOU WANT). PL S AS MANY EXTRA BOYZ AS YOU WANT ARMED WlTH BOLTGUN OR BOLTPISTOL (CHOOSE WIDCH YOU WANT).'ji. The. Choose a chart and randomly generate equipment for the points indicated.¥" . The Kaptin can roll as many times on as many charts as you want. He does not have to C3JT)' all the equipment he generales. Any items not carried are assumed 10 have been leCt behind at the Freebooterz' camp and may be used in furure games if you wish. and they can all have.. :Ei'SAVl' WAf'ONS S1lKICBO!>1Z RA. FOR 2{)O POINTS 1 KAPI1N ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOSE WHICH YOU WAN1J. special gear from the PI' cbooter Weapon Charts listed below. 44 . but all equipment must be paid for.AND RIDlNG A BIKE OR WARBIKE (CHOOSE WHICH YOU WANT) AT 40 POINTS EACH. . consists of taking the bikes apart and putting them back together again. Their favouri te sport is running over ranks of drilling Stormboyz. Snotlings.s:··' Int 6 . OED WEAPONS CHAR "gfj'Uf '.r " 7 7 8 '!fflt~' 7 I WP <$' "'i"'·..njoy maintaining them. When not actually riding their bikes th. and nothing is more important to them than their beloved bikes which they polish and pamper constantiy. The tribe breathes a deep sigh of relief as they rear off up the road to cause trouble somewhere else. but they are quite happy to practice. A HAND WEAPON (SUCH AS KNIPE. just for the fun of it.I'g$UW . KAPTIN' GEAR. A HAND WEAPON (SUCH AS KNIFE.5 WS 3 BS 'A''':. hopefully leaving out (or 'saving') as many bits as they can in the process. have only a few servant Grotz on account of their nomadic lifestyle which prohibits them carrying very much. on Gretchln. D 4 BOYZ ARMED WITH BOLTGUN OR BOLfPlSTOL (CHOOSE WHlCH YOU WANT)..'_. Kaptin can have any of the.:RI'$t¢t CHAlNSWORD l1QWERWORn WEAPON :~f'" COST/MODEL lli'iX!fi PLASMA-PISTOL 2 ? 5 4i!-''''tW. CLUB OR SWORD) RIDING A BIKE OR WARBIKE (CHOOSE WHICH YOU WANT).. A few of the Bikeboyz allow Gretchin servants to cling onto the pillion as they ride along. CLUB OR SWORD) . W·R~~~ER'~P1lN!K:' FREBBOOTER BIKEBOYZ M 4' 4 .!f. the same or different gear if yo-u want.Wlt'W~A. E£lJI\'S.BAD ORK BlKEBOYZ BAD ORK 81KfBOYZ Ork Bikeboyz who opt for a roving nomadic lifestyle are known as Bad Ork Bikerz.cy e. and Me very bad characters indeed.. EXTRA WARGEAR: Any Bikeboy including the Kaptin can be equipped with any of the extra gear shown on the chart below.::~": ···trtIDDmaLlIOl.' ry~1W~" "'11i'i$". . and these servants may carry banners on behalf on their masters.S_:1P. Mostly though they just cling on tighl and keep their eyes firmly shut. Madboyz and anyone else who wanders in front of them. All the Bad Ork Bikeboyz can have any of the equipment indicated. .'': 3 S 4'. A HAND WBAPON (SUCH AS KNIFE.50 5 OST/ROLL ' ATTENDANTS: The Bikeboyl. Maintenance.~."1 3 T 4 W 3~ 1 1 2 4i~*~ '1 1 A Ld i". Bad Ork Biken are willing to fight for anyone for free.

• !tMri!'. All the Minderz can have any of the equipment indicated.~rf. They usually find employment under cunning but timid Warbosses who expect to be overthrown any minute. Any items not carried are assumed wish . FOR SO POINTS 1 BOSS WEARING FLAK ARMOUR ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOSE WHICH YOU WANT) AND A HAND WEAPON (SUCH AS A KNIFE.FREEBOOTER MINDERZ FREEBOOT£RMINDERZ These are big.which is the closest Orkish word for 'bodyguard'. bUL all to have been left at home and may be used in future games if you the Freebooter Weapon Char'S listed below.if~. They tend to use close combat weapons because they are too thick to use anything else. and they can all have the same or different gear if you want. Choose a chart and can roll as many times on as many charts as the player wants. CLUB OR SWORD). equipment must be paid for. usually stupid and thoroughly criminal Orks who have got together to form a freelance professional protection agency . or by even more cunning Warbosses who know that the Minderz are stupid enough to do anything for small amounts of teeth and a good scrap. AND 4 BOYZ WEARING FLAK ARMOUR ARMED WITH BOLTOUN OR BOLTPISTOL (CHOOSE WHICH YOU WANT) AND A HAND WEAPON (SUCH AS A KNIFE.They are called Minderz .~1mr. WS CI EXTRA WARGEAR: Any Minder including the Boss can be equipped with any of the extra gear shown on the chart below.i:\\t3W~: ::Z.~W=·xT ·j~l~':'m~~:Il~.g.Til~~~~::::~~ 80S8'S GEAR: The Boss can have any of the special gear from randomly generate equipment for the points indicated. WEAPON COSTIMODEL M BS 8 T W I A Ld Int WP NW1Wg{~~~~tff11r::~~ii%t¥~e:*.. The Boss He does not have to carry all the equipment he generates.1!£I~EwfiW~nw~~¥*. • 45 .~~ffi~:~W4~W~~tt~'~@W{.. tough. CLUB OR SWORD). muscular.j~*JJli~'&\1W.

Next thing you know.7 7 lnt '1 8 Cl 7 7 WP fJ 7 ~.l2fj. A SAVE S!h~~f4+ ". OT)O~ M " 4 W 4 BS .4 3 4 WS /& S 4 4 "'. CLUB OR SWORD). The Mek and the Doc are overjoyed. PL S OUGHTS AS YOU WANT AT 40 POINTS BACH.at is important to them is for genius to be recognised and for their creation.DREADMOB DR~ADM08 This Freebooter Mob comprises a pair of Oddboyz who are obsessed with Dreadnought experimentation. AS MANY EXTRA DREAD -~RK MERANlAK ORKPAINBOY DREAP.::2 ' ~:qlt. they're hired to lead the assault in the Warboss's next battle. HEAVY BOLTER AND FORCE FIELD. What do dley care about paltry teeth! All th. the Oddboyz stride into the local Ork settlement and treat the Warboss to an impres ive demonstration (such as demolishing his stronghold).. 4- T 4 W ):- 2 W I 3.. The Mek of the duo works on the Dreadnought's mechanical components while the Painboy prepares Gretchin volunteers of which there are no shortage . FOR 60 POINT 1 MEKANIAK WEARING FLAK ARMOUR AND ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOS E WIDeH YOU WANf) AND A HAND WEAPON (SUCH AS A KNIFE. 1 DREADNOUGHT AND ARMED WITH POWER CLAW. AND 1 PA]NBOY WEARING FLAK ARMOUR AND ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOSE WHICH YOU WANT) AND A FiANDwEAPON (SUCH AS A KNIFE. 3 I A ~ 1 Ld . 2 'ift2. the ultimate Ork Super Dreadnought. The Ocldboyz often hide OUL somewhere in the wildemassso that o!her Orks cannot find our what they are up to (not that any would care one way or the oilier . CLUB OR SWORD).for every Gretchin really wants to be bigger and tougher than Ll1C Ork . 46 . When they think have created the ultimate Dreadnought.but these obsessive Oddboyz arc inclined 10 be a bit paranoid). to get the chance to prove itself.

Mekboyz can rarely resist the temptation to load as many new goodies as they can onto their latest creation. The scorcher functions in the same way as that mounted on a Wartrak Scorcher.·f!!!~!~·~%'fM@h1 •• D6 SPECIAL RULES: Dreadnoughts are likely to have been built to eccentric and often unique designs which undoubtedly look Ifery impressive on paper but whose combat worthiness is untested. In Wa!t>Y>d) ~ e ~w MUGGlRUB'S BACK BAN>lER 6 ~ ~~~' GRIM8AO'S BACK BANNER NAZ-T~UG'S BACK BANNER (Fr""boo.er Kaplin) !~!~bl OAEGORX'S 8ACK BANNER BliCK BIINN_R BAORors 8ADROT'S BACKBANNEA (Nol in wai1>and) MEKS STORMBOVZ ORlllEOSS (NQ1lnWam.DREADMOB BLOOD AXE BANNERS FROM WAA-BOGROTS WARBA NO.itmW'€. Any items nor.in future games if you wish.:ltii. Any Oddboy can be equipped with gear [TOm any of the following Freebooterz Equipment Charts. by rolling on the following chart: D6 1 2 3 4 5 6 Modffication One of the Dreadnought's charts. The Dreadnought is given an extra ami fined with a heavy weapon generated from the Freebooterz Equipment heavy weapons chart. The Dreadnought has been fitted with loudspeakers and a tape-recorder so that it can blare out Goffik Rokk at the enemy while it blasts them.. The Dreadnought is fitted with a squig gas injection cylinder enabling it to move at double its normal speed during one tum of the game. A scorcher UJIIet is mounted on the head of the Dreadnought and a . To represent this generate modifications on the folIowing charts.~§:::~.~~'~§~~'I~ltl4~4_I!~i1l2W Now determine what these modifications are for each Dreadnought. Their roll is to fetch and carry on behalf of their masters and to parade their banners in battle. ATTENDANTS: The Dreadmob may be accompanied by any number of non-combatant servant Grotz belonging to the Painboy and Mekboy. The Oddboyz do not have [0 carry all the equipment generated. • . A SAMPLE ARMY FROM 'ERE WE GO FOR YOU TO PHOTOCOPY AND CUT OUT + NAFFGUL'S BAC!( BANNER ® ® ~ b BACK BANNER WAA">KAij'S [QJ2J ~ WM. Choose II chart and randomly generate equipment for the points indicated. but all equipment must be paid for.you may choose which type. fl:i.sKAS'S MEKS BliCK BANNE~ INo. The Dreadnought's weapons is replaced by a kustorn heavy weapon generated from the kustom weapon Force Fjeld is replaced with any oilier kind of Force Field . You can 1011 as many times on as many charts as you wish. Each cylinder fitted contains only enough gas to last for one tum. carried are assumed to have been left behind at the Freebeorerz' camp and may be used. 47 . First roll D6 for each Dreadnought and consult the following chart: Modifications II1.huge fuel tank on its back. often with unpredictable results.nd) fllE~BOOTER 80VZ !lACK BANNERS HUMAN MEReENARIES BANNER EXTRA GEAR: Between them the Mekboy and Painboy are able to make or acquire special gear for their use. This has no effect on its combat performance but has plenty of entertainment value for the Orks.

He has succeeded as a warrior beyond the wildest dreams of most Orks and bas gathered his own Warband of followers about him. Orks generally regard such deviants with suspicion and ridicule. bUL a few are attracted to other Powers. explained in Realm of Chaos . FOR 200 POINTS l?OR 400 POINTS FOR 600 POINTS An Aspiring Champion of Chaos and ills Warband A MIght)' Champion of Chaos and his Warband All Exulted Champion of Chaos and his Warband Choose which of the three levels of Chantpion you wish 10 have and generate the Champion and his Warband using Realm of Chaos . a few may actually admire a Chaos Champion with impressive rewards such as hom mutations. since they can trust in the abilities of their own Weirdboyz to dispel any nasty manifestations. In fact most Warbosses couldn't care less about the Champion's allegiance to Chaos. much as they do anything which is not thoroughly and properly Orky.CHAOS RENEGADE ORK W ARBAND CHAOS RENEGADf ORK WAI8AND This is a Renegade Warband led by an Ork Champion of Chaos. Such a Warband can be generated using the Chaos Renegades system. He may have started as a Khome-worshipping Storrnboy or a Freebooter who fell in with Lhewrong company long ago. and so forth.The Lost and the Damned. such as Nurgle. but now he is well on his way along the Chaos Path. The majority of Ork Champions are Champions of Khorne. Weirdboyz and Painboyz in the tribe are likely to be quite fascinated by the spectacle presented by the Champion and his Warband. Determine the starting profile of the Chaos Ork Champion. iron hard skin. or independent daemons who were once Ork Champions themselves. and a Chaos Warband is likely to be taken at face value as a very exceptional and dangerous unit which would be very useful to the tribe in battle. However. • 48 . Most Warbosses ask few questions about the origins of the Freebooterz thai they employ.The Lost and The Damned and can be included in an Ork army as a Freebooter contingent.

.. 2 5 3 ~...b. 4 3 3 J 4 .~unr:herd 4 ..$:. 46-59 60·63 ..2: 5 2 5 4 4 +...' 3 1 :)"'$'1 '. 4 4 4.'G4( . 3 4 4 71·75 ":76~gO 81 5 86-90 91+ '. 3 CJ 7 7 7 8 wP 1'. etc.3.w"7 tt.4 Run th erd . 2 JX~..&:~:& 3 s 9 8 :.~..':f14. Humans. '.Drillboss if 4 .)& 5 5 4 4 :.)%1:.~ D100 M WS 4''(~7'3 4 44 BS 3 3 ..'06Madbo.. :{. 1 Boss ark ·:l'lJr-iUbO.SS' 4 4 .¥4 4- 4 4 4 4 3 1 ..~:: :. When you roll followers refer to the chart below: ':..' 7 7 c 31-40 41-45 .L i 8'l/.. 7 & ·:M~66 67·68 69-70 4 4 Mekaniak .7 Re-roll on standard Retinue Table in Realm of Chaos for Beastrnen.. 4 1 4 .£ 7 7 8' 7 7 4 4 4 1 7 ».3.. S 8 8 7 7. . :45 " . ... .*".. . 8 8 7 8 7 8:".roll for profile: D10 Oddboy 'j:k1Yt~QOy:'J. : " 8 8 9 7 (] . 4 Painboy 4 6@'m'~'" 3.l'''._"~' .'01~io '~OtkBq1i . 4 4 "\4>' 4 4 : )ild~ 4 ':' 4 1 A'&:4~ . 49 ... '1. 1 7 7 1 D10 Boss Ork: . 7 9 8 9 9 9-10 OODBay .--::: w 3 3 BS ':3\ 3 3.~ Warlord 4 4 5 5~2 5 4 1 4 '.23 1 3 4· . 4 1 1 '<"'3 4 J 1 1 8 '8 8 <j.... CI 4 4 1 '2' 2 7 7 7 7 WP t 7 ~TQRMBqt BOSS ORK .~> .'" 7 7 3 1 7 11M"" 7 9' You wiU now need to refer to Realm of Chaos .~(1~ 6 . 3 3 T W " I ~:::: :~~ A 1 Ld tnt 6 6 6 ..s 4 8 9 l~"... q: 4 .1 31 3<.4:...c'. substituting the profile generated from the chart above for the human or randomly generated profile..if.roll for prcfllc 3 3 3: ~: 2.:~ . I 3 1 ..5 . Refer \0 the Armies of Chaos section under the heading Random Generation of Warbands. <BJg~f'''>' Clanboss 4 4 3" )~):" 4 4 s ':"/4' 54 6 5 4 4 ::"fhtbOS$...The Lost and the Damned to generate the Champion's rewards and followers. 4 l 2 6. " ":l 2 1 1 J 1 Ld t:": 7 1 7 Int 6 6 6 6 <6 7 7 21-30 D6Stonnboyz 3 ..4: "'lJaekaril:ak' .j •.t'..CHAOS RENEGADE ORK WARBAND DIO 14 5-6 7 8 STARTING PROFILE !/ady MADBOY M 4 4 4 . . Pollow the description of how to generate the Champion and Warband.. T 3 W 1 ] A . 3 'i. 1 8 8:." 8 1.>'1 4tJ" 2 3 4'~~?~...§ 8 6 .?Ji..

r4.l_III1A'ffi)lliJilNjF!II' ~£§Jk®f}l~~~J:. Naturally all those who have suffered in this way tend to go around together. WId these usually lurk as single individuals. :11I1:~¥~fo. On fare occasions. You can either roll individually for each: mutant. The precise cause of the mutations may have been.fIIIr~.rJll@l¥tfal.li%l_~. or you can roll up one set of mutations and apply them all La each Ork so the entire Mob has the same mutations. a Warboss will actually allow them [0 tag along with the Warband so that their mutations and frightening appearance can be used against the enemy._4!II~Jlt. CLUB OR SWORD). and especially Spawn. Those that survive longest may degenerate into Chaos Spawn. M WS BS S T W I A Ld Int C] WP OR J&_.:. A HAND WEAPON (SUCH AS A KNIFE. a leak in the force field of a space hulk while travelling through the warp. Variable .1 MGM~Ml~iJ. .lf1i%JJ~ SPECIAL RULES.~li~I!1~ij. the result is a group of mutated Orks who do not know what has happened to them but are suddenly treated as outcasts by the tribe .ORK MDT ANT MOB ORK MUTANT MOB These are Orks who have passed through an accidental influx of the warp or were too close to some kind of deranged Mekaniak or WeirdlXJy 'eksperiment' that went horribly wrong. EXTRA WARGEAR: The Mob can have any of the extra gear shown on the chart below. Mutants and Spawn are only too eager togo and will do anything to be amongst 'da Boyz' again. They do not understand why they are different or why the other Orks look at them suspiciously and reject them. Mutant Orks have D4+ 1 Chaos Attributes.ll. scavenging about on the edges of the settlement.rt.~:'.: Mutant Orks have Chaos Attributes due to their strange mutations.':. 1 CHAOS SPAWN (ORIGINALLY AN ORK) ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOSE WHICH YOU WANT). CLUB OR SWORD). pathetic and confused creatures. or the poltergeist activity of a Weirctboy.rt PLASMA-PISTOL STUB GUN HANDFLAM£R __ _ ~· _ 5 1 1 _L. an experiment with a Shokk Attack Gun that went wrong.see below tor the creature's starter profile. A RAND WEAPON (SUCH AS A KNIFE.~jf~f:l~~l~. Mutant Orks. Whatever thecause.~ liS.. FO R 25 POINTS EITHER 5 MUTANT ORKS ARMED WITH BOLTGUN OR BOLTPISTOL (CHOOSE WIDCH YOU WANT). Refer to Realm of Chaos to generate attributes and determine their effect 50 . are POOT.i§8lli~jllli~TI%@ln ORK CHAOS SPAWN. The mutant Boyz all have the same gear.ll:~lfmH&t~i~W~llI:@l%~&0£Rili~+.

.. Then apply D6+6 randomly generated Chaos Attributes from Realm of Chaos and reduce intelligence to 1_ '._1iil@.~II¥J~f.IIT 4 4 4 .1118 bigmob wears an .R GAOK'S BACKBANNEA MEKTEEF'S BACK BANNER OllAllAO'S BACK BANNER OOK UZWORT'S BACKBANI'IER MAGSKAe"S BACK BANNER MOOOO'S BACKBANNEll BACK WAA..·.Ulb~~n~~~~.bMdl WIEADNAZ'S 8ACKBANNEA BACKBANN. WAA..}~~~~~~t~iBffi~~:. J•• ••• D10 BossOrk Drillboss 6 I.:t®wilwlR~" ·".£. Chaos Spawn.A~~0~ Clanboss 5 5 4 5 2 4 1 8 7 8 4 4 4 4 1 3 1 8 6 8 8 9 7 8 9 51 .ORK MUTANT MOB EVIL SUNZ BACK BANNERS FROM WM-SKUMROTS WARBAND.~~~JblOC~*%0i~~i4~':l&~ft~@ij~~lfl*i~1fRi%t18.:·'.:¥~.roll for profile M 4 WS 3 BS 3 S 3 T 4 W 1 I A Ld lot 6 CI 7 WP 7 2 7 .~ . 10 Warlord 6 6 4 5 3 5 3 9 8 ~~~~t.R WAkNOB'S NIIZG\1T'S BACK BANNER NAZGOl'S Mel< BANNEA (Ca1dod b)' Grot""" IO:I.YM%t&i1f·'~. A SAMPLE ARMY IN FREEBOOTERS FOR YOU TO PHOTOCOPY AND CUT OUT NIIZ-SKAB'S BACKBANNE~ SKAB-ilA(rS BACK BANNER GAOTNOB'S BACK BANNER GRUBGU~'S BACK BANNER SKABGRIM'S BACK BANNfR SKUMoorS BOSS POI.1i 6""'1>0)01. tee bann"" ORK CHAOS SPAWN: To create an Ork.JJ.NOB'S BANNER (Not In W..NOB'$ BOn BACK BANNERS 8IG"IOII aoyZ SACI\ BANNERS {Each E. first determine the Starting profile of the Spawn on the chart below.lIj.~.14I"al..~ ~l 8 DIO 5-6 SPAWN STARTER PROFILE MAD..BOY BOSS ORK .~~~I~~~~li~~~[ithl€.illIll'.E • SKuMROT'S BACK BANN.~ .ii!i\i~1~~:_T@?&:·~i:_~1~·'. £1Ib~.~~..:·~·.l~lfil. .

in their intuitively accurate way. he has no Madboy followers. (CHOOSE WHICH YOU WANT) AND A HAND. This happens because the Weirdboy acts as a natural conduit for warp energy when he U5eS his power and R daemon can be sucked into him from the warp together with pure warp energy. which means that Khome and Nurgle daemons are more often auracted). The cost to !he Weirdboy is a form of mania in which he appears to be constantly arguing with himself while his mind disputes with the daemonic prisoner within him. Gtetehin and Snollings are quite willing 10 serve the Warphead and soon become used to his endless conversations wilh himself. and occasional outburstsof daemonic wailing. and usually keep themselves to themselves or are avoided by othe. The daemon is therefore unable to take control and is effectively imprisoned within the Weirdboy with the result that the Weirdboy becomes greatly enhanced. The Ork pemonality and sou] are much more robust and resistant. but unlike ordinary Warpheadz. Being less psychically ammed. However this does not result in daemonle possession of the same kind as would occur in a Human psyker. recognise the daemonic presence in the Warphead and avoid him. inexplicable poltergeist activity.owing and there is almost no weakness in their minds for a daemon to exploit in order to manipulate the host. 5'2 . Randomly determine the possessing daemon by rolling DIO. FOR 75 POINTS 1 POSSESSED WEIRDBOY ARMED WITH BOLTGUN OR BOLTPISTOl. WEAPON (SUCH AS A KNIFE.POSSESSED W ARPHEAD POSSESSEDWARPHEADZ Occasionally Welrdboy Warpheadz (who have become addicted to the warp and reckless in the usc of their psychic powers) become possessed by daemons. Orks are resolute ant! self-kn. Such possessed Weirdboyz are very rare.r Orks. The profiles listed here cover the most likely possessing daemons encountered by Orks (there has to be something in the Ork character 10 attract the daemon. CLUB OR SWORD). The result is a confused Wei:rdboy almost ecstatic with power. Like other Warpheadz the Possessed Weirdboy does not need Minden because he actually enjoys using his POWeIS. SPECIAL RULES: The profile 'of the -possessed Weirdboy will alter according to the nature of the possessing daemon. Khomatc daemons are more easily and commonly trapped in the Ork psyche than any other kind. This is because the Madboyz. sharing his body with a daemon who is very disenchanted with the situation and prone to outbursts of frustrated wailing.

.

. '4.EIOYZ BAGKBANNERS ------ l7 "\ f1~tl~ G!IOI('S BOVZBACI( r>. it is assumed to be left at home and may be used in future games... Choose any chart and randomly generate a bit of equipment for the points indicated.• 5 "". and may have none at all if the player wants.. .6.:·litffii·~8: .... Any equipment not used must still be paid for.as lime goes by their bodies start to twist and change under the tremendous psychic stress of the dacmonic presence inside them. First roll a D6 and consult the chart below to determine the maximum number of attributes the Warphead has.?(~:. '.'~ . The Waqmead may always have fewer Attributes than indicated if the player prefers.. CHAOS ATTRmUTES: Possessed Warphead¥ may develop Chaos Attributes as a result of their close interaction with a warp entity .~ ~ -------- 54 . Tf you want you may generate equipmeru from the charts Indicaied below. EVIL SUNZ BACK BANNERS FROM WM~UMROTS WARBAND. and any items generated may be dislribuLed amongst the Mob as required..1t•. .."&mz ~ ..~"""..~:: 8 8 9 OPTIONAL WARGEAR: The Weirdboy Warphead buys weapons and other gear from the Warlords who hire his services.'.~ IW/NERS (Eac:b E.~'.. A SAMPLE ARMY IN FREEBOOTERS FOR YOU TO PHOTOCOPY AND CLJT OLJT ------- SIGMOB.···' CI '8 WP s 8 8 '·8 7 ·3wgt4}i$$ 7 'i.POSSESSED WARPHEAD Int 9 g . You can roll as many limes as you lise on as many charts as you wish.

Possessed Warpheadz can stand even more psychic energy than other Warpheadz because !he daemon aces as an extra reservoir of pow cr. pour him 3.Madboyz recognise the presence of the daemon in the WeiIdboy and avoid him like the plague. Freebooter Possessed WeirdboYl are less stable !ban other Weirdboyl. D6 1 2 A1TRIBUfE R~J.ad delights in the thrill of using his psychic powers and requires no encouragement to enter banle. The possessed Warphe. 55 . A further option is to use a daemon you have already created to create your own set of attribute charts.:: Cloud Flies Enormously 5Pla~ 6 Pat Horrible Stench B~er Roulng Flesh ATTRIBUTES of 1.lncQnttollableiFlatulence Warty Skin s. write down his words of wisdom and sing his praises. 2 A1TRIBUfE l. Unlike other Wtupheadz he has no Madboyz to accompany him either . The chant reaches critical pitch.e chart. FLESBHQUND ATTRIBUTES BLOODLETTER ATTRIBUTES D6 1 2 it ATTRIBUTE Poisonous Bite Fangs Razor Sharp Claws Tail Sealy Skin Crest D6 1 2 A1TRIBlfTE Blood Rage Elastic Limbs 3 4 S 6 l Hfige:Head .POSSESSED WARPHEAD Then consult the chart for the Possessing Daemon and roll up each Chaos Attribute in tum. and so roll on the follcwing chart during each tum of chanting to see if an attack 10 their energy store during each tum of chanting.r·. The psychic surge cannet be heJd lilly longer and an attack bursts OUL of the Weirdboy. PECIAL R LES FOR POSSES ED WARPREADZ: is unleashed: D6 I 2·3 4-6 E(fect of Chanting The chanting continues. 6 INDEPE DE DAEMON ATTRIBUTE : These can be represented by rolling randomly on the Chaos Attribute charts in Realm of Chaos. A Possessed Warphead's power points limit is Iound by rolling a DlO and multiplying the result by 10 as normal and then adding a further DIO multiplied by 10. 6 3 4 Silly Voice Shrink ~wmously Pat. Po sessed Warpheadz are so powerful thai they add 306 power points Fortunately. Spits Acid 4 Poisonous Bite 5 6 ATl'RIB Razor Sharp Claws BLOODTBIRSTER n:s DAEMONETTEATTRmUTE 06 1 ATTRIBUTE RegeneraUon Strong Resilient Rapid Regeneration Furry ATTRIBUTE . or choose another result from !:he sam. The Weirdboy bas the option to unleash an attack or wait for more power to build up. However the Warphead may be accompanied by any number of unarmed and non-combatant Runt servants to prepare his exotic squig and fungus three course meals.roll again. ATTENDANTS. He therefore has no Minden. or to create your own daemon speeially for the purpose.ging Byes :3 4 2 3 4 Albino J:l)'POOtit: Gaze Razor Sharp Claws 5 6 Hems 5 6 Tall Brightly Patterened Skin ATTRIBUTE PLAGUEBEARER NURGLING D6 06 1 2 3 4 ATTR m UTE <:: A~tlphy" :. Rotting Flesh PINK BORROR 06 1 2 3 AITRIBUI'E Agility Vividly Coloured Skin Elastio Limbs Enormous Nolse (ta:pld Regeneration Suckers 01 5. If you gel the same result twice you may either ignore thal Attribute. You will need to refer 10 Realm of Chaos to determine the effects of each Chaos Attribute. refreshing drink of fungus wine.

.~ S T w '. Any items not carried are assumed to have been left behind at the Band's hideoutand may be used in future games if you wish. Orks are naturally curious about these humans who adopt hairstyles in imitation of Ork squig-styles and even paint their skin green.HUMAN MERCENARY BAND HUMAN M~RC~NARY BAND Except fOT Blood-Axes (who are infamous for their dealings with humans) Orks would not usuallyconsider hiring human mercenaries. Any equipment not wanted may be ignored.i:l '".M@"mC .£.s:Yc. . '"~'. CLUB OR SWORD). but must still be paid for.i. 8 MERCENARIES 1 MERCENARY ARMED WITH LASOUN OR LASPISTOL (CHOOSE WHICH YOU WANT) AND A HAND WEAPON (SUCH AS A KNIFE.. ii···.'cilrlW"A~m.e Mercenary ~lth a 'heavy weapon can have any weapon chosen from the chart below..W. DS 'Wl~~ .KNIFE. These tend to be paris of the galaxy where the Imperium has no control andalso where there are lots of Orks..@J@. Some of these human groups gain such a reputation for being blood-thirsty.. Any equipment generated may be carried by any of the mercenaries.iii~..mt~~...' W 'l@S1ifWkt'~'.\. paying the appropriate points for each roll. .speaking in pidgin Otkish and dressed up in some sort of ungainly parody of the Orley race. When confronted by such a strange aberration as Humans doing their best to swagger about like Orks.w. CLUB OR SWORD) AND A HEAVY WEAPON CHOSEN FROM THOSE LISTED BELOW. acquired by means of its long association with Orks. vicious fighters that even the Orks get to hear about them and develop a grudging admiration for their achievements . EXira points are paid for this so it is up to you to decide how much to spend.·····-~~i'fWi· I A Ld Int CI iimy. wild parts of the galaxy where human civilisation is completely disorganised and pirates and freebooters plunder and pillage at will. FOR 60 POINTS MERCENARY LEADER ARMED WITH LASOUN OR LASPISTOL (CHOOSE WHICH YOU WANT) AND A HAND WEAPON (SUCH AS A KNIFE.)1.f~J. • 56 .lf.t' . You may ron as many times on as many chartsas you want. Choose a chart and randomly generate equipment for the points indicated. EXTRA GEAR: The Mercenary Band.' . If a human group gains a. However there are some particularly savage and. 'These are Ork Freebooter itemsthe Band has.fff&&iiJii'«P "~"'lli"'!!iii_W~ WP HEAVY WEAPONS:Th. can have any of the special gear from the Freebooter Weapon Charts listed below. Strangely enough. AND • AND ARMED WITIfLASGUN OR LA$PISTOL (CHOOSE WillCH YOU WANT) A HAND WEAPON (SUCH AS A. CLUB OR SWORD). sufficieru1yirupressive reputation even an Ork Warboss might be tempted to hire !heir services. any Waibosses might be sufficiently Qaffled and flattered enough to lei them come along with the tribe for entertainment value if nothing else.." •.f¥W ~~"'it. especially if he can't find enough proper Orks to fight for rum.U M WS mrl~~~~t#~~~'OMr~il.twhij4~~=:f~'~3'. some of these human bands deliberately imitate Orkish styles of dress and behaviourin admiration of the Orks and their no-nonsense warrior culture.

• W'_~_"Fffu~Ii. old tradition of the wild communities..·.rr~Mwit1lfjW%tjJl. CLUB OR SWORD). FOR 35 POINTS 1 ORK CHIEFTAIN ARMED WITH HAND WEAPON (SUCH AS A KNIFE. they have been Ihoroughly corrupted. where be soon corrupts them and turns them into his own band of savage cut-throats. The Kaplin does not have to have the same gear but can ifhe· wants. These wild Grotz don't fight. AND AS MANY EXTRA WlLDBOYZ AS YOU UKE ARMED WITH HAND WEAPONS (SUCH AS KNIFE.lliJ/f»$. but they can carry banners on behalf of their masters .~])iJ:@Ri WILDBOYZ 4 3 3 3 4 1 2 1 7 6 7 7 EXTRA WARGEAR: The Mob can also have any of the extra gear shown on the chart below.'(F4tJI~~_:1~4~1r.m:_1Wf#¥1~tc~M.~¥W~..wn» ORK 01ITLAWS WILDORKOUTLAWS These are Wildboyz who have been encountered by Freebooterz before any other Orks made contact with them. M WS BS S T W ] A Ld Int CJ WP CHIEFTAIN'S GEAR: The Chieftain can have any of the extra gear shown on the chan below.DBOYZ ARMED WITH HAND WEAPONS (SUCH AS KNlFE. il__ 9~. The chief may even have been sold an old decrepit bolter by some clever Freebooter ill exchange for all the teeth in his mouth. Sometimes a fugitive Ork noble runs off into the wilderness and goes native among a Wildboyz community.":jWt\. • 57 . CLUB OR SWORD).not realising their value.m'Wfd}1. even the Boy with the heavy weapon.¥@M~~~WK Blillii&'~u:*~ BOLTPISTOL CHART COST/ROLL 1 •• W'~lt_R~ A'ITENDANTS: The Wildboyz may be accompanied by wild Gretchin and Snotlings to carry their gear and look after them in LIte age. AND 5 WTI. Consequently instead of being civilised by contact with virtuous traditional Ork kustoms. .lr_If£[. OR SWORD) AT 3 POINTS EACH. They soon embark on a life of reckless adventure as rather poorly armed and cheap mercenaries. CLUB. Every Boy has to have the same gear.

M-~~~~ 41·50 HAND BIONIKBITZ DID RESULT HEAVY WEAPONS Roll on the appropriate sub charts in the main roles to determine full extent of surgical improvements 58 . Yer pays yer teef and takes yer chance! • RANGED WEAPONS 010 RESULT STIKKBOMZ (ORK GRENADES) DIO RESULT ASSAULT WEAPONS DIG RESULT I FORCE FIELDS DIO FORCE FIELDS tImM!iIWWtl"m\I~Wflliiijili'mlil~~m~~. Points are paid per roll. regardless of the item generated.mmWil'jlmgw. With the exception of Bionik Biiz. A roll on the S likkbomz chart providesenough grenades for a single model fur a single battle.mzy. items generated fOT character models are captured ~ the model may be equipped with it or he 'can decide to leave it at home.:~~4~~m%~.FREEBOOTER EQU1PJI. Heavy Weapons and Kustorn Weapons may be mounted on a vehicle which the character/model is riding.mnm .1ENT FR'EE800TEREQUIPMENT CHARTS Optional wargear for Preebooterz is randomly generated by rolls on the following Ork EquIpment Charts. Bionik Bitz must be taken once generated.

FREEBOOTER EQUIPMENT KUSTOM WEAPONS Kustom Weapons are specially modified by the ever inventive Mekboyz.lf the weapon is generated for any other model then the player rolls a D6 to determine what sort of Kustom Weapon is generated. D6 3-6 RESULT KUSTOM SPECIAL _&w. 0100 MODIFIED REA VY WEAPONS 59 . • HEA VY WEAPONS Roll a 0100 to determine what sort of weapon forms the basis of the Kustom Special.iiK%t'l_w~B~ %tl_. If the weapon is being generated [or a Mekboy then the player may choose to Kustomise the Kombi-Weaponor not as he pleases. consituent weapon as for Kustorn Specials. In some cases a Kombi Weapon may consist of several weapons which are themselves modified.II&jg •• KOMBI WEAPONS Kornbi Weapons combine several individual weapons in one huge super-weapon! Roll a D6 to determine how many individal weapon barrels the Kombi Weapon has. These are Standard Weapons and Heavy Weapons. D6 CHART STANDARD WEAPONS Roll a DIDO to determine what son of weapon forms the basis of the Kustom Special Once you have determined how many barrels the Kombi Weapon has roll a 0100 for each barrel to determine its type. KUSTOM SPECIALS There are two kinds of Kustom Specials represented by two different charts.roll to determine the Kusrom modification for each. On the 06 roll of a 6 a Kombi Weapon is made from Kustomised weapons . Roll a 06 to establish the basic type. If the weapon is generated for a Mekboy the player may choose to roll on either the Standard Weapon Chart or the Heavy Weapon Chart.

. Heavy Bolter KONKEROR M WS ns S T W I A Save Heavy Bolter.ii'~i@re~ia.l:iW~<?§wiL~awi._~Br.each Runtherd entitles you to buy 1 Oddbit chosen and paid for from the chart below..]n!&%~tIll':iWWi4!!W"W'l§1l!lti0R'iFi'm&j\E··'i. Power Fist PAINBOYZ ODDBITZ Each Painboy in an Outcast Oddboyz Mob entitles you to buy a Dreadnought. Freebooter Oddboyz do not automatically entitle you to have Oddbitz.boy invention. Ork Dreadnoughts have profiles as 60 .$~~M~w. W 2 Power Fists. Boltgun.anyhow. KATAFRAKT M WS HS S T W ] A '\\I!~m"n. Heavy Bolter KRUSADER _~.~J~~m1~~~~~i n:M'8.. Unlike Oddboyz which form part of a Warband.U)_%. M WS DS S wm§T. Power Sword M WS DS S T W I A Save Siege Hammer. or captured Imperial Robots.r~~> Imperium I A Robots Save T .~J!~fl"~~lii~~ Heavy Bolter. RUNT HERD ODDBITZ Outcast Oddboyz may include Rnntherd Oddbitz .'<!"iiW§W~.m wt. Mella Gun.or is more difficult to find.M~db¥h~Bjm~iliKli[~"W'~IDf_lwb~6WJa:. TINBOYZ: Ork Tinboyz and captured have the profiles as indicated below.FREEBOOTER ODDBTIZ FREE800TER ODD81TZ Freebooter Mobz may include Oddbitz as indicated in the Freebooter lists. For example.~ Lascannon.m. a Renegeade Run1master is not allowed Oddbitz because he has no contact with the Meks needed to make them . Auto-cannon. A Bad Doc's Mob may include a single Squig-brained Dreadnought. Flamer !\t1ID'lUi)§U!M Save ITEM POINTS PER ITEM 2 Power Fists. Melta Gun Each Mekboy in an Outcast Oddboyz-cr Renegade Meks Mob entitles you to include 1 vehicle from the chart below or a Tinboy Mob of up to 4 Tinboyz. ITEM POINTS PER ITEM DREADNOUGHT: indicated below. This is because the close structure ofOrk society on which the Oddboyz rely is not available to the Freebooterz . Boltgun. he has a more elevated destiny in mind for his Runtz than crewing some Mek. although most do..'mF~¥EffiUtl %©.

The availability of these depends on the number of Runtherds. The Warband may include any number of Boyz Mobz from other Households in the tribe . Painboyz. Each Househould that sends a Mob to fight in the War band can provide a Nob (2. Nobz not fighting with units or vehicles join together into a single unit and form a separate Nobz Mob. Robotz. as a Warlord.in the case of Goff Households) . The Warband may include a single Mad Mob of 5 or more Madboyz.Any of these Nobz may join their own Household's Mo b and lead it in the battle. These Oddboyz fight as independent models on the battlefield. any of me N obz can bring along a vehicle to ride into battle. Each Mob consists of 5 or more Boyz. The Warband may include a single Stormboyz Korps of 5 or more Stormboyz.this is the Big Mob consisting of 10 or more Bad Moon Boyz. and extra vehicles. The Warboss is accompanied by favoured companions from his Household.these may be Bad Moon Households or they can be from other Clans. The Warband may include large weapons crewed by RUnlZ. They are known as the Warboss's Retinue and consist of 5 Nobz plus oilier troops the Warboss wishes to take along such as more Nobz or Oddboyz. Alternatively. O+ODDBITZ . 00 1WARBOSS'S RETINUE 1 BIG MOB 0+ BOYZMOBZ 0+ NOBZ O+ODDBOYZ 0+ GRETCHIN MOB KORPZ The Warband may include any number of Gretchin Mobz. Because the Warboss is the most important Ork in the whole Warband his Household provides the biggest unit of Ork Boyz . The Warband may include a single Wild Mob of 5 or more Wild Boyz.. if he is particularly powerful. The Warband may include a single Ogryn Mob.L Sf 1 WARBOSS Tile leader of the Ork Waiband is known as a Warboss or. 0-1 STORMBOYZ 0·1 MAD MOB 0·1 WILD MOB 0-1 OGRYN MOB 0+ FREEBOOTER MOBZ The Warband may include any number of Freebooter Mobz. and Mekboyz in the Warband. Dreadnoughts. Each Freebooter Mob consists of 5 or more Freebooterz led by a Freebooter Kaptin. Each Household that sends a Mob to fighr in the Warband can prov ide an Oddboy (except Goff Households).

W ARBOSS jj.pmLD~ BIONIK BITZ o T PER RANDOMR LL . The commander of an especially large or successful Warbandis known as a Warlord. 15 to 40 5 .RA.. 9 CI 8 9 WP 8 8 9 WAR GEAR: The points value includes A BOLTGUN or BOLT PISTOL .1then it is simply ignored (left at home) but the points are sull deducted as normal.0 S 4 4. You can ron as many times on as many charts as you want.BAD MOON ARMY UST THE BAD MOON WAR80SS The Warboss is the leader of the tribe. Choose either a Bad Moon Warboss or Warlord to lead the Warband. To represent this. Any equipment !he Warboss does not waru can be passed down to any other Nob in the Warhand . S ~O . 5··· ROLL . 2. and commander of the entire W8Jbanrl. 3 Ld lnt 7 8.FQRCl?. ···.the Bad Moon Warboss can have any gear from the special charts listed below. Bad Moons are the richest Ork Clan .the Warboss is a generous leaderl If you don't want to usethe equipment you 've generated at aI.choose which you want A SUITABLE HAND WEAPON . or sword OPTIONAL WARGEAR: POWER ARMOUR EXTRA BOLT PISTOL Evil Sum: Warbosses can have the following extra gear for the points shown. pay the points indicated below.offering only the best equipment Choose any chart.::: .hepick of all the loudest and most destructive gear from his Household armoury.•the Warboss gets !.~ ~u:sroMWEAPON 62 . 6 1 As the absolute top Ork in the Warband .5 5 T W :::. and randomly generate a bit of equipment.[ 45 points WARLORD at 90 points FLAK ARMOUR I'd 44 .>« CHART . .~':5 6 WS US 6 .they grow teeth faster than other Orks so they can afford more and better wargear than other Clans.Notm WEA'pdNS ASSAULT WEAPONS REA vYWBAPONS STIKKBOMZ CHART CO TPER RANDOM ..you will see that the Bad Moon equipment charts are much beuer than any other Clan's charts • . Refer La the charts ar the end of the Army Lists to sec what each contains . club.. 5 I A ~' . and the Warboss can use whatever equipment you generate..2 3 4.such as a knife.

the Nobz in the Retinue tend to gel the best gear that's going .ls no limit on the number so long as you pay the points for them. and the charts contain only the better quality gear..there . select any of the different Nom listed below."@. You choose all the same or a mixture of types .. Choose anychart and randomly generate a bit of equipment for the points indicated.a promising youngster from the Warboss's Household.~O:m. You do not have to include a Mekboy in the Retinue but you can do so if you want. The Bad Moons are are particularly famous for producing more Weirrlboyz than other Clans . POWER ARMOUR 6 EXTRA BOLT PISTOL As the Warboss's best buddies. Because they come from a Clan that's rich theirequipment is often better than other Clans' Nobz . Refer to the Mekboy entry to determine points values and further options. or sword OPTIONAL WARGEAR: Any Bad Moon Nobz who want can have the following extra gear for the points shown. Refer to the Runtherd entry to determine points values and further options. Plus 1 Bad Moon Mekboy 1 Bad Moon Painboy 1 Bad Moon Runtherd • Plus Plus Plus 2 Bad Moon WeiIdboyz Plus Attendants NOBZ: Every Bad Moon Retinue contains S Bad Moon Nobz from the Wuboss's Househokl. The Retinue may include ntOre.choose which you want A SUITABLE HAND WEAPON .)~Sl"tlJor'fW~QN'f"'&rq:.these can be any of the types listed below.R1ANGSElZW'l.really a small fortress which towers high above the surrounding Orktown.The Retinue consists of the following: 5 Bad Moon Nobz These are compulsory. the Nobz can have any gear from the special charts listed below. To represent this.Bad Moon Nobz if the player wants . The Warboss might decide to favour more Nobzby allowing them to fight alongside him as partof the Retinue.~F.this seems to be just part of their nature like the fact that thelr teeth grow faster . Any equipment not wanted can be ignored (left at home) hut must still be paid for. You can roll as many times on how many charts as you wish.BAD MOON ARMY LJST WAR80SS'S RETINU£ TheRetinue consists of the Warbosa's closest mates and drinking buddies. club. Refer to the Painboy entry to determine points valuesand further options. They are some of the Bad Moon Ork Nobz who live in the Warboss's large IIl1dheavily fortified Household .Ql'jJ~B'it~' ASSAULT WEAPONS STIKKBOlYtZ CHART Ff..ll~Si 5 5 BIONIKBITZ CHART RANDOM ROLL "">8::·:<:::13:::< • \xwaej$~lV:ei\'fS$41jiFTI-%t'\Wq:<8. although a very large Retinue may prove lather cumbersome in play.. Some Nobz are bigger and rough« than others and so have better profiles . One of Ihe Nobz in the Retinue always carries the Warboss's own banner or the Clan banner.such as a knife. CmI Plus More Bad Moon Nobz You may increasethe number of Nobz in the Retinue to as many as you want . This means the Retinue can be very large if you wish.F~l&t !G©k:}rtF'w:at.. !t"". The Warboss may also include various Oddboyz in his Retinue and is likely to have several. Choose which sort of Nobz you want from the list below. FLAK ARMOUR A EO LTG UN or BOLT PISTOL .these are free. 63 . and [he equipmentcan be distributed between the Nobz in the Retinue as you want.si!i'*%1ntt¥.it is totally up to you. This is a great honour and it is traditionally conferred upon the youngest Nob in the Retinue .ib1 hJ. You do not have to include WeiIdboyz in the Retinue but you can include one or two if you wish.r¥:nf!:j. Refer to the Weirdboyentry to determine points values and further options. You do not have to include a Runtherd in the Retinue but you can do so if you want. Each Weird boy you decide to include is automatically accompanied by 2 Minden. COST PER RANDOM ROLL COST PER . demonstrating how lich and influential he is.they are also more expensive! You can. You do not have La include a Painboy in the Retinue but you can do so if you wish. • WARGEAR: The points value of the Nobz inchrdesthis Wargear. The Retinue may include any number of non-combatant attendants .

hanging on as best they can. These include Snotlings to carry boxes of anuno. The player must decide before the battle whether he wants to detach Oddboyz/a Nob .the two vehicles are not bound by unit coherency but fight independently of each other. These models do not fight and take no part in the game . If the player decides to buy two Battlewagons for the Retinue then the unit must be divided as near as equally into two. 64 . the Warboss. 1 Runtherdz and 2 Weirdboyz each with 2 Minden. Greichin porters with spare weapons and essential supplies. Each half fights from one Battlewagon . ON THE BATTLEFIELD: The entire Retinue and the Warboss can fight as a single unit Optionally. These Oddboyz are Bad Moons from the Warbosa's own Household brought along to help their Boss out on the battlefield. All the Retinue. Having one or both Battlewagons does not prevent the player detaching either Oddboyz or a Nob as described. A single Nob may also be detached in order to lead me Big Mob. VEmCLES: A Bad Moon Retinue may ride into battle in a Battlewagon. jars of food and fungus ale. The Battlewagon is free of charge. any Oddboyz in the Retinue can be detached from the Jest of the Retinue and may fight independently.The attendants may also include musicians beating skull drums and playing squigpipes. and any Battlewagon may beuparmed as indicated below.it is not possible to detach Oddboyz from the Retinue once the game is underway. Any weapons generated for the Retinue Nobz may be mounted on the Battlewagon.. An additional Battlewagon may be bought for the Retinue if the player wishes.but they make the Retinue look complete . and any number of assorted hangers-on who are there to jump up and down. and yell at the top of their voices every time their side does something impressively loud and destructive.BAD MOON ARMY LIST ODDBOYZ: The Retinue may include up to 5 Oddboyz: 1 Mekboyz. ATTENDANTS: The Retinue may be attended by as many servant Gretchin and Snotling servants as the player wants. 1 Painboy. cheer. and any non-combatant models ride inside or on top of me vehicle. Refer to the descriptions of each of these types for details of points values and further options.

sGANNo 'ff.PISTOL ".:: "'-..:o :'.ttiewagono.:~~~ " :It::· .'" r~s. YEmCLES : A Bad Moon Big Mob may ride into battle in. '"0. The Boyz from the Warboss's own Household.:::: 1 I a.: .1 7 lnt 6 :.. 2 I l' .WEARING fLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A .. TIle Nob becomes a member of the Big Mob increasing the total number of models in the mil by one. Exira to upgrade Battle Wagon to Blitzcannon POINTS 25 +50 [0 a Bliizcanncn al ~' ." IS 1 7 " fflLWS'O'KJQlQMZ KR/\K WEAJ'O COST PER MOOt . 65 ..at least two Boyz must carry heavy weapons the others can do 50 if you want." 7~: ... a Battlewagon. 1:: EXTRA WAR GEAR: The Big Mob can also have any of the extra geM shown on the chart below . The Bad Moons are so rich that more of their Nobz Big Mob consists of FOR 100 POThI'fS: 81WYZ WEARING FLAK ARMOUR AND ARMED WITH A BAND WEAPON AND A BOlTGUN THE WHOLE UNll). Boyz can all have the same weapon or they can have different ones. BUT REMEMDER THE BIG MOB MUST BE AT LEAST TWICE AS BIO AS THE LARGEST 11OVZ MOB IN 'UtE WARBAND.. ".' .BAD MOON ARMY UST BAD MOON BIG MOB The Big Mob consists of Ork Warband because the Warboss as many heavy weapons to the can carry heavy weapons. A Battlewagon may be upgraded the points cost shown below. ·9(r.A'lJrOCANNoN HEAVY WEAPON < COST FOR EACH WEAPON ••• A jS:>~> IS 10 J[EAVYBOLTER HBAYY:Pl.I Rhino .POINIS EACH.:. AND PL S AS MANY EXTRA BOYZ AS YOU WANT ..:(B1 :~~. OR BOLT PISTOL (CHOOSE WHICH YOU WANT FOR 2 BOYZ WBARTNO FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLTGON OR BOLT PISTOL (me SAME AS THE REST OF THE UNI11 AND CARRYlNG A HBA vY WEAPON CHOSEN AT ADDmONAL COST FROM THE CHART BELOW. >' MEL'tKSl1l<i<JfClMt SMOKE STIKKBOMZ sTiK:KBOM'z . I 2 A Ld . W 1.'. Every Boy has 10 have the same extra gear.BOLTGUN OR BOLT PISTOL (11m SAME AS THE REST OF THE UNIT) AT A COST Of' 7 . u. . .. One Nob may be detached from the..ORKBOYZ M " WS 3... This is always the largest unit of ordinary BOYL in the depends on the Big Mob to enforce his authority over the whole Warband_ The Big Mob can bring battle as it likes but it always brings at least two.Ml.ovB POWER SWORD EXTRA BOLT .:i.AS~~ GlJN IlEA VY STUBBER ··jf?:Y' M'tlL'tIcMELTif '1CRA~. VEHICLE Ba. WE OfLI\}Nsw<rRP:" PO COST PER MODEL 2' "1:" . SO' 30 21) 4 WP REA VY WEAPONS: Up to four of the Boyz can have any of the weapons chosen from the list below . even the two Boyz with lhe heavy weapons. NOB LEADER: The presence of the Big Mob does not entitle you to buy any extra Nobz (as do Boyz Mobz) because the Warboss's Household Nobz who would otherwise accompany the Big Mob are automatically absorbed into the Warboss's Retinue.s ilEA vy WEAPON MISSILE LAUNCHER (with ~~Bmissil~)" MElTA MJSSlU!S COST FOR EAen WEAI'O ' '.: POwERtiI. DS 3' 3 T 4. Warboss's Retinue in order to lead the Big Mob if you wish. .

in your Warband if you do not want .you may feel that your Warboss can manage perfectly well wiiliOllt them or you may prefer to spend the points elsewhere.".8 8 7 8. Anyequipment not wanted can be for. ·IIB~.w.:K' ¥N 01'. "f~~ftfSdt ~g(}M~R9N¥1 CIIA.". . In !he:case: of the Bad Moons. 4l¥ . ". nus applies whether the WlldlOSS isa Bad Moon or not.choose which you want A SUITJ\BLE HAND WEAPON .·.:t· 4( ~.:. Choose any chart and randomly indicated.. want..a. . Secondly. A. after their Boyz end to participate in the fighting./ i@.. You can roll as many times on how manyehans as you wish" and the Bad Moon Nobz in the Warband as you. 4f:~'.i4 M·.e Nom Meb unit.R' . club. ? .. any Neb not figJlling with his Mob or Irom a vehicle: automatically fights in th.. . W.sS {ii\li .~ M WS 5 BS 5 f S T W I 1 B1GBOSS at 25 points . a Nob rna. 3:' 3 4 " 1 1 1 S .4~J!P'§§.. Firstly. These extra Nobzoomealong with their Household's Boyz Mobz both In look. ~:~~. $f'W.~% '\'.:C:' it.. .the Neb fighlsfTom the vehicle during the battle. POWER ARMOUR 6 BXTRABOLT PISTOL I Nobzget the choke of all the best weapons.c.must still be paid CHART .and you may feel !..~4w $)h ~:yj. generate a bit of equipment for the points equipment can be distributed between IInY ignored (left at home) but. 7 8 ' WP ?h The points value ofthe Nob includes this Wargear: FLAK ARMOUR ABOLTGUNoT BOLT PISTOL . Thirdly.appropriate Clan Army List.hat one of these would be Il better use of your points (although you can buy the Nob and the Weirdboyif you wish). Each Bad Moon BOY2Mob also entitles you to buy It Weirdboy .1f~.''4 3 4 " ~k"4j~~ If:~ . f'·.1. %tt ·~4'.~ 4}.aj~~i..ill· 8 6 6 giL :.g~Lf~.such as a knife.tlJiAn~~.he becomes part of the unit.".J~.. then refer to the description in the . k1 .. ." ON THE BATTLEFIELD: Nob z can be used on the battlefield in one: of three ways. 4 3 4 4 '5". ASSAliLT WEAPONs STIK'KDOMZ Nobzcan have any gear from the charts listed below.BAD MOON ARMY usr lAD M!OON NOIZ The Warbandmay include Nob:z in addition to those in Ole Retinue. or sword OPTIONAL W ARGEAR: Any Noln: who want can have the follo win g extra gear [or the points shown.*. fJ ~f¥. BAD MOON BOYZ MOB FOR EVERY YOUR WARBAND MAY INCLUDE UP TO 1 BAD MOON NOB You are net obliged to include these Nobz....~'i~~~~.4 PRl1LIiIOSS 1it 2~r~P1IS' " J 4' BOSS at lSpoinlS 4 W ARGEAR: $] ..J:Jif Jj" COST fER RANDOM ROLL . I A Ld lot } CI . :)~...}' join the Mob he represents in ardor to lead jr .ai. ~~~om"~£#t. The Warbandc!OI also include Nobz from other Clans ifBe)'Z Mobz from those Clans are: present IIyour Warband includes Boyz Mobz from other Clans and you wish.. :lZo. the: Nob may be provided with a vehicle and driver at the points cost indicated below . Remember that Nobz always come from a Household represented by a Boyz Mob -jhe Nobz banner and backplate will therefore display !b.i$.e Household's badge or some personalised variant of it.. artTakf5 i• POUlts 66 .:. If you decide to buy Bad Moon Nobz choose which typeof Nob you want from the list below and pay the appropriate points. every Boyz Mob can bring along II single Nob. .' . Nobzeome from the: same Households as the: Boyz Mobz they naturally belong to the same Clan.w purchase Nobz from these Clans.

:r CI ''L'i'" '·1' WP The poirus value of the Mekaniak includes this Wargear. be either Evil Sunz or Blood Axes. A Mekaniak can be accompanied by unlimited non-combatant Greichin or Snotling tool-beaters. "~A:~aIJ~?9tijls'n:\\ WARGEAR: M 4 ·fjr. The Mekaniak can roll as many times on how many charts as he wants. Bad Moon Boys Mob only ever bring Nobz.)\~i. Tin Boyz must be controlled by the Mekboy himself. COST PER RA'DOMROLL __[t" £:-. If there are plenty of Meks in the Warband.7 m~ S T W I A ~ ~ '.either a vehicle OT a Tinboy Mob. Any equipment not used is assumed to be left at horne but must still be paid for. and points values. Moon Warboss is able to increase the number of Meks available is to include Boyz Mobz which bring Mekaniaks into banle .they can carry all kinds of off-beat gear. SHOKK A'ITACK GUN 50 Mekaruaks are expert if eccentric mechanics . and he can use whatever equipmenthe generares. Tl'xt.~~ "f4!~t4!ft{W""~~*. This means that the only Bad Moon Mekboy in !. 67 . K6S1'OM'iWEAPQN' CHART *' COST PER RANDOM ROLL :to 5. club. The number of Meks in the Warband affects Lhenumber of vehicles and Tinboyz !he Warboss can have and also affects the reliability of Ork equipment in general.such as a knife.which can. Where Boyz from other Clans sometimes bring Mekaniaks to battle. If the player wants to use this gear then it is generated from the chart below. BIONlKBITZ FQ.choose which you want A SUIT ABLE HAND WEAPO . 16 • ATTENDANTS: Mekaniaks are usually surrounded by servants to carry their tools and do all the unexciting jo for them.'F1:~~. The only way a Bad.. assuming he has been included. or sword • OPTIONAL WARGEAU: The Mekaniak can have the following extra gear for the points shown. options. These are chosen from the list in the Oddbitz section and paid for al the costs shown.R(:B ~D$".'1. bit-box bearers and banner bearers at no eXira COSL ODDBll'Z: Every Bad Moon Mekboy in the Warband entitles you La buy one Oddbit .he Warband will be the one in the Retinue. See Oddbitz fOT more details. or Weirdboyz.BAD MOON ARMY LIST BAD MOON MEKANIAKS Bad Moons are not especially mechanically inclined. FLAK ARMOUR A BOLTGUN or BOLT PISTOL..~. vehicles and equipment can be properly maintained with less risk of breakdowns in the middle of the battle. Choose any chan and randomly generate a bit of equipment for the points indicated.

BAD MOON ARMY LIST SAD MOON PAIN80YZ The Bad Moons are not noted for their Painboyz and the Boyz Mobz never bring Painboyz along to fight. See the Oddbitz section for details and points values. stretcher bearers and marker-pennant bearers at no extra points. Details of these Clans' Painboyz are given in the descriptions under the appropriate Army List. A Warboss who wants more Painboyz will have to include Boyz Mobz from the Snakebite or Death Skull Clan whose can bring these Oddboyz to battles. and other important gubbins. A Painboy may be accompanied by an unlimired number of non-combatant Gretchin or Snoiling medical orderlies. Choose any chart and randomly generate a bit of equipment for the points indicated. If there are plenty of Painboyz in the Warband then wounded Orks are more likely to be recovered from the battlefield so they can be restored with bionik implants. their Painboyz can afford to implant more Gretchin pilots than other Clans. If the player wants La USe this gear then it is generated from the char! below. and he can use whatever equipment he generates. As the maximum number of Painboyz in the Retinue is only one.n pilots. Any equipment not used is ignored (left at horne). or sword Painboyz are expert at making bionikbitz SO they can have bionik bitz themselves. syringes. Gretchins carry bundles of marker pennants LO stick in the ground by wounded Dries to identify their master's patients. club. This means that' a Warband will only contain a Bad Moon Painboy if he is purchased as part of the Retinue.such as a knife. M WS BS S T W I A Ld Int CI WP WARGEAR: The points value of the Painboyz includes this Wargear. Fortunately because Bad Moons are so rich. [0 two Dreadnoughts. Mosl important of all. there will only ever be one Bad Moon Pain boy in the Warband. FLAK ARMOUR A BOLTGUN or BOLT PISTOL. ATTENDANTS: Painboyz have Gretchin and Snotling helpers 10 help them carry heavy gear. Other special gear is sometimes given to them as a fee from a patient. Each Dreadnought fights as an 68 . jars of medical squigs. Painboyz are also vital for the proper maintenance of Dreadnoughts because they are needed to surgically prepare the Gretchi.choose which you want A SUITABLE HAND WEAPON . ODDBITZ: Each Bad Moon Palnboy ill the Warband entitles you to buy up independent model. The Painboy can roll as many times on as many charts as he wants. The number of Painboyz in the Warband is important.

t*%.f the Weirdboy's psychic energy· thus possibly saving him from. The Weirdboy can IOlJ as many Limes on how many charts as he wants. If a Weirdboy's head explodes roll a D6..b:@~]iLi...such as a. but this is mostly sour grapes on behalfofpoorerOrks.WIijI~l:>iQP"Y. 'On the D6 Toll ofa 5 or more he has been joined by one .1:1Y. club. 4" -.BAD MOON ARMY UST SAD MOON W. ':. A Weirdboy cannot buy a possessed Snotling but he can test at the start of the game to see if a. scribes. . 2 MINDERZ free 4 ~4' 3 .rI4'jHT>J"':1. . so he likes to make sure they're well looked after. FLAKARMOVR A BOLTGUN or BOLT PISTOL . a falal head explosion.the Snotling is killed but the Weirdboy is unharmed.~0?_~%\i~:·W'. These have been possessed by warp daemons while taking part in a. A Boyz Mob may bring along one Weirdboy and his two Minderz.}h~.jf}~4li1O"0.']'PifXi".choose which you want A SUITABLE HAND WEAPON . musicians. points. If you wish to equip your Weirdboy in this way choose a chart and randomly generate a bit of equipment for the points indicated. any equipment not used is ignored (left at home) COST PER RANDOM ROLL tw. scroll-bearers and banner bearers at no eXIIa. FLAK ARMOUR A BOLTGUN OR BOLT PISTOL . A Weirdboy may also be accompanied by a Snotling who has been possessed. or sword M WS BS S T W I A Ld Int CI WP • WARGEAR: The points value includes this Wargear for the Minderz.AtX. IIa Weirdboy has a possessed Snotlingthe creature can drain away some o.fkHe:V''{ '3.knife.~~:·.Q:MWST '\{':'£4i'. ')$%!t·'''l.choose which you want A SUIT ABLE HAND WEAPON . As well as the Weirdboyz that can fight in the Warboss 's Retinue. and are now too crazed to serve any useful function except lO a Weirdboy.J . or sword Weirdboyz are valuable assets to the Warboss.. and he can use whatever equipment he generates. the Warband can include other Weirdboyz brought along by the Bad Moon Boyz Mobz.possessed Snotling has joined him.such as a knife.igcz®Y~6J~r:::~:q1J. club.·')ji'4 ·T·.4. They are sometimes protected from the enemy by Force Fields.. The Bad Moons' are the only Clan whose Boyz sometimes bring Weirdboyz to battle in this way.. "1 2 1 7 6 7 7 WARGEAR:The points value includes this Wargear for the Weirdboy.~§i4"¥.*t'i.E RDB·OYZ Bad Moons have lots of Weirdboyz for some reason that even the Bad Moons find hard to explain.. Shokk Attack.$'.This test is made every game.jLr:0~JlliiR'It\14~. CHART • 69 .\. so a Weirdboy can acquire several possessed Snotlings eventually . Some of the oilier Clans maintain it is all their wealth that sends them a bit strange. Most likely the Bad Moons ate affected by the same genetic factor which also makes their teeth grow fast (the basis of their wealth).~l-& 13IONIK 13ITl' 10 ATTENDANTS: Weirdboy may have unlimited non-com bataru Gretchin and Snotling servants. On the score of a 4 or more the possessed Snotling absorbs the psychic energy and his head explodes instead . and when this doesn't work they can sometimes be stuck backtogether with the help of the PainbQ:yzand their bicnik expertise.

f"'4' 1 . S T W I A SAVE ODDBlTZ: COSLS A Bad Mooll: Ruruherd entitles you to buy two Oddbits chosen from the list' in the Oddbitz section and paid for ar the shown.:: 7.s 4 w 4 herd may be armed with spore weapons at a COSt of 5 po in IS·per base.BAD MOON ARMY UST SAD MOON RUNTHfR.tb.-~ -4"-~: ~r- os S T <4_1 W =3 I A -- t Ld :-:&" 7 Int ." CI "} WP :.4-:_. __ 'I • .. ' 2 WS DS'WW'.~· M WS BS '~h'6 .T W 3 BASE t" :0iz I 3 ~-- ::. )~ '~rl\i..t~"..such as a knife.. COSt of 15 polnts per base.0 use lhis gear then it is generated fromthe chart below. Runtherdz. or Death SIruI1Clans which can bring Runlhefdz of their own 1. . • 70 .-. A Gretchin Herd consists of any number of Greteain models. :3 . theycan crain up more Runt weapon crews and bring more special weapons to the battle than other Run therdz . S 2 '0 .. any equipment he does not want is asumed to be left at home and is ignored. The Runtbot .4 WARGEAR: FLAK ARMOUR M WS .~_~~'51J. Force Field. Fortunately. and he can use whatever equipmenthe generates. Gretchinor Snotlings. The points value of the Runrherd includesthis Wargclll. ~.:.6:$M> . Details of a ther CII!Rll' RunlheTdz are given inthe descriptions under the appropriate Anny List. so there can onlyeverbe one Bad Moon Runtherd in !he Warb:md.O·Z Bad Moons are nor noted for the number of their Run thcrd z although those they have are famously rich JUSt like other B ad Moons. - ATTENDANTS: A Runtherd may have unlimited non-combatant Gretehinand apprentices and bannerboyz at no extra po. musicians. Ifthe player wants 1. or sword. club. A Snelling Herd consists of any number of Snolling bases at a...0 the battle.7 :¢.iji:fWl y~ ~% r'\'-.choose which you want A SUITABLE HAND WEAPON . Bad Moons only ever bring Weirdboyz or Nobz..Ji_:1:l§. . -. A m Ld 4 S:~ lnt .. Spore weapons are special fungiand moulds which do not affeetOrks. Where Boyz Mobz from other Clans sometimes bring Runtherdz.'" -a_: 4 M ~ ~~t: .Thls means thar the Warband will only contain II' Bad Moon Runtherd if he is purchased as part of !he Retinue.~ COSLS An entire Snolling 50 points.. RERDZ: The Bad MOQD Runtherd may beaccompanied by a Herd of either Snotlings or Gretchln. The Runtherd can roll as many times on how manycharts as he wants. A Warbcss who wants more Runtherdz will have to include Boyz Mobz from either LheSnakebite. ( GI 6. but whichare deadly to other races. Snotling servants. each armed with hand weapons and a shield al 3 poinLS each. because they are so rich.. A BOLTGUNot BOLT PISTOL . A Herd may be aeeomanied bya Runtbot equipped with a Runtbo. Snotlingsarmcd with spore weapons add +D6 to their Strength.'~ ~t'i4.l}Rtttt:m3~l'I"%" points SNOTLING 15 ':. Oddhitz arc always some kind of large weapon with a crew of Runiz trained by th. squig-handlers. can have extra gear whichthlzy have bought or traded . 4 WP .. ft! . =f' :='irO'Nffi£ko at-_lSlJOin6~"''.::::. in band-te-hand combat Determine this bonus each round.~inJ.. Choose any chart and randomly generate a bit of equipment for the points indicated. ~ '~ . .to take pan in the battle.ints.e Runtherd.

"i':·l~~21\tt):~~¥!*'!r1P~t··~f fi. Other Households are more enthusiastic and send more.::¥~·gSIi#*.·%' ·".WEARING FLAK ARMOUR AND ARMED WO'H A BOLT GUN OR BOLT PISTOL (THE SAME AS TIlE REST OF THE UNIT) AT A COST OF 7 POINTS EACH.X·1''''''': M WS BS S T W [ A Ld Jut CL WP HEA VY WEAPONS: Up to two Boyz can have any of the weapons chosen from the list below .at least one Boy must carry a heavy weapon. You do not have to buy this Weirdboy. the others can do so if you want. A Bad Moon Boyz Mob consists of: FOR SO POTho'TS: 4 BOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT GUN OR BOLT PISTOL FOR THE WHOLE UNIT).)li~·YIi~:t&(0P1:. Refer to the Bad Moon Nobz' description for details and points values.·. Il1 the case of Bad Moen Boyz a Mob may bring two heavy weapons rather than one. Some Ork Households tum up with only the obligatory 5 Boyz including one with a heavy weapon which they're supposed to bring when the Warband gathers. VEHICLES: A Bad Moon Boyz Mob may ride into battle in a Battlewagon.~~}!0iJl%ffi~. even Boyz with heavy weapons.fut'~l~~.~. Each Mob may be accompanied by a Nob and a Weirdboy from the same Household.~jl#imI41/. PLUS AS MANY EXTRA BOYZ AS YOU WANT .~li. and you can buy both the Nob and Weirdboy if you like. :~Jl. it is entirely up to you. because they are richer than other Orks and can afford more weapons. EXTRA WARGEAR: The Boyz Mob can also have any of the eXLTa gear shown on the chart."::.. literally Mobs. below. (CHOOSE WIDCH YOU WAl'lf AND 1 BOY WEARING FLAK ARMOUR AND ARMED WITII A HAND WEAPON AND A BOLTGt1N OR BOLT PISTOL (TIlE SA ME AS THE REST OF'ruE UNIT) AJ\'O CARRYING A HEAVY WEAPON CHOSEN AT ADDmONAL COST FROM THE CHART BELOW. Be may lead the Mob in battle if you want. Boyz can both have the same weapon or they can have different weapons.*.. This may be upgraded to a Blitzcannon at the points cost shown below. Each Mob represents the Boyz from one Ork Househould and consists of 5 or more Ork Boyz. • ODDnOYZ: For every Bad Moon BoyzMob in your Warband you are entitled LO buy a Weirdboy with his two Minderz. Every Boy has to have the same extra gear. of Ork Boyz. COST PER MODEL i=: Nonz: FOI every Bad Moon Boyz Mob in your Warband you are entitled to buy up to one Bad Moon Nob..BAD MOON ARMY LIST BAD MOON BOYZ MOBZ Boyz Mobz are units.~. VEHICLE POINTS 71 .

" 7 EXTRA WARGEAR: A Wild.' I . extra gellt shown on the chart below. ". 111. cd~)t?Ui~ . ( 4 WS 4 3' :&*~.. AN UNUMITED NUMBl!R OF WllDBOYZARMEQ wrm lD SWORD.17. Every Boy has to have the same extra gear .:·:3· 4 ns ~>W A 4 4 S T W J :i 3 I A 1 Ld 1h.. In either case he is additional to other Nohz.. Mob can also have any oflhe. at least one Gretehin has to slay within 6" of it The Greichin copy the Orks' behaviour: shooting when the Orks shoot.AK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOI.he is always from the B ad Moons Clan and either from the Warboss's Household or the Household represented by one of the Bad Moons Boyz Mobz.~Wh~~ .~ . charging when they charge./?ti. and so on._..S'}k HAfl~l:hWl!Aro SPEAR WEAPO co . 7 1 8 lnt 6 g/~" 7 Cl 8 WP . WP WILD MOS Wildboyz are young Orks who haven't been properly trained yet."_. A Gretchin Mob censists of: ANY NUMBER OF GRETCHIN ARMED WITH A RAND WEAPON AND BLUNDERBUSS W I A Ld AT 5 POINTS EACH Int C) 'i'W... They fight with simple weapons such as swords and bows.W~l1n(J1t:4J6mti'ehcli DRILLB S 20 poirus each M "::-. WEAPON sHIlilJ)' ~"W~fliA'!:ffi~:~AP9N"~¥%%hfu)' EX1:RA '1 COST PER MODEL IIAND WEAPON -V)@2~: . PER WDEL I I 72 . If the Ork unit is wiped out the Oretchin simply latch on to another.this uniformity is instilled in them by their Drillbosses lIS their first lesson in Ork Kulmr. Bad Moon WlIl'bands can include any number of Gretehin Mobz because the Gretchin can earn teeth more easily to buy weapons.. .20 POINTS.T PISTOL OR BOLTOUN AT A COST OF.e Wild Mob is accompanied by a Nob Drillboss brought along specifically LOlead them . CLUB OR amER HAND WEAPON AT 4 POlNT'S EACH Wi' . The Warboss ~ay include a Wild Mob in his War:hand consisting of: 1 DRlLLJ30SS WEARING FL. .~i$Jfi S .BAD MOON ARMY UST GRETCHIN MOB In banle !he GFetchin Mob latches on to a Mob of Odes and follows it.pbi\V.

tk.'~)a~W~tWf4BP'f%W\V!'~li&:t~.WEARlNG FLAK ARMOUR AND ARMED wrru A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN AT A COST OF 6 POINTS EACH.@!":~M"¥:'gMMmpk4h.%fH%e.ARMED WITH HAND WEAPON & BOLT PISTOL OR BOLTGUN AT A COST OF 20 POINTS . If the Korps is equipped with jump-packs then any Nobz or Oddboyz with the writ can also be bought a jump-pack at the same cost. They sometimes even use jump-packs to make airborne assaults. which most Orks wouldn't even think of doing.i.. march in step. Siormboyz like the idea of being able to swoop into close combat like a flock of vultures. AS MANY EXTRA STORMBOYZ AS YOU WANT . and s-alute the Boss DIles. Stormboyz are very keen on efficient mechanical weapons and other wargear..*1~~:1tt. upgrade a Barile Wagon [0. Stormboyz choose to call themselves a Korps rather dum a Mob.BAD MOON ARMY LIST STORM80YZ KORPS Storrnboyz are rebellious young Orks who drill regularly. even the Stormboy with the heavy weapon. Nevertheless. EXTRA W ARGEAR: A Stormboyz Korps can also have any of the extra gear shown on the chart below. A Stormboyz Korps consists of: 4 STORMBOYZ WEARING fLAK ARMOUR AND ARMED wrm A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN (CHOOSE WHICH YOU WANT FOR THE WHOLE lINIn.. : W_H~~lA. WEAPON COST PER MODEL 0. POWER GLOVE 15 POINTS Blirzcannon +50 COST 73 ..t_Xt~ffi7<~·:~'0'Urn#L.~. HEAVY WEAPONS: A Siormboy with a heavy weapon can have any of the weapons chosen from the list below.. This may be upgraded 10 a Blitzcarmon at the points cost shown below.~. Every Storrnboy has to have the same extra gear. Extra points are paid for tills weapon so you can chose a cheap one or an expensive one. Stormboyz take war very seriously indeed and are grudgingly acknowledged as amongst the hardest of all the Boyz. It's entirely up to you.#'Bdi~ ' .WEARING FLAK ARMOUR. Stormboyz take great pride in their uniformity. PLUS • PLUS AN OPTIONAL DRlILBOSS .1tt4n~~fJcI. FOR 40 POINTS AND 1 STORMBOY WEAR[NG FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN AND CARRY[NG A REA VY WEAPON CHOSE AT ADDITlONALCOSTFROM THE CHART BELOW.i&']. Such Human-style military behaviour is frowned upon by traditionally-minded Orks. VEIDCLE EXira to.wJ%nt%1h0b'TI1W1¥4Wi\W@LWW6kri%Mk&tifl$ VEIDCLES: A Stormboyz Korps may ride into battle in a Battlewagon. though such attacks are prone to inaccuracy.

otherwise the whole lot would [all about squabbling and bickering. ORKMADlJO~ M 4 WS 3. Due to their they are grouped together in II Mobz of their own .Madboyz. but they have an uncanny knack Iordoing eXllcLly the right thing at the right time . 1 1 Int 6 C1 1 WP 7 EXTRA W ARGEAR: A Mad Mob can also have any of the extra gear shown on the chart below.Mad Mobz. B 3 3 T 4 W 1 I 2 A Ld. The Mad Mobz go LO battle with the Test of the but the other Beyz may wisely decide to keep a safe distance from them. A Mad Mob conslsrs of: FOR SO POINTS 10 MAD BOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR A BOLTGUN (CHO SE WHICH YOU WANT FOR THE WHOLE MOB). PLUS AS MANY EXTRA MADBOYZ AS YOU WANT .WEARING FLAK ARMOUR AND ARMED W1TH A HAND WEAPON AND A BOLT PIS1'OL OR BOLTOUN AT A COST OF 5 POINTS EACH. WEAPON EXTRA BOLTPlSTOL CO T PER MODE WEAPON OSTPERM DEL CHAINSWORD POWER. The Mad Boyz will probably cause equal to beth sides.BAD MOON ARMY LIST MAO MO'S Madboyz behaviour Warband. 157 1 2 PRAG ST1KKBOMZ KRAK STTKKBOMZ MEl. are regsrded with amlxmre of amusement and awe by ordinary Orb. TA STIKKBOMZ· SMOKE STIKKBOMZ 1 2 4 1 74 .. Every Madboy has to have the same extra gear . discomfort are deranged Orks who display a wide variety of idiosyncratic and of len imitative mental disorders. GLOVE POWER SWOR-D .

WEAPON COST PER MODEL . Ogryns snare the same delight in noise and destruction as Orks. As [or the Ogryns.WPN. The Ogryn Mob consists of: D 0 OGRYNS ARMED WITH A HAND WEAPONS AT 20 POlNTS PER OGRYN _ THE PLA YER MUST TAKE ALL THE OGR YNS OR NONE AT ALL. also have any of the extra gear shown on the chart below. Every Ogryn in the Mob automatically brings along the same gear . _- ()~&ti'l M i)!' W 3 "x 2 BS bi4 T ~~i. they find the Orks very amusing company and arc delighted at the prospect of campaigning with them. W I . ~.'" . Fortunately Ogryns tend to live in manageable family bands which can be recruited as ready-made Mobz for the Warband. aturally the Warbo~s is only keen to recruit them into his Warband.. ~RA WEAPON DOUBLE-HANDED .:if·is -lk.5iJi 5 • 75 .. LA. .BAD MOON ARMY LIST OGRYN MOB Orks sometimes encounter communities ofOgryns which have not yet been found by the Imperium..HAWRWEA.: 'It.s CI WP 'l EXTRA \VARGEAR: An Ogryn Me b can. ..gk" 5 A co: Ld ::v:. because the others won't stand for being left behind.::. band of them he has to take them all. They are also easily tempted 100 by large quantities of tasty squigs offered to them by !he Orks. These 'wild' Ogryns are armed withcrude primitive weapons.0 Int 4' .so they are all identically armed. --. If Lhe Warboss warns to recruit a.}.

\.:.mte~.:~f:~·~~~I::!~.Bad Moon Nobz may add up to +10 to any roll in the same way as a Warlord RANGED WEAPONS DIO RESULT FORCE FIELDS DIO FORCE 'FIELDS ~i.'if 31-60 REFRAKTOR ·~fifi. regardless of the item generated.®:~.#i·.~~..·. Heavy Weapons and Kusrorn Weapons may be mounted on a vehicle which the character/model is riding.·jL'~N •. This means that if a Warlord rolls a score of 55 be can actually choose any equipment indicated between the values of 55 and 75.1&:' j ~?1tnB:0t>~.W11~$ftJJ~::~~{~i!:@. WARBOSS aBad Mcon Warboss may add up to +15 to any roll in the same way asa Warlord../~.M~~··j.':'[l.!:~P~ELl!R. Roll the dice and decide how much you want to add after. 76+ KUSTOMWEAPON 91+ KUSTOM FORCE FIELD ASSA ULTWEAPONS DlO RESULT BIONIKBITZ DIO 21-40 RESULT KUSTOM ARMS ·'::~fq~O:··.W"i~.ingle battle. items generated fOT character models are captured .)~%'f'''\. NOBZ .'J LK~~f!tt~:~j·~Q~YE1«Q~g··\.%j.!t j~~~ro1l"~~!~!~Z~ij..l~Ng:.\\"~f$1.'~···j.c·."i.3gJ. Points are paid per roll.:5~~:1ft~J~~U~$.. A roll on the Stikkbomz chart provides enough grenades for a single model for a s.·.'l1R$-g~~tijr.C~.f&jh'EXllitlt.14:f..?r·W· .TQR!·{·. Roll on the appropriate sub charts in the main rules determine full extent of surgical improvements to 61-80 REBUILT CRANiUM HEAVY WEAPONS D10 RESULT STIKKBOMZ (ORK GRENADES) DIll RESlJLT 76 ..IJ.the model may be equipped with it or he can.~.". Yer pays yer teef and takes yer chance! MODIFIERS WARLORD .t~0·:k:tm.··.I~tl's.·.a Bad Moon Warlord may add up to +20 to any roll..··E····~/1[··~d .··&·i·.m:'t.lt).tius1.')l' :.A1jr~1fHk~T·.¥:~Si~ \!fZ~:. decide to leave it at horne.~~~·\$UR.-BAD MOON EQUIPMENT CHARTS BAD MOON EQUIPMENT CHARTS Optional wargear for Bad Moon Orks is randomly generated by Tolls on the following Ork Equipment Charts.)j~~.W. Bionik Bitz must be taken once generated.. With the exception of Bionik Bitt..·m.

\~i'#1. "WEAPON In some cases a Kornbi Weapon may consist of several weapons which are themselves modified..A'''MMJ.NL"-...i··:.fu·..·igPt~ltW(il't~._ '·Di§~9Xi0.[l..!0.f£i·~·'1. D6 CHART ·.B. On the D6 roll of a 6 a Kombi Weapon is made from Knstomised weapons .ltiWIt~lir~·'~~QN..£'·I!! 41-55 61 21-23 .·.j.~f. iHk .2:2YJ-:.jt··F .··' .· ...R:. DlOO 19 MODIFIED REA VY WEAPONS CONVERSION BEAMER GRENADE LAUNCHER HEAVY PLASMA GUN HEA VY WEBBER wj.0:C1$..@5~Y···¥f).. If the weapon is being generated for a Mekboy then the player may choose to Kustomise the Kombi. fOnTIS the basis DlOO Once you have determined how many barrels the Kombi Weapon has roll a Dl00 for each barrel to determine its type.J.~1.%. KOMBI WEAPONS Kornbi Weapons combine several individual weapons in one huge super-weapon! Roll a D6 to determine how many individal weapon barrels the KombiWeapon has.Y0. 91-100 MULTIMELTA 71-85 MISSILE LA UNCHER 77 . If the weapon is generated for any other model then the player rolls a D6 to determine what sort of Kustom Weapon is generated.A$~~QNVMirt::r·\.~Qli{.roll to determine the Kustorn modification for each consituent weapon as for Kusrom Specials.Hai_"Pr~~!&lltlJIn~..Weapon or not as he pleases.g. 06 RESULT KUSTOM SPECIALS There are two kinds of Kustom Specials represented by two different charts.~~~~rHh'fr!HlAW. These are Standard Weapons and Heavy Weapons.£'·····.::~'.. Roll a D6 to establish the basic type..h.·.~j\~NP~bi~&pllitN.·~.¥.:.f ·~it~:·.p)l.:g·d. 0100 BARREL TYPE • flEA VY WEAPONS Roll a 0100 to determine what sort of weapon forms the basis of the Kustom Special. 'jffi<AVYWEAroNS· .~~··.%· ··_FP. .5lA~i~. D6 NUMDER OF BARRELS STANDARD WEAPONS Roll a Dl00 to determine what sort of weapon of the Kustom Special.~·(-X.·. If the weapon is generated for a Mekboy the player may choose to roll on either the Standard Weapon Chart or the Heavy Weapon Chart..i.·.··lt<m~:t..BAD MOON EQUIPMENT CHARTS KUSTOM WEAPONS Kustom Weapons are specially modified by the ever inventive Mekboyz..

additional vehicles. A Bad Moon Runtherd comes from the richest Ork Clan and can afford more equipment. or a vehicle and a Tinboyz Mob. These vehicles are of course suitably repainted and modified to the tastes of the Mekboyz. cost twice as many points when purchased on the Snakebite Runtherd's A Blood Axe Runtberd benefits from the ready availability of Imperium weapons presented to the Blood Axes as 'gifts' or traded. Only Painboyz are capable of performing the operation which interfaces the Gretchin driver with the Ork Dreadnought. Tinboyz Mob he does not benefit. The following exceptions and speci~rules should be noted. MEKBOY A Bad MoonPainboy comes from a rich Ork clan which can afford more Dreadnoughts.in some dubious manner. a double-sized Tinboyz Mob. Moon Painboy therefore entitles you to buy two Dreadnoughts rather than just one. A Blood Axe Runtherd therefore entitles you to buy a captured Imperium weapon at half its normal price. RUNTHERD Each Runtherd in your Warband entitles yon to buy one of the special weapons together with their Runt crews at the price given on the chart below. Oddbitz therefore entitlement. and Tinboyz. A Blood Axe Mekboy has access Lo all kinds of Imperium-derived vehicles given in trade or as gifts. A Bad Moon. Oddboyz from different Clans also entitle you to different Oddbitz or costs. • 78 . A Bad Each Mekboy in your Warband entitles you to buy either a Mob of Tinboyz or an additional vehicle with a crew of. Both crews and vehicles are from the same clan as the Mekboy himself. Note that this only applies to vehicles . A Death Skull Runtherd therefore entitles you to buy captured Imperium weapons at half price. The vehicles available are listed on the chart below together with their points costs. Runtherd therefore entitles you to buy two Oddbitz instead of just one. This means that the Mekboy can. Note the following exception. These are collectively known as Oddbitz. If you have a Blood Axe Mekboy you can buy an additional Imperial vehicle. An Evil Sunz Mekboy belongs to a clan where vehicles are much in demand and are consequently relatively common.if the Evil S unz Mekboy opts to buy 3. vehicles scrounged from the battlefield by the Death Skulls. These can be two vehicles. As almost all Warbands will include Oddboyz from different Clans. the various entitlements and prices are summarised together to save yon referring to each separate entry. either buy two Imperial vehicles.Ork Boyz. or an Ork vehicle and an.Imperial vehicle.BAD MOON OnDBITZ ODDBITZ The Warband may include various types of heavy support weapons. Dreadnoughts. as described in the description of ElICh Oddboy type. A Snakebite Runtherd is less likely to train up weapon crews than Runtherdz from other clans. An Evil Sunz Mekboy therefore entitles you to buy two vehicles instead of just one. PAINBOY Each Painboy in your Warband entitles you to buy a Dreadnought. The number of Oddbitz you are entitled to include in your Warband and the price you must pay for them depends on the number and type of Oddboyz in your Warband. The crews always consist of the minimum number of Ork Boyz required to drive it and operate iLS weapons. Therefore a Death Skull Mekboy entitles you to buy two Oddhitz instead of just one. A Death Skull Runtberd benefits from the availability of weapons scrounged off the battlefield by the Death Skull Boyz. A Death Skull Mekhoy benefits from the profusion of spare parts and recovered.

Flamer M WS S T W I A Save ITEM DREADNOUGHT DREADNOUGHT.r~bJiW!f~~ti:q. POINTS PER ITEM 50 Ork Dreadnoughts have profiles as KASTELLAN .nfa1(%.R.iBf?'mZrJfixs?4~O!t]BH?~Bk'q·.fif4+tz'· M WS DS S T W I A Save KOLOSSUS Siege Hammer... MEKBOYZ TINBOYZ ITEM ODDBITZ- VEHICLES AND POINTS PER ITEM • RUNTHERZ ODDBITZ .fu&"~1fti2~\'~]¥·.:Jl..~~41£(J1!tw?· "'. Melte Gun It. indicated below.· 2 Power Fists.FJ.6t\:fl'·:·2f:~~. Boltgun.$9tlli¥..ffii01?~%S ns M WS 6S S T W I A Save KATAFRAKT J&}6~Nii:~1~8 tt·:tI"iW'~4:i$:.~I.\t.I!5.$I:~1l'.*j·.000 Compendium. WEAPON POINTS PER WEAPON TlNDOYZ: Orks Tinboyz and captured have the profiles as indicated below..~'§f·4iJ.SPECIAL WEAPONS WITH RUNT CREWS A Rnntherd entitles the player to buy any of [he following special weapons with Runt crews.~Y4.W··W.A'·(fZlj...J«)0.~... Heavy Bolter M WS BS S T W I A Save KRUSADER • PAINBOYZ ODDBITZ DREADNOUGHTS A Painboy entitles the player to buy a Dreadnought.... Rules for Imperium weapons have been published in White Dwarf and in the Warhammer 40.''1¥1l'·.?lJf91~'~.··t. TTNDOY Imperium Robots i·h4tit4[#~6]~I. Boltgun.<k.~. Heavy Boller M WS DS S T W I A Save 1f..61%%&t.BAD MOON ODDBITZ . Heavy Bolter.et'2}::ihLascannon.~~lTfu1:".1'1.~W#4~P~.?&tl"fi:1fJ~$!1'~{j!)tQjf:. Heavy Bolter.'lh·.I~iA. + Kustom Force Field M WS DS S T W I A Save 79 . Melia Gun.·' 2 Power Fists.%tM~fr~ifMBfi}~.1t@~ Powerclaw. Power Sword [4iS1]%~¥iWtli.t.

Firstly I want a really 'shooty' Warband. Thirdly 1 want a Warband which can collect in stages. Actually this depends as much on my tactics as it does on firepower.Waa.to be able to vary the composition of the army easily without having to re-calculate th. Dreadnoughts and heavy weapons. 80 . Also I may want to vary the composition of the army within any points value up to 1500. Starting with 1000 points and proceeding to 1500 points and. I get the maximum choice in my War band. AI each sllIge the Warband must be 'complete'. and with all the right things required to do baule against differenl opponents of equivalent points values. In other words. none of these things will win me a baule if I don't have enough basic troops to back them up. What I can do is select 1l'00P and equipment which will make things difficult for my cpponenrs. I'Il also need enough Melts to guard against too many malfunctions slowing down the Warband. ultimately. Bad Moons wouldn't want to lower the Lone of 11lC Warband by letting in such' skum'. plan for my Warband. which I can use in games lasting a few hours. colour and Orldshness as possible. This will require some careful thought at the curser. I've decided to build the Warband around a Bad Moon Warboss. with no units half finished. so I cannot ensure victory ju t by choosing the right stuff. depending on my opponent and so 1 can change my tactics. Tills will force the enemy to keep their heads down! I also want some vehicles 10 move fast behind the enemy flank and flush out enemy troops from behind cover.azdrt8 A SAMPLE BAD MOON WARBAND by Nigel Stillman ••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••••• am planning to collect an Ork Warband. would theyl Now the fourth consideration: the points value of the Warband. beside whichit's boring [0 repeat the same approach time and again. something which my opponents will learn to «:spect Secondly I want the Warbaud to display as much variation. and will make use of any of the varied troops known 10 the Orks. Right. use more troops and vehicles and be able 10 challenge more oppon nts. every game. I also want. 2000 points. Dreadnoughts and robots are very hard for the enemy to deal with. I can make sure thai the Warband includes some good heavy weapons to knock out enemy vehicles and heavy weapons. when I look at my Warband wriLLCO down on paper. I will need to be able to expand me Warband up to about 2000 points. Now La choose the Wnrband. This has to be flexible: 1000 points ill good for the core of the Warband. They also have plenty of leer to spend on •snazzy . because I want to achieve several important aims with my Warband. with a Bad Moons Warboss in charge. so a few of these should be a real asset. However. The list allows me 10 do this by adding exira equipment or models to the basic cost of the unit In this way. I've found thut if you use the same tactics in. My second aim is to make a varied. I can tell at a glance which units to put together to make up 1000. gear. This is to work OUI each unit in the Warband so that it comes to a round number in points.e points value from scratch before II banle. A II option S lire open (except for Human mercenaries) . and which units can be substituted for others to vary the composition. colourful and Orky Warband. These are: Of course. If I want II longer game. 1 have a cunning plan for solving the points problem. roll need to bear this in mind when I pick my forces 10 avoid being mesmerised by the lure of vehicles. as any experienced player can tell you. 1500 or 2000 points. your opponents will get wise to them and start beating you consistently. The Bad Moons are notoriously colourful and flamboyant. the mas! potent force is always Il good combination of troops and equipment working together. now I shall consider these aims in tum and make a The first aim is to build a really • hooty' Warband.

Runtnarz has a Squig Katapulr which he delights in commanding. which comes out as a stripped-down Lascannon. ostentatious. Kustorn Weapon ( modified Las cannon: D4 damage. Heavy Plasma Gun. Flak Armour. Power Armour. As they speed into battle with banners snapping Nazdreg and his Retinue make a truly impressive sight. Battlewagon. Nazdreg is blessed with a reasonable number of Oddboyz In his Retinue. and I make two of them the particularly fearsome Heavy Plasma Guns. Grlmnob: Boss Bolt Gun. Wazmek: Mekaniak Bolt Gun. 21 poinis 21 POilUS Nobmug: Boss Bolt Gun. Oddg1t: Weirdboy and 2 Minden Bolt Gun. overindulgent. and overweight. Knife. Flak Armour. Knife. Total cost for War'hoss and Retinue: 267 points. Power Armour. My preference is for small Boyz Mobz of 5 Orks. for the Oddboyz but Kustom weapons are very cheap for Meks. Knife. Knife. Heavy Bolter. Knife. I use bigger bosses in the N obz I choose later for the Boyz Mo bz. The Retinue is quite a large unit which means that they can raise -a good chant for the Weirdboy. Nazdreg has paid a lot of teef to equip his Retinue with the best Power Armour and add lots of snazzy bits onto his personal Battlewagon. normal rate of fire. so I may keep him in the Retinue rather than using him independently as I will the other Oddboyz.280 points 21 poinss =105 points CNOBSKAR'S aACK BANrfEA NA20REO'S SACK 'BANNeR ! l j 81 . So I buy a Kustom weapons for my Mek. 15 points 15 polnss 50 poin: free! 21 points Runtnark: Runtherd Bolt Ourl. but unfortunately it proves too unwieldy and difficult to transport to bring along to any but the largest scraps. After all. Knife. Flak Armour. Knife. this unit has to be a bard unit to crack.) Nobgob: Boss Bolt Gun. Knife. I select the Retinue at the same time.SA1\. almost half the the Bigrnob tote heavy weapons. Knife. The Retinue can also have a Battlewagon at no points cost which I'll bappily take . Knife. I don't want to spend too much on equipment. The Nobz of the Warband can all be Bosses to economise on points. who also get 10 have Kustorn heavy weapons (stands to reason dunnit). Boltpistol. 6 Boyl. 21 poinss • Grubnob: Boss Bolt Gun. Knife. (Nobmug carries da bosspole.what true Bad Moon Warboss could resist such (free) magnificence! OA RETINUE OD080YZ The Retinue can have some integral Oddboyz. He loves nothing better than to take his Warband raiding both to gamer extra wealth and prove how well equipped his Boyz are to take on any opponent.. The big question here is how big should the Bigmob be? It has IO be twice the size of any Boyz Mob in the Warband. -1 to hit). 30 poinis Dok Snazbltz: Painboy Boll Gun.. since they all comprise a single unit in battle. BAD MOON WARBOSS RETINUE 52 points Nazdreg: Warboss Bolt Gun. Flak Armour. In battle they will casually amble into a piece of cover and then take great pleasure in making the opposition leap and burst under a withering hail of plasma and explosives. 8AD MOON 81GM08 The next essential unit is the Bigmob.: Bolt Gun. 2 Boyz: Bolt Gun. All the Nobz in !he Retinue have Power Armour as befits their status and clan. I take all the Oddboyz available except for the second Weird boy (if I decide I want more Weirdboyz I can always buy more as Oddboyz [or my Boyz Mobz). Flak Armour. 2 Boyz: Bolt Gun. Knife. Just for the scare factor I take all four. Henceforth the Warband will be known as WaaNazdreg. RETINUE NOBZ Nobskar: Boss Boll Gun. and if they are Bad Moons they can have twol The Bigmob need only be the basic unit of 10 Boyz and as they are Bad Moons up to four of them can have heavy weapons. Knife. Power Armour.1PLE BAD MOON WARBAND THe WARSOSS AND HIS RETINUE I name the Warboss Nazdreg. Wazmek has spent a lot of time and teef building himself a Kustom weapon so he can join the fun and blast away at the enemy. Flak Armour. because Naz is Orkish for 'Moon'. :. Power Armour. This gives tactical flexibility since each Mob has at least one heavy weapon regardless of size. With typical Bad Moon flair. Flak Armour. Power Armour. wm Nazdreg is a typical Bad Moon Warboss: he is rich. Power Armour. so whatever size I decide now will limit the size of the Boyz Mobz I choose later..

I buy the Clanboss and the Bigboss Power Armour and arm them with additional Beltpistols. eye-gouging. the Nobz Mob and 3 Boyz Mobz. Unfortunately I can'! afford to buy the Drillboss any extra equipment apart from a ranged weapon.80y: Bolt Gun. as they get an extra Boltpistol for no points. Heavy Bolter. The best way of doing this is to choose some more Boyz Mobz.itie:Fl (~byllllklut.buI ~Ul=lk:l Gt*IeI!In ~ 2 SkarBoyz: 2 x Boltpistols. head-butting. Flak Armour. all Bad Moons. f3AC:k GRUBNOB"S BM!lH:ER DOC SHAZIIrn'$ BANNER OOOOIT"S BAt. Boltpistol. Moon Boyz Mobz. I Boy: Bolt Gun.in each Mob will allow me to have a really 'shooty' array of 'heavy weapons in the Warband and enough Mobz to generate a useful Nobz Mob. Now that the Bad Moons are well represented I feel I can include other clans as I expand the Warband with the first 500 points of extra bits. Knife. 2 Boyz: 2 x Boltpistols. Gun. Knife. Heavy Bolter. Flak Armour.Telescopic). When Zognaz is in charge of his Mob he tends to get very worked up and gung ho. Nazbog and Zognaz both. bUI also very cheap at 15 points. Flak Armour. Auto Cannon. Bo1tpistol. Heavy Bolter.SAMPLE BAD MOON WARBAND IOYl MOIl So far I have spent 267 points on the Retinue and 280 points on the Big Mob. Power Armour. Heavy Plasma Gun. Collectively these three make up the Nobz Mob. Heavy =71 points 1 SkarDoy: 2 x Boltpistols. Two Boyz Mobz with 2 heavy weapon Boyz. Smoke Stikkbomz. roiling melee al the drop of a hat I'll introduce Gitnob to lead this unit later. Nazbog: Clanboss Bolt GUn. so there ought to be some more Nobz as well I can have up to one Nob per Boyz Mob in the Warband. Armour. I choose a Goff Boyz Mob as a close combat unit. Flak. Knife. The other household's Boyz Mobz are just as well armed as the Bigmob. Knife. Boltpistol. Rotuaz: Drillboss Plasma Gun. making 547 points in all. I have 553 points left to make up the total to 1000. Flak Armour. 1 Boy: Bolt Gun. They also tend to move up into cover and take advantage of their long range shooting power 10 decimate their foes. Flak Armour. Eacb Household normally sends a Nob to take charge of their Boyz in combat 10 make sure they don't get carried away and wander off on their own. NAZBOG'S MOB 3 Boyz: Bolt Gun. Power Armour. Knife. Bolt Stikkbomz. Knife. Knife. Both of the Nobz have Power Armour and they also all bought extra Boltpistols. Smoke =85 points ~ ~[Q] NOOO08'S BACK~ER GITNOS'S GOFFM08 The Bad Moonz Boyz Mobz were expensive. (Kranial Rebuild . so this time I'l take advantage of the fact that Boyz Mobz can work out very cheap in points if you have only one heavy weapon. Knife. (Kustom arm . Knife. NOSl M08 With the Bigmob and three Boyz Mobz in the Warband it means that at least three other Households are represented. Flak: Annour. but I can split them up to operate with their own Mobz to lend extra support and keep the battleline in order.Explosive Cranium). Bolter (+1 wound). a Bigboss and a Drillboss. Total so far: 1001 points The total points value for the Warband now amounts to 1001 points and includes the Warboss and his Retinue mounted in a Battlewagon. the Bigmob. If they're feeling a bit more energetic they may move around to catch the enemy in a crossfire between themselves and the Bigmob. The Gaffs are along purely for getting stuck in. 82 . have Bionik B itz: N azbog has a Telescopic Arm andZognaz has an Explosive Cranium. I'll upgrade some of the Goffs to veteran Skarboyz at 2 points for each characteristic increase. Flak Armour. The Heavy Bolter is a typically noisy Goff weapon. 1. 2 Boyz: Bolt Gun. Flak Armour. Knife. so I decide to have a Clanboss. Bionik Bitz 57 poinis Bionik Bitz 47 poinis 25 poinis Zognaz: Bigboss Bolt Gun. I decide to continue building up the core of the Warband with Bad. Knife. Flak Armour. Knife. =140potnts ZOGNAZ'S MOB 3 Boyz: Bolt Gun. intent on being as close to the enemy as possible. Axe. blood-splattered. They view the Bad Moon's plethora of heavy weapons with distinct mistrust· anyone would think they didn't want to get into D. =85 points ROTNAZ'S MOB =124 points 3 Boyz. Flak Armour (+1 wound) Knife. Flak Armour. I Boy: Bolt GWl. I decide to give them two wounds.

Heavy Bolter. The good thing about the Evil Sunz is that they allow me to have an extra Mekaniak if I want. SIUMN08'S IlOOO AHES Lastly I decide on a Blood Axe Boyz Mob. 1 Boy: Bolt Gun. 26 points Uznob: Evil Sum Drillboss Bolt Gun. Flak Armour. and so they have been known collectively as 'Da Dread' ever since. =68 points 1 Boy: Bolt Gun. The Dreadnoughts will belong to the Bad Moons. 100 points 83 . since the only Painboy so far is a Bad Moon which entitles me to two Dreadnoughts. so I'll consider buying Uznob himself in a moment. how many guns they had etc.ld) Da Dread: Dok Snazbit's Power Claw. Dreadnoughts are one of the most useful things an Ork Warband can have so I'll certainly include some at this stage: their heavy armour and awesome close combat ability will be most welcome. I choose a very basic Evil Sunz Boyz Mob. but Nazdreg generally assumes he's being sarcastic (as he often is). well. Flak: Armour. 2 Ork Dreadnoughts Kusiom Force Field. 4 Boyz: Bolt Gun. Neither the Oak or the Mck knew exactly how to build a Dreadnought but eventually through trial and error and talking to other Meks and Painboyz they managed to build two. has to get some OA NOIZ I now have six Boyz Mobz in the Warband in addition to the Big Mob. Gitnob: Goff Drillboss Boil Gun. Now r ought to include some vehicles or other hefty equipment to support aU these fOOLslogging Orb. Flak Armour. Flak: Armour. The Evil They are afford to made the wheels. It makes sense to buy some Nobz to represent [he other clans in the Warband. = 6S points. although I could have more Gaffs. Flak Armour. but they are cheap at 40 points a Mob. The Blood. though Skumnob does Ius best to give Nazdreg good advice about the capabilities of Imperial troops. Of course in the latter case the Blood Axes most definitely lose out.'S BACK 6ANNtiR [/MIl h'. Finally the glorious day arrived and Nazdreg's Dreadnoughts were unveiled. Knife. They'll bring in some extra colour ill the form of their very impressive clan emblem. 1'11 buy Skumnob himself later to lead this Mob. etc. Knife. Power Fist. Boltpistol. Flak Armour. 4 Boyz: Bolt Gun. so they can around. Knife.w. The sight of them roaring remaining Boyz more eager than ever little band.nrtlar. =55 points OA DREAD The total so far is 1260 points. they may be treacherous. they're only Blood Axes after all. so I reckon that is about all I need. It's low cunning like this which makes the Bad Moonz so rich. Sunz get on well in Nazdreg's merry busily acquiring reef like Death Skulls buy bikes.:Gtro:e. Each of the Boyz Mobz from other clans has their own Drillboss. Heavy Bolter. even though he didn't know what it was called. • ~ \il& ~~ @) ~ ffl} ROTNA«S 8ACKBAtlNEFI ~ [8] l.SAMPLE BAD MOON WARBAND UZN08' S EUll SUNZ M08 Next. I have 240 points left to bring the total up to 1500 points. Knife. and the Mob can all wear backbanners displaying it. There is quite a lot of rivalry between the different Nobz over whose Boyz perform best and who has Nazdreg's attention and trust the most. Heavy Bolter.OON>Z'S _SOIl:S ElAOK EJMINISR BACKaANNER QRf. Axes are notorious throughout Orkdom as being humie lovin' gits. Knife. J think one for each clan will be enough. Nazdreg is a business-like Ork who isn't going to let such considerations get in the way of having some extra cheap troops. 21 poinis 21 poirus Skumnob: Blood Axe Drillboss Bolt Gun. Knife. so I could use them to draw the enemy file or other reckless tasks. Boltpistol. That way the Warboss will save teef on their pay. Power Armour. And if the B100d Axes always seem to end up on the parts of the battlefield where there's no cover or an excessive number of enemies. Knife. I'll probably use these in association with the Boyz Mobz of the appropriate clan rather than put them together into a Nobz Mob. Dok Snazbitz had only got as far as saying "Dis "eres yer Dread--" before Nazdreg cut him off with questions about how fast they were. The first time Nazdreg saw a Dreadnought (many years ago) he instantly got hold of Dok Snaibitz and Wazmek and told them to build him some immediately. Boltpistol.

In this way the Runtherd is at hand to oversee the Runts operating the katapult while forming the Shokk Anaclc parties. In battles they are sent round the flanks to flush the enemy out of cover with their autocannon fire. MekSkwn. Each with one Evil Sunz Boy. Boltpistol. The Genestealers could not gel out. Grenade Launcher (Smoke). Knife.annon. who can co-operate with a Runtherd and use a Shokk Anac. Runtnark's SnottJe Herd: 8 Snoding bases. I intend to take advantage of all the Oddboyz I have already got by gelling plenty of Oddbitz as I expand the Warband up to 2000 points.t5 &liCKilJl. 50 poinls =170 polnts Mek-Skum: Blood Axe Mekaniak bought from the entitlement for Sknmnob's Blood Axe Mob. Force Field (Deflekror). These Oddboyz will operate together as a Shokk Attack party. The Patriarch tried. Uznob's bikers can generally be found roaring round and round Nazdreg's encampment or having a bit of 'targit praktis' with their autoc. SquIg Kalapult: 1 Squig Katapult and Greichin SO polnts This leaves two Meks without any specific functions to perform on the battlefield. 150 pOints This leaves 50 points to use to bring up the total to 2000. Shokk Attack Gun. WII:. Waa-Mek: Evil Sunz Mekaniak from Uznob's household Flak Armour. but there is no reason why I couldn't give Waz-Me. Flak Armour.k the Mek from the Retinue II Tinboy Mob to operate. Snotlings 'fired' from a Shokk Attack Gun arc pretty nasty so I'll buy a Shokk Attack Gun to give to the Blood.:!JKUI. one from the Retinue and one Evil Sunz. but a Tinbay squashed him. As Warbass Nazdrcg says: "Orley taktiks rneenz get there first wi v cia most Boyz". The cost for the Shokk Attack Gun. 40 points 2 Warblkes: Twin antccannon. If they tum out to be speed cultists. WAZ-MfK'5 TIN80YZ Waz-Mek's KJunkas: 2 Tinboyz: Power Fist.ns' heavy weapons. 6" Runtbot Force Field. Ve. These can be radio controlled 81 a safe distance from the Retinue and are rather formidable.k Gun.. Knife. Knife.e Ruruh. I remember a baule against Genestcalers in which the Orks contained the bugeyez in a ruined building by blocking each exit with a Tinboy. painjed red. Force Field (Konvershun).SAMPLE BAD MOONWARBAND UZN08'S 811£R5 This leaves me with enough paints for the Evil Sunz Mekaniak I wanted from Uznob's household and twa Warbikes (an Evil Sunz Mek allows you to have two vehicles instead of one). It occurs to me thai the Warband is lacking a contingent of Orerchin. Meanwhile the Boyz loop-holed the walls and mopped up the rest of the aliens. Flak Armour. the Snotling Herd and the Squig Katapult takes the total up to 1800 points. Definitely 'worf cia reef if yer asks me'. Kustom Weapon (Heavy Plasma Gun: '3 "radius area effect). There would oertainly be some of these hanging around a Bad Moonz Watband wouldn't there! A unit of 10 aL 5 points each makes II handy Mob at 50 points . This great victory ought to be written in glyphs on the Clan war-banner.NN"ER GR£TCHIN M08 10 Gretcbln: Blunderbuss. Boltpistol. SO points GRAND TOTAL: 2000 POINTS 84 . These two vehicles will be Evil Sunz. J can buy one more Blood Axe Mek. Both have already got Kustom heavy weapons. with resplendent sunbursts. I also select a large Snolling Herd accompanied with a Runtbot to be operated by the Runtnark the Retinu. So far I have got rwo Mek:aniaks.erd. I could add a Squig Katapult to be controlled by the Runtherd. 120 poinls Da Bot: 1 Rumbot. Axe Mek. Once out in the open the enemy C8Jl be easily cut down by the Bad Moo. Boltpistol. so be il! Reckless charges and sweeping outflanking moves are just what the Warband needs to balance the large numbers of OI:k inianny. Heavy Bolter. 80 points Runtnark's crew. They are especially good against very tough aliens with everal attacks.ry reasonable considering the po len rialof those blunderbusses. 100 paws :::140 polnts Total points for the expanded Waiband is now 1500 points. Axe.

1 WARBOSS 1 WARBOSS'S RETINUE

The leader of the Ork Warband is known as a Warboss or, if he is particularly powerful, as a Warlord. The Warboss is accompanied by favoured companions from his Household. They are known as the Warboss's Retinue and consist of 5 Nobz plus other troops the Warboss wishes to take along such as more Mobz 01 Oddboyz. Because the Warboss is the most important Ork in the whole Warband his Household provides the biggest unit of Ork Boyz - this is the Big Mob consisting of 10 or more Evil Sum. Boyz. The Warband may include any number of Boyz Mobz from other Households in lite tribe - these may be Evil Sunz Households or they can be Cram other Clans. Each Mob consists of 5 or more Boyz. Each Househeuld that sends a Mob EO fight in the Warband can provide a Nob (2 in the case of Goff Households). Any of these Nobz may join their own Household's Mob and lead it. into billie. Alternatively, any of i.he,.Nobz can bring along a vehicle to ride intebaule. Nob t: not fighting with units or vehicles join together inrc a single unit of Nobz and Coon a separate obz Mob.

1 BIG MOB

0+ BOYZMOBZ

0+ NOBZ

O+ODDBOYZ

Each Household that sends a Mob to fight in the Warband can provide an
Oddboy (except Goff Households). These Oddboyz fight as independent models on the battlefield.

0-1 STORMBOVZ KORPZ 0-1 MAD MOB

The Watband may include a single Stormboyz Korps. A Stormboyz Korpz consists of 5 or more Srermboyz, The Warband may include a single Mad Mob 00 or more Mad Boyz.

0-1 wn.DMOB
0-1 GRETCHIN MOB 0-1 OGRYN MOB 0+ FREEBOOTER MOBZ 0+ ODDBITZ

The Warban:d may include a single Wild Mob of 5 Of more Wild Boyz.
The Warband may include a single Gretchin Mob. The Warband may include a single Ogryn Mob. The Warband may include any number of Freebooter Mobz. Each Freebooter Mob consists of 5 or more Freebeoterz led bya Freebooter Kaplin. The Warband may include large weapons crewed by Runtz, Robotz, Dreadnoughts. and extra vehicles. The availability of these depends on the number of Rumherds, Painboyz, and Mekboyz in the Warband.

EVlL SUNZ ARMY UST

THE £UIL SUNZ WARSOSS
The WarOOss is the leader of the tribe and commander of the entire Warband. The commander of an especially large or successful Warband is known as a Warlord. Choose either an Evil Sunz Warboss or Warlord 10 lead the Warband. Of all the Ork Clans Evil Sunz ate most affected by the sensation of speed. Their brains experience intense excitement in fast, dangerous travel, and as a result they usually have more vehicles than Orks from other Clans. Evil Sunz Mekboyz are especially clever and enthusiastic, and an Evil Sum Warboss will find no lack of willing hands 10 build and maintain vehicles for the Ork Nobz and Boyz.

W ARGEAR:

The points value includes

FLAK ARMOUR
A BOLTGUN or BOLT PISTOL - choose which you want A SUIT ABLE HAND WEAPON - such as a knife, club, or sword OPTIONAL WARGEAR: POWER ARMOUR EXTRA BOLT PISTOL Evil Sunz Warbosses can have the following extra gear for the points shown.

6
1 •

As the absolute top Ork. in the Warband, the Warboss gets the pick of all the loudest and most destructive gear [TOmhis Household armoury, To represent this, the Evil Sunz Warboss can have any gear from the special charts listed below. Refer to the charts at the end of the Army Lists to see what each contains. Choose any chart, pay the points indicated below, and randomly generate a bit of equipment. You can roll as many times on as many charts as you want, and the Warboss can use whatever equipment you generate. Any equipment the Warboss does not want can be passed down to any other Nob in the Warband ~ the Warboss is a generous leader! If you don't want louse the equipment you've generated then it is simply ignored (left at home) but the points are still deducted as normal. COST PER RAj~.DOM. ROLL COST PER RANDOM. ROLL 10

it:r~¥.~ :~#'lr~¢fitl~,a~~l&~;i·fVU§:{:tt¥::0dfQtnt.··f;~"4·;~1iL __

CHART

CHART

F·:,JNHt~Y&Y;'.~AF~&S;"~·}'W·ti···· j:!lh·:·p.W:./ii·<+ j< ::;;XA:.;;N·
STlKKBOMZ 5

ASSAULT WEAPONS

~SijrW~~:~J:-:N~::;~%i!~1:*~Jt:;!QNl$i4;01~jhlr:::::tfj~rr::jj ·:--:t4

l§.;;jh~:§T~'N:fi~Ar~Lt.3!~!~·~~W:~;;ji:t:;:?.~~!t.iJ:i'~:1·.··~·'··.ff;,·.:;:·;;
for details of the

BIONIK BITZ

VEHICLES. An Evil Sunz Retinue including the Warboss can ride Nobz Bikes. See the Retinue description Nobz Bikes points and other alternative transport.

86

EYn.. SUNZ ARMY LIST

WARBOSS'S RETINUE
obz who live in the Warboss's large and heavily fortified Household - really a small fortress which towers above the surrounding Ork town. Depending on how rich and influential he is the Warboss may favour more Nobz by allowing them to fight alongside him as part oElbe Retinue. The Warboss may also include various Oddboyz in his Retinue and is likely to have several. The Evil Sum. are particularly famous for the number and skill of their Mekboyz. The Retinue COllBiSIs of the following:

The Retinue consists of the Warboss's closest mates and drinking buddies. They are some of the Evil Sunz Ork

5 Evil Snnz Nobz
Plus

These are compulsory. Choose which sort of Nobz you want from the list below. You can choose all the same or a mixtnre of types - il is totally up La YOIL You may increase the number of Nobz in the Retinue to as many as you want - these can be any of the types listed below. This means the Retinue can be vcry large if you wish. although a very large Retinue may prove rather cumbersome in play. You do not have to include Mekboyz in the Retinue but you can have either one or two if you want, Refer [0 the Mekboy entry to determine points values and further options. You do not have to include a Painboy in the Retinue but you can do so if you want. Refer to the Painboy entry to determine points values and further options. You do not have 10 include 8. Runtherd in the Retinue but you can do so if you want. Refer to the Rurnherd entry to determine points values and further options . You do nOL have. to include a Weird boy in the Retinue bUL you can do so if you wish. If you decide to include a Weirdboy he is smomatically accompanied by 2 Minden. Refer to the Weirdboy CIllJ'y to determine points values and further options. The Retinue may include any number of non-combatant attendants - these arc free.

More Evil Sum Nobz

Plus Plus

2 Evil Sunz Mekboyz
1 Evil Sum: Pa.inboy

Plus
Plus

1 Evil Sunz Rurunerd
1 Evil Sun Weirdboy

Plus

Attendants

NOBZ: Every Evil Sunz ReLinue contains 5 Evil Sunz Nobz from the Warboss's Household. The Retinue may include more Evil Sunz Nobz if the player wants - there is no limit on the number so long as you pay the points for them. Some obzare bigger and tougher than others and so have bcuer profiles - they are also more expensivel You can select any of the differcn; Nobz listed below.

CbANnqss

at 35poinlS BIGBOSS at 25 points DRILLBOSS at 2O-pojl'lts BOSS at 15 peirus

M 4
4

W
z:

4
4

6 5 4
4

fiS
5

5:.

4
3

4 4 4 3

..

T S
4

W

.2

4
4

1
1

1

3
3

"
4

I

A 1 1

IAI

Int
7

CI

\i 7 7

1

8.
8.

8 8

1
6
6

8 8 8. 8

8
7

P

W ARGEAR: The points value of the Nobz. includes this Wargcar. FLAK ARMOUR A BOLTGUN or BOLT PISTOL- choose which you want A SUITABLE HAND WEAPON - such. as a knife, club, or sword
OPTIONAL WAR GEAR: Any Evil Sunz Nobz who want can have the following extra gear for the peirus shown . POWER ARMOUR 6 EXTRA BOLT PISTOL 1

As the Warboss's old buddies, the Nobz in the Retinue lend 10 get the best gear that's going. To represent this, the Nobz can have any gear from the special charts listed below. Choose any chart and randomly generate a bir of equipment for the points indicated You can roll as many times on how many charts you wish. and the equipment can be distributed between the Nobz in rile Retinue as you want Any equipment not wanted can be ignored (left at home) but must still be paid for.

RANGED WEAPON'S
ASSAULT WEAPONS IiEAVY WEAP,ONS

CHART

RA'D

TP·R MROLL
5

,

;;

STIl<KBOMZ

.

SQ 5

BIONIKRI1Z Ktl~OM ~APON,

FOR:CS FIELDS

HART

.. »

....

O. T P ,R RANDOM R LL

fS
10

:?Q

One of the Nobz in the Retinue always carries the Warboss' traditionally conferred upon the youngest Nob in the Retinue-

own anncr or the Clan banner. This is a great honour and lr is a promising youngster from the Warboss's Household.

87

Each half fights from one Battlewagon .the two vehicles are not bound by unit coherency but fight independently of each other.il§.. including the Warboss. cheer.~iIl~:i~Blii\ij~w.. Optionally. and any non-combatant models ride inside or on top of the Battlewagon. A single Nob may also be detached in order to lead the Big Mob. The attendants may also include musicians beating skull drums and playing squigpipes. Any Oddboyz or Nob detached from the Retinue as described below must still be bought a Nobz Bike if the rest of the Retinue has them .. h\. ·. any Oddboyz in the Retinue can be detached from the rest of the Retinue and may fight independently. These models do not fight and take no partin the game .i·.:@Jg'iT. An additional Battlewagon may be bought for the Retinue if the player wishes. a separate Nobz Bike must be provided for the Weird boy and each of the two Minden.both Battlewagons does not prevent the player detaching either Oddboyz or II Nob as described.but they make the Retinue look complete. hanging on as best they can.~I!i~wtt~:.however the player may choose to not use the Bikes during the game if he wishes. ATTENDANTS: The Retinue may be attended by as many servant Gretchin and Snotling serv ants as the player wants. The player must decide before the battle whether he wants to detach Oddbcyz/a Nob . the Warboss. The Battlewagon is free of charge. These include Snotlings to carry boxes of ammo. Refer to the descriptions of each of these types for details of points values and further options. In the case of Weirdboyz. Any weapons generated for the Retinue Nobz may be mounted to the Battlewagon if you wish. and any number of assorted hangers-on who are there to jump up and down. These Oddboyz are Evil Sunz from the Warboss' s own Household brought along to help their Boss out on the battlefield.t<00@1~~~9ki&LiljlET)rtr-¥ Nobz Bike 15 points per model ON THE BATTLEFIELD: The entire Retinue 8J\d the Warboss can fight as a single unit on the Battlefield. VEHICLE POINTS COST 88 . Gretchin porters with spare weapons and essential supplies. VEIDCLES: An Evil Sunz Retinue may ride into battle in a Battlewagon.f&If. All the Retinue.aiitiii~jI]iiwhf. Having one or ..~'It~.::iil'\llij.0])lffEtJ~:ti:$!*~!iJm~\x·nl<1l:41l(:'i ~j. Alternatively the entire Retinue. may ride Nobz Bikes driven by Evil Sum Boyz. 1 Painboy. and this and/or the original Battlewagon may be uparmed as indicated below.£. If the player decides to buy two Battlewagons for the Retinue then the unit must be divided as near as equally into two. and yell at the top of their voices every time their side does something impressively loud and destructive. 1 Runtherd and 1 Weirdboy with his 2 Minderz.iA.EV1L SUNZ ARMY LIST ODDBOYZ: The Retinue may include up to 5 Oddboyz: 2 Mekboyz.it is not possible to detach Oddboyz from the Retinue once the game is underway.'.·. jars of food and fungus ale.

~~~Y14:~&/%.. Every Boy has to have the same extra gear. +50 POINTS MOUNTS POINTS 89 .K ..tf~~n~htF1i'%%&-0%l+'jngHf%1jjrni[<YiiLE MELTA MrSSILES 4 ·h.:.. One Nob may be detached from the Warboss's Retinue in order to lead the Big Mob if you wish.W~ott':: VEHICLE EXlJa to upgrade a -. the entire Big Mob may be mounted on Warbikes at the cost shown below.E LAUNCHER 30 HEAVY WEAPON COST FOR EACH WEAPON tl.. The Big Mob consist.\&.~:~r:~~:.-5~~::.i<~~ili:BUlsb~iiii&nil/Ji··.. __ :::~i:. it is entirely up In you.)jf.\.~tHt.OmONAL COST FROM THE CHART BELOW.EV1L SUNZ ARMY LIST fUlL 5UNZ BIG MOB The Big Mob consists of Ork Boyz from rite Warboss's own Household. NOB LEADER: The presence of the Big Mob does ncr entitle you to buy any extra Nobz (as do Boyz Mobz) because the Warboss's Household Nobz who would otherwise accompany the Big Mob are automatically absorbed into the Warboss's Retinue. PLUS AS MANY EXTRA BOYZ AS YOU WANT .. OR BOLT PISTOL nUT REMEMBER THE BIG MOB MUST BE AT LEAST 1WlCE AS BIG AS THE LARGEST BOYZ MOB IN THE W ARBAND. even the two Boyz with the heavy weapons.~ ~ . AND 2 BOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLTGUN OR BOLT PISTOL (THE SAME AS THE REST OF TIlE UNIT) AND CARRYING A HEAVY WEAPON CHOSEN AT AD...:. Alternatively.:tII¢~e. at the points \. • M WS BS S T W I A Ld Int CI Wr REA VY WEAPONS: The two Boyz with a heavy weapon can have any of the weapons chosen from the list below.... They can both have the same weapon or they can have different weapons...WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLTGUN (THE SAME AS THE REST OF THE UNfO AT A COST OF 7 POINTS EACH. The Nob becomes a member of the Big Mob mcreasing the total number of models in the unit by one. .~. This may be upgraded In a Blitzcannon cost shown below..~:.~~1:+1r2SI~~:. VE.'> of: FOR 100 POINTS: 8 BOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLTGUN OR BOLT PISTOL (CHOOSE WHICH YOU W ANT FOR THE WHOLE UNIn.::" EXTRA WARGEAR: The Big Mob can also have any of Ole extra gear shown on the chart below.~~<. MISSll. The Big Mob has two heavy weaponsthese are weapons entrusted to them which they are supposed La bring along to the Big Mob.~ .+MQtTJj 'w~t%1~fMY:~+:R\:·0w:~-~rf)-:*:~{J~1~~>W~~.IDCLES : An Evil Sunz Big Mob may ride into battle in a Battlewagon. This is always the largest unit of Boyz in the Warband because the Warboss depends on them to enforce his authority over the whole Warband.

. STU{KnO 1'. can have any gear from the charts listed below.he becomes part of the unit.rIS ~.. The Warband can also include Nobz from other Clans if Boyz Mobz from those Clnns arc present.. Choose any chart and randomly generate a bit of equipment for the points indicated.. . or sword OPTIONAL WARGEAR: Any Nobz who want can have the following extra gear for the points shown..t!Q w. ON THE BA TfLEFIELD: Nobz can be used on the battlefield in one of three ways. . Mob.A5sAOL'r \VEAPoN!i .. Evil Sunz Nobz. You can roll as many times on how many charts as you wish. If your Warband includes Boyz Mobz [rom other Clans and you wish to purchase Nobz from those Clans. 'JmAW WJMP9.. Any equipment not wanted can be ignored (left ai home) but must still be paid for... In the case of the Evil Sunz. ·1::<. .~~:.. ~. 8 WP 0.such as a knife.:mO!:FUR. These extra Nobz come along with their Households' Boyz Mobz both to look after their Boyz and to participate in the fighting.!I~~~r.:5 T I ....:: . RANO~IJ Wl!AFONS . . Each Evil Sunz Boyz Mob in the Warband entitles you to buy aMekboy in Lead of one of the Nobz • and you may feel that one of these would be a beuer use of your points. individualistic nature and love of speed.the Nob fights from the vehicle during the battle. the Nob may be provided wilh a vehicle and driver where appropriate at the points cost indicared below . . " . CIIART ... As Nobz come from the same Households as the Boyz Mobz they naturally belong to the same Clan. L . :f.. POWER ARMOUR 6 EXTRA BOLT PISTOL 1 Nobz are the richest and toughest. IS >... [f you decide to buy Evil Sum Nobz choose which type of Nob you want from the Iist below and pay the appropriate points.·fi 1 8 :~':A9W: ~!-:If. every Boyz Mob can bring along up to two Nobz. then refer to the description in the appropriate Clan Army List.DS·' BloNIItnl'tz i' HART OST PER RANDOM ROLL ::. WfifBuny"@! Wartrak . FOR EVERY EVIL SUNZ BOYZ MOB YOUR W RBAND MAY INCLUDE UP TO 2 EVIL SUNZ NOBZ You are not obliged to include these Nobz in your Warband if you don't want LO.m~~: "..'l9N ·t'o. .. Remember that Nobz always come from a Household represented by a Boyz.. ".11. :S 8 ''}1 7 6 lot C] 8 &~.A .2$ . This applies whether the Warboss is an Evil Sun or nOL The Evil SW1Z tend to have more Nobz than many other Clans because of their aggressive..:i . and the equipment can be distributed between any Evil Sunz Nobz in the Warband as you want.pj) . KTJsrom-WEAl. any Nob not fighting with his Mob or from a vehicle automatically figbts in the Nobz Mob unit... club.. a Nob may Join the Mob he represents in order to lead it . Firstly. Secondly. Thirdly...T' 7 ::...i'" 8 7 W ARGEAR: The points value of the Nob includes this Wargear: FLAK ARMOUR A BOLTGUN or BOLT PISTOL-choose which you want A SUITABLE HAND WEAPON .3~1i1W :t<jD0'~ 3 4 1 1 Ld ~. . N36tllikt' Warbike " i5pqints 50 points 90 . Orks in their Household SO they get the choice of all the best weapons. .EVIL SUNZ ARMY UST fUlL SUNZ NOIZ The Warband may include Nobz in addir:ion to those in the Retinue..CtANl'Ji$S ~lS"~"'" BtGJ1bSS ailS'Pouus .

fJ~F~4~mJY::~'W~!i~!~~?@1:~~?:W %'i~~qP:it~$gAiii:'··MJ'*.in which case they cannot bring a Mekboy as well. If there are plenty ofMeks in the Warband.EVIL SUNZ ARMY UST EUIL SUNZ M~KANIAHS Evil S'lU12are notable amongst Orks as the most mechanically minded of all the Clans: This is probably a natural result of their enthusiasm for machinery and especially for engines and vehicles.m·'ktt: STIKKBOMZ 5 ASSAULTWEAPONS 5 CHART COST PER RANDOM ROLL • A'ITENDANTS: Mekaniaks are usually surrounded by servants to carry their tools and do all the unexciting jobs for them.~~l. FLAK ARMOUR • A BOLTGUN or BOLT PISTOL . or sword OPTIONAL WARGEAR: The Mekaniak can have the following extra gear for the points shown .they can carry all kinds of off-beat gear. Choose any chart and randomly generate a bit of equipment for the points indicated.::~.. so if your Warboss wants more Meks desperately enough to trust one of these human lovers. OD])BITZ: Each Evil Sunz Mckboy in the Warband entitles you to buy two vehicles or a Tin. The number of Meks in the Warband affects the number of vehicles and Tinboyz the Warboss can have and also the reliability of Ork equipment in general. M WARGEAR: WS BS S T W I A Ld Int CI WP The points value of the Mekaniak: includes this Wargear. H the player wants to use this gear then it is generated from the chart below. options. The Mekaniak can Toll as many times on how many charts as he wants. Evil Sunz Mekboyz are very efficient and well worth having if you want to include lots of vehicles in your Warband. and he can use whatever equipment he generates. Boyz Mob chosen from the list in the Oddbirzsection and paid for at the costs shown.. 91 . The only other Clan whose Boyz sometimes bring a Mekboy is the Blood Axes. and points values. bit-box bearers and banner bearers at no ex ITa cost. club. vehicles and equipment can be properly maintained with less risk of breakdowns in the middle of the battle. but they never bring other kinds of Oddboyz.iKi51~.t~. If you buy Tin Boyz then you cannot buy vehicles.ti~. Some Boyz Mobz prefer to bring two Nobz . ~'~~~~~\~~~ye~:@.. A Mekaniak: can be accompanied by unlimited non-combatant Gretchin or Snoding tool-bearers.choose which you want A SUIT ABLE HAND WEAPON .1. SHOKK ATTACK GUN SO Mekanisks are expert if eccentric mechanics . Tin Boyz must be controlled by the Mckboy himself. Any equipment not used is assumed to be left ar home butmust still be paid for. Evil Sunz Boyz Mobz sometimes bring a Mekboy to take part in the battle.et~%·b1i'lwn61:lli"'~M~. See Oddbitz for more details.such as a knife. then refer to the Blood Axe list.

Anyequipment not wed is ignored (left at home).such asa knife. Choose .1<l means thal It Warband will only contain. independent model.g helpers to help them carry heavy gear..is sometimesgiven to them as a fee from a :pal:ient IT the player wants to use Lhis gear then iris generated from thechert below. If thereare plemyof Painboyz in the W erbandthen wounded Orks are more likely to be recovered from the battlefield so they can be restored with bionik implants . bearers and marker-pennant bearers at no extra points. A Painboy may be accompanied by an unlimhed number of non-combatant.c. Other special gem. Details of other Clans' Painboyz ate given in the descriptions under the appropriate Army List. Most lmportam of all. in the Warband is important.ainboy if he is purchased as part of me Retinue' . are exper. and he can.Painboyz are also vital fot the proper maintenance of Dreadnoughts because they are needed to surgically prepare the Grerehin pilots. As the maximum number of Painboyz in the Retinue is only one" there will only ever be one Evil Sunz Painboy in the Warband. stretchel.any chart and randomly generate a bit of equipment. Seethe Oddbitz section for details and polms values.choose which you want A SUITABLE HAND WEAPON . and other important gubbins.. The number of Palnboyz. - ODDDITZ: The Dreadneught fights as an 92 .k:in the ground by wounded Orks to identifylheir master 'spatlents.use whatevcrequlpment hegenerates . jars of medical squigs.inboyz inchrdes this W!lIgear..1'b. Ld PLAKARMOUR A BOLTGUNo( BOLT PISTOL. club. or sword Painb0Yl. syringes. Gretchin or Snotlinig medical orderlies.. Painboyz have Grerchin and Snotlin. The Evil Sunz Painboy in the Warband entitles you to buy a single Dreadnought.EVILSVNZ ARMY LIST fUlL SUNZPAIN80YZ The Evil Sunzare not noted fottheiI Painboyz and the Boyt Mobz never bring Painboyz along to figbt. an Ev il Sunz P. The Painboy can roU as many times on as many charts as he wants. AITENDANTS. A Warbo.ss who wants more Painhoyz will have to include Boyz Mobz from the Snakebite or Death Skull Clan whose can bring these Oddboyzto battles. al making bionik bitz so they can have bionik bilZ themselves. A W ARGEAR: The points value of the Pa. for the points indicated. Gretehins carry bundles of marker pennants to so.

They can be protected from the enemy by Force Fields."..such asa knife. A Weird boy c:annotbuy a possessed Snotling. As the maximum number of Weirdboyz in the Retinue is only one. %..such as a knife. musicians. or sword • WAR G EAR: The points value includes this Wargear for the Minderz.choose which you want A SUITABLE HAND WEAPON .l<liE4PS. Retinue. A Weirdboy may also be accompanied by a Snotling who has been possessed. club. so he likes to make sure they're well looked after.EVIL SUNZ ARMY LIST £Ull SUNZ W£IRDBOYZ The Evil Sunz are not noted for their Weirdboyz. FLAK ARMOUR A BOLTGUN or BOLT PISTOL . On the 06 roll of a. This rest is made every game. COST PER RANDOM ROLL J> .~':k 2 M1NDERZ free WARGEAR: M "4 4 ~ STW ]AUW \ i3 ~t~}liV3.ead explodes then. The Weirdboy can roll as many times on how many charts as he WOOlS. whose job u is LO make sure the WeirdOOy comes to no harm (and also lO make sure he doesn't run away). On the score of a 4 or more the possessed SnoLling absorbs the psychic energy and his head explodes instead .. scribes. If a Weird boy has 11 possessed Snotling the creature drains away some of the Weirdboy's psychic energy .U1eSnolling is killed but the Weirdboy is unharmed. or sword Weirdboyz are valuable assets 10 the Warboss. If a Weirdboy's h. A Warboss who wants more Weirdboyz will have to include Boyz Mobz from the Bad Moon Clan which can bring Weirdboyz to the battle. WeirdOOyz are always accompanied by two sturdy OJ:k Boyz called Minden. ltO:RCll. The points value includes this Wargear for the Weirdboy. and the Boyz Mobz never bring Weirdboyz along 10 fight. there will only ever be one Evil Sunz Weirdboy in the Warband. any equipment not used is ignored (left athome). so a WeirdOOy can acquire several possessed Snotlings eventually. This means mal a Warband will only contain an Evil Sunz Weirdboy if he is purchased as part of the.Ql(4t5Q~w. iW~P». and when this doesn't work they CIDl sometimes be stuck back together with the help of the Painboyz and their bionik expertise. See the description of Bad Moon WeiTdboyz in the Bad Moon Army List.thus possibly saving him from a falal head explosion. club.they are now Lao crazed \0 SSIVe any useful function except to a Weirdboy. 4 4 1 2 -'< ~l 7 6 a 7 7 :t9! 7 WP . FLAK ARMOUR A BOL TGUN OR BOLT PISTOL . These are Snollings which have been possessed by warp daemons while taking par! in a Shokk Anaek .fu4!4+'i'f "If4' ~ )1 . ATTENDANTS: 93 . but he can lest at the star! of the game 10 see if a possessed Snotling has joined his attendants.~ J!~7'lr¥:' 3. t. If you wish LO equip your Weirdboy in Ibis way choose a chart and randomly generate a bit of equipment for the points indicated. 5 or more he has been joined byone.roll a D6. scroll-bearers IlJIdbanner bearers at no extra points.' BIONIKBITZ CHART Weirdboy may have unlimited non-combatant Gretchin and SnoLling servants.choose which you WOOL A SUIT ABLE HAND WEAPON . IlJIdhe can use whatever equipment he generates.

8.'~~r£fifff~~r~~!kl~g~~!\i~Yt~~. A Warboss who wants more Runtherdz will have to include Boyz Mobz from the Snakebite or Death Skull Clans which can bring Runtherdz to the battle.W~%fff.s¥~!fum'l'. Gretchin or Snotlings.$Jf}$)l.'*~~:~*l·. but which are deadly to other races.·l~~ii An entire Snotling Herd may be armed with spore weapons at a cost of 5 points per base. squighandlers. Snotlings armed with spore weapons add +D6 to their Strength in hand-to-hand combat. apprentices and bannerboyz at no extra points. Runtherdz can have extra gear which they have bought or traded.liI. A Snotling Herd consists of any number of Snotling bases at a cost of 15 points per base. M WS BS S T W I A Ld lnt Cl WP j. A Runtherd may have unlimited nori-combatant Gretchin and Snotling servants. See the Oddbiiz section for details and points values.ill}.~-nl~tmIDtw. The Runtherd can roll as many times on how many charts as he wants.jik?!~llEif.£. Runtherdz are required to train Gretchin crews and Snotling Herds. HERDZ: The Evil Sunz Runtherd may be accompanied by a Herd of either Snotlings or Gretchin.j~. Oddbitz are always some kind of large weapon with a crew of Runtz trained by the Runtherd. club. The Runtbot costs 50 points.W~'1@fj[i*. SO the number of Runtherdzin a Warband affects its ability to field large weapons.M:Ml@kifumw BIONIKDTIZ 10 ASSAULT WEAPONS 'ATTENDANTS: Runtherdz can have loads of servants who run errands and busy themselves with menial jobs while the Runtherd gets on with the important stuff.'tl*t~&rlr~1W. or sword.1'~ft~~~~~_~.~..illii%~t.~.f&'~~1G%t. M WS BS s T w I A SAVE 94 . A Gretchin Herd consists of any number of Gretchin models. &?a%43'.t~~tJ~.I!ti4~!ThYii. Determine this bonus each round.EVIL SUNZ ARMY UST EUIL SUNZ RUNTHEADZ The Evil Sunz prefer excitement and speed to the relatively passive rewards of Runt rearing so it is hardly surprising that there are relatively few Evil Sunz Runtherdz. A Herd may be accornanied by a Runrbot equipped with a Runtbot Force Field. If the player wants to use this gear then it is generated from the chart below. This means that a Warband will only contain an Evil Sunz Runtherd if he is purchased as part of the Retinue.. each armed with hand weapons and a shield at 3 points each.~ljl. and he can use whatever equipment he generates.~~. there will only ever be one Evil Sunz Runtherd in the Warband.~±'M*\~i·&:MD ODDDITZ: Each Evil Sum Runtherd in the Warband entitles you to buy a single Oddbit chosen from the list in the Oddbitz section and paid for at the costs shown. any equipment he does not want is asumed to be left at home and is ignored. Spore weapons are special fungi and moulds which do not affect Ozks. Choose any chart and randomly generate a bit of equipment for the points indicated.. !t~%$~N&aiWEX~S:1/2WS~:~~hti1>. PLAKARMOUR A BOLTGUN or BOLT PISTOL .] CHART COST PER RANOOM ROLL 5 .M~a~.tA%lt'. M ~ M S T W I A U W aM W ARGEAR: The points value of the Runtherd includes this W argear. musicians.1rf&~r:ft~t~j~~$.I11I.tlr. Evil Sunz Boyz Mobz never bring Runtherdz along to fight.choose which you want A SUIT ABLE HAND WEAPON .such as a knife..i:. As the maximum number of Runtherdz in the Retinue is only one.m.

:.( (with rng missiles) FOR EACfl WEAPON \iliiJtGt~~:e~9l¥\w%1%d'5M'1t0:$lf~$W. Mekboy."t. • Mekboy to represent the Mob if you've already bought two Nobz.~.~¥BtY.·.\~J. You may not buy a VEmCLE POINTS (WkiM@¥. WEAPON COST PER 10DEL NOBZ: For every Evil Sunz Boyz Mob in the Warband you are entitled to buy up to two Evil Sum Nobz.~lill. bUI not all three.j'jik\li8~liltm7&qffij&iM&¥J41illM .~}···i[n$11r:.itJm4..~i~~~~.*r*·..#J*. Each Mob may be accompanied by Nobz or a Mekboy from the same Household who have come along with their Boyz to join in the battle. of Ork Boyz. If you decide to buy both Nobz then you may not buy the Mekboy the Mob entitles you to. This may be upgraded to a Blitzcannon at the points cost shown below. any extra Boyz who come along will be armed with the usual assortment of bolters.~f1··.especially if the prospects of loot are good! No matter how many Orks tum up frorna Household they only bring one heavy weapon.P81'. EXira points are paid for this weapon so you can choose cheap ones or expensive ones.!W@t'el1·. An Evil Sunz Boyz Mob consists of: FOR SO POINTS: 4 BOYZ WEARING FlAK ARMOUR AND ARMEDWITR A RAND WEAPON AND A BOLT GUN OR BOLT PISTOL (CHOOSE WIDCH YOU WANT FOR nm WHOLE UNIT).Jii EXTRA WARGEAR: A Boyz Mob can also have any of the extra gear shown on the chart below..WEARING FLAK ARMOUR AND ARMED WTm A BOLT GUN OR BOLT PISTOL REST OF TIlE UNIT) AT A COST OF 7 POINTS RACK PLUS S (THE SAME AS 'THE • Rti!l\WW~ljlt~~t~k*'f~).:gfH!!t4Mif:WMj W.. You may buy a Nob and a Mekboy.¥$~I. Each Mob represents the Boyz from one Ork Household and consists of 5 or more Ork Boyz.t-'1'.. It's entirely up to you.I:I%'J.*@<wijf¥Wi:!¥.~J.::.lli~1··li.f~~tlfliwAt:Y%J)M:.. Every Boy has to have the same extra gear.. even the Boy with the heavy weapon.N~8Jili. Some Ork Households tum up with only the obligatory 5 Boyz including one with a heavy weapon which they're supposed to bring when the Warband gathers.@.". AS MANY EXTRA BOYZ AS YOU WANT .. POINTS MOUNTS ODDBOYZ: For every Evil Sunz Boyz Mabin Lhe Warband you are entitled to' buy an Evil Sum. You may buy a Nob and a Mekboy.~l.t@ff'A1.t.f'.0··~t.i<i(·'. but not all three .jt:l1~f~%!%.w.£4 'fj:1~ REA VY WEAPONS: The Boy with a heavy weapon can have any of the weapons chosen from the list below.·:jif@%I~kt¥:Wj~Wiilt4&~lr' ~~'~m~:. VEIDCLES: An Evil S unz Boyz Mob may ride into battle in a Battlewagon. HEAVY WEAPON COST FOR EACH WEAPON flEA VY WEAPON COST M WS BS T W I A Ld Int CI WP -'.fj.m.i~Qi~~ttj.··. ...W!. or two Nobz. One Nob may lead the Mob in baule. Refer to the Evil Sunz Nobz' description for details and points values.*'·Wi. AND 1 BOY WEARlNG FLAK ARMOUR A~m ARMED WITH A HAND WEAPON A ID A BOLTGUN OR BOLT PISTOL (tHE SAME AS THE REST OF THE UNIT) AND CARR YINa A HEAVY WEAPON CHOSEN AT ADDmONAL COST FROM THE CHART BELOW. Alternatively the entire Mob may be mounted on Warbikes for the points indicated.~~Il$jki 95 .10.:iWi:·#·ii$M.EVIL SUNZ ARMY LIST EUIL SUNl BOYl MOBl Boyz Mobz are units. Other Householdsare more enthusiastic and send along more .1.*t.1!.. OT two Nobz.. literally Mobs.m_'~~~~g\'&1~:.

AND ANlJNUMITED NUMBER OF WILDBOYZARMED WITH A SWORD.Mob of Orks and follows it about. Sometimes they are taken into baule before they are properly trained. Every Boy has to have the same extra gear -!h. charging when the Orks charge. The Warboss may include a Wild Mob in his Warband consisting of: I DR.is uniformity is instilled in them by their Drillbosses as their first lesson in Ork Kultur. . The Gretchin copy the Orks' behaviour: shooting when the Orks shoot.lLLBOSS WEARING FLAX ARMOUR AND ARMED WITH A I-lAND WEAPON AND A BOLT PISTOL OR BOLTGUN AT A COST OF 20 POWl'S. and so on. which case they dress and fight in a primitive manner using simple weapons such as swords and bows. A Gretchin Mob consists of: ANY NUMBER OF GRETCHlN ARJ'o1EDWilli A HAND WEAPON AND BLUNDERBUSS AT 5 POINTS EACH In battle the Gretchin Mob latches on to a. In either case he is additional to other Nobz.he is always from the Evil Sunz Clan and either from the Warboss's Household or the Household represented by one of the Evil Sunz Boyz Mobz. If the Ork unit is wiped out the Gretchin simply latch on to another one.EVIL SUNZ ARMY LIST GRETCHIN MOB to stay within 6" of the OrkMob. CLUB OR OTHER HAND WEAPON AT 4 POINTS EACH M DRILLBOSS 20 points each 4 WS 4 DS 4 S 4 T 4 W 1 I 3 A 1 Ld 8 lot 6 CI WP 7 8 EXTRA WARGEAR: A Wild Mob can also have any of the exira gear shown on the chart below. in. At least one of the Gretchin has M ~ ~ S T W I A ~ W a ~ WILD MOB Wildboyz are young Orks taken from the feral communities where they are born. The Wild Mob is accompanied by a Nob Drillboss brought along specifically to lead them .

~ EXTRA WARGEAR: A Stormboyz Korps can also have any of the extra gear shown on the chart below. VEillCLE POINTS COST 97 ..~r~hN@PJhHE:d~~:~&~1]L. salute the Boss Otks and even polish their jackboots. Unfortunately such attacks are prone to the traditional Ork inaccuracy even when carried out by the discipline-obsessed Stonnboyz. Because they are disciplined and efficient they choose 10 call themselves the Stonnboyz Korps rather than a Mob.+.r4F~'~4#iel*tWM<R i roWER GLOVE 15 W*kThm\i~:. and sometimes even use jump-packs 'to make airborne assaults.q:'\.?ai·f$ . Such Human-style military behaviour is frowned upon by traditionally-minded Orks.. Stormboyz are very keen on efficient mechanical weapons and other wargear. Storrnboyz are efficient and take great pride in their uniformity.W~!:yt:~~fu:~V~r?-:-. ... Nevertheless.~f.WEARING FLAK ARMOUR. WEAPON COST FOR EACH WEAPON COST FOR EACH WEAPON lt~C)~11t~O!){:Q·\··. If the Korps is equipped wi th jump-packs then any Nobz or Oddboyz with the unit can also be bought a jump-pack at the same cost • il. CI WP HEAVY WEAPONS: IIEAVY A Stormboy with a heavy weapon can have any of the weapons chosen from the list below. ARMED WITH HAND WEAPON & BOLT PISTOL OR BOLTGUN AT A COST OF 20 POINTS . -~n~iWk~g~$. '+ ' .~..'¥X~§~~. It's entirely up to you.:. WEAPON COST PER MODEL ~\~':iff41Jm~lit~g*~'riJet%'f. the heavy weapon.EVIL SUNZ ARMY UST STORM80YZ KORPS Stormboyz are rebellious young Orks who drill regularly.9bk:.··~~~!l£~~'~~i'f~ iN. even the Storrnboy with.T '.~?tfbt·.. This may be upgraded to a Blitzcannon shown below.f. (CHOOSE WInCH YOU AND 1 STORMBOY WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN WEAPONCHQSE AT ADDITIONAL COST FROM THE CHART BELOW.mFWMiK. Stormboyz take war very seriously indeed and are grudgingly acknowledged as amongst the hardest of all the Boyz._ at the points cost i VEHICLES: A Stormboyz Korps may ride into battle in a Battlewagon.i\tiji1T. MULTI-MELT A }ffiAVYBOLTER HEAVY STUBBER 'R. AND CARR YlNG A REA VY PLUS AS MANY EXTRA STORMBOYZ AS YOU WANfWEARING FLAK ARMOUR AND ARMED WITR A HAND WEAPON BOLTGUN AT A COST OF 6 POINfS E. march in step.C. . Extra points are paid for this weapon so you can chose a cheap one or an expensive one.. Every Storrnboy has to have the same extra gear.'Iii •.··:'li:®.t. A Stonnboyz Korps consists of: FOR 40 POINTS 4 STORMBOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN WANT FOR TIlE WHOLE UNflj.ACli AND A BOLT P1STOL OR • PLUS AN OPTIONAL DRILLBOSS .~F' rr.\-ij4.Hff.lli.·.fiA~...

. PL S A AS MANY EXTRA MADROYZ AS YOU WANT . The Mad Boyz will probably cause equal discomfort to both sides. An Evil Sunz Warboss may have one Mad Mob consisting of: FOR SO POINT 10 MADBOYZ WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOLTGUN (CHOOSE WHICH YOU W ANT FOR THE WHOLE MOB).WEARING FLAK ARMOUR AND ARMED WITH A HAND WEAPON AND A BOLT PISTOL OR BOL TO UN AT A COST OF 5 POINTS EACH.• ~1i¥ l' ·~'f'§F 2 . The Mad Mom go to banle with the Test of the Warband. Madboyz are regarded with a mixture of am usementand awe by ordinary Orks. ORK M.M WEAPON CHArNSWORD-PQW~ GLOVE..Mad Mobz. Due to their behaviour they are grouped together in a Moln of their own .rk)Y' t___ MELT~ftnQcBO~ WEAPON COST PER MODEL ~>1N¥'.PJs't01!J .lli:i· tS 7 ~ KRAK STIKKBDMZ SMOKE STIKKBOMZ • 98 .!lJBOYZ' -M 4 W US 323' 3'4 T W I A 1 1- 1 Ld 7 Int 6 CI 7 WP 7' EXTRA WAR GEAR: A Mad Mob can also have any of the extra gear shown on the chart below. 10 have the .otherwise the whole lot would fall about squabbling and bickering over it. but they have an uncanny knack for doing exactly the right thing at the right time.14'md-~OMZ. but the other Boyz may wisely decide LO keep a safe distance from them. Every Madboy has same extra gear ..•.TkBXTRA:iBGlL'J'. OSTPER MODEL . POWER SWORD - ..EVIL SUNZ ARMY LIST MAD MOB Madboyz are deranged Orlm who display a wide variety of idiosyncratic and often imitative mental disorders..

Sign up to vote on this title
UsefulNot useful