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ROLL Tere At] er uc.) ‘Andy Chambers, the Warhammer 40,000 Overfiend, acts as ‘system head of the Warhammer 40,000 game. His many ‘duties include ‘overseeing the Chapter Approved column in White Dwart, feeding the assistant games developers and trying to be both big and clever with variable degrees of success. Andy ‘has played a big part in the evolution (of Warhammer 40,000 with many credits to his name, including the second and third editions of Warhammer 40,000, Battiefleet Gothic, Codex: Orks and Codex: Tyranids. By the time you read this, the Chapter Approved column will have been runring in White Owart for over fity Issues. From its humble beginnings as an effort to put regular ‘gaming material for Warhammer 40:600 into White Dwar, the column has evolved into a vital tool for the, engoing development of the Warhammer 40,000 game. Chapter Approved has brought a rogular influx of proposals, suggestions and even whole Codexes from dadicated gamers all over the world. These have ali helped to shape the way the Warhammer 40,000 game has progressed as we've brought out new books and miniatures, Chapter Approved has also given the contributors and the Warhammer 40,000 team {an arena fo publish new ideas, make rues changes, answer questions and introduce varant amy lets where they wil reach as many chiar Warhammer 40,000 gamers as possible. ‘As we have gone on to reprint and revise citfrent books we have been able to take the ‘opportunity to correct mistakes and errata previously featured In Chapter Approved, so in this volume yeu'l find several Quostions and Answers pages replaced with Cooex uodates in accordance wih latest reprints, these can also be found on the Games Workshop webste i you.don't want to snip out the ones inthis book. Interestingly, as the game lise has evolved Cover recent years, the hobby has also evolved. There Is an aver-stengthening network of clubs, tounaments, everts, Outiders, Games Workshop stores and elite retailers working to bring players together and build on that ‘common fascination we all have with creating exquisite armies and leading them to destruction. I've included a few pages in this ook as a salute to these tireless solders inthe long war for posterty, and to get free pints when 1 un into them. O! course Warhammer 40,000 ita is expanding ever faster now that the Black Library has published so. much ‘axcallont fiction set in tho Warhammer 40,000, universe, Forge World continue to expand their rango of qualty resn-cast vehicles and torain, ‘and Fanatic Games support the Wartammer THE THIRD BOOK OF THE ASTRONOMICAN 40,000 specialist games. tke Necromunda, 40,000. Inquisitor, Battfleet Gothie and. Epic WHY DO A COMPILATION? ‘There are lots of reasons, One is accessiilty; ‘5 the column's gone on i gets hafder and harder to track down al of ft, and its easy to miss @ few issues here and there. Another is that having to refer to-a stack of Write Dwarfs ‘during a game ot chop up your collection to put them in ebinder is a pain. Yet another is that we (et to take another look over the articles and Update them in light of player feedback, or replace them with now material as approprat. 1S ALL CHAPTER APPROVED MATERIAL OFFICIAL? ‘Yes and nel Chapter Approved was never Intended to be lust official amendments. and ‘errata for the Warhammer 40,000 game ~ tht \would make it very ull indeed. However, muct fits cantent is army lists, OBA and other ‘expansions or clartications which players ‘naturally want 1 know il hey come with the fll force of rules-lamyering behind » them, ptculary in relation 1 toumaments and one- Of gemes against new opponents. Personally, | consider it essential to be able to publish new ideas and alternative ways of playing the game through Chapter Approvec, and this was much of is original intent. The Wamnammer 40,000 universe should remain a galaxy-sized sandpit to encourage and. exercise tne imagination ofits players and not become strajacketed into a chess board for tournament play So in order to make it easier to identty which bits are which Chapter Approved artcles are now organised into two ‘yes (an dea stolen from Jarvis Jonson, tke ‘most of my better ones) * Trial Rules: These are ettectively proposed new rules which we feel need further testing ‘and consideration by players before they become @ permanent(ish) part of the Warhammer 40,000 game. I's generally best to assume that these will only be used by pilor arrangement or a general agreement by 8 gaming group to adopt them as ‘house ‘ules. Trial niles are ones which we feel have good effects on the game and can be tecommended on that basis but may change the balance of power ior ceriain armies and missions. andior alter game dynamics enough for surprises to occur. As such, ‘toumament organisers and players meeting for the first time should specity which trial rules will be used. Onoe we've had enough feedback to update experimental rules and feel confident that they're ’A Good Thing’ they will bo published as Chapter Anoroved. ‘+ Chapter Approved: These are official ‘modifcationsiclartcations/adltions 10 the \Watnammer 40,000 game. This isthe detaui for anything that's in Chapter Approved i's not noted as baing expermentalin some way. Note that even if something is Chapter Approved it ‘may later get modted and updated in ight of player feedback ~ i's nat carved in stone as they say. WHAT ABOUT THE OTHER CHAPTER APPROVED BOOK? The crigial hope fad been to Keep all the felevant’ material {for previous volumes of Chapter Approved in each annual but this has Proved impossible dua to constrains of being able 10 pick the thing up. As such, some material has been reproduced here and the remainder is avaiable. as downloads on the website: ww games-workshop.co.uklchaptorapproved in case of confcts, the latest annual takes precedence over prior editions of Chapter Approved. WILL THERE BE MORE CHAPTER APPROVED ANNUALS? Annual means ‘yearly’ so yes... eaty ‘Anyway, enough reading this long introduction, there's much more interesting stu inside so off wth you. | can’ believe you've read this far in the fist place so thank you for your time, be ot | Al ae WM IS IT CALLED THE THIRD ‘BOOK OF THE ASTRONOMICAN? Because back in the ary ay ofthe fest ‘ecion of Warharrmer 40,000 there was @ (Chapter Approved column in Whata Owart and book called Chapter Approved! Tho First ‘Book of he Astronomican In Roneur of those ‘early proneers i the dark universe of Wamnammer 40,000 (ong since kil of by Cotachan Basking Toads, but thar anchor ston!) we have decided to continue that radon Tha and the fac that W's 8 good tle to steal ofcourse! | | | | CHAPTER APPROVED BY: ARTWORK: ‘Andy Chambers, Pete Haines, Andy Hoare, Phil Kelly & ohn Blanche, Alex Boyd, Paul Dainton, Wayne England, Gav Thorpe. David Gallagher, Neil Hodgson & Karl Kopinski. CONTRIBUTORS: MINIATURES PAINTING: Chis Gohiinhorst, Graham McNeill, Space McQuirk, Anthony Miniatures painted by the 'Eavy Metal team, Mark Bedford Reynolds, Dave Taylor, Che Webster & Adrian Wood. ‘Andy Chambers, Martin Foottt, Andy Hoare, Matt Hutson Phil Kelly, Mike McVey, Dave Taylor, Jonathan Taylor-Yorke, PRODUCTION: Neil Thomason, Anthony Warrington and Stuart Witter. Graham Davey, Tom Hibberd, Matt Hutson, Phil Kelly Mark Owen, Gareth Roach, Paul Sawyer & lan Vincent. PRODUCED BY GAMES WORKSHOP: ‘Games Workshop & the Games Workshop logo tas, Adeplus Astates, Adeptus Mechenicus, Archon, Aspect Wartor, ‘Assassin, Avatar Basilisk, Biovore, Blood Angels, Blood Claws, Bloogthiste, Blvo Horror, Calidus, Canoness, Camifex, Celestia. ‘Chaos Space Marines, Chimera, Citadel & the Citadel logo, Codex, Confessor, Culoxus, Daemonettes, Dark Angels, Dark Eldar, Dark Reaper, Deatwng, Demolisher, Dre Avenger, Drachon, Oreadnougr, Earth Shaker, 'Eawy Metal, Eldar, Eversor, Exarch, Falcon, Farseer, Fire Dragon, Fra Prism, Flames, Flash Hound, Ganestealer, Great Urelean One, Gretcnin, Grey Hunters, Grifon, Grol, Haemoneuius, Helound, Hive Tyrant, Hormagaun, inmotator, imperial Guard, Incubus, Inquisitor, Jatbike, Keeper of Seerete, Knoine, Land Raider, Land Speeder, Leman Russ, Lior, Long Fangs, Lors of Change, Mandtake, Mekboy, Missionary, Myoetic Spore, Noo, Noise Marnes, Nurgle, Nurging, OffcioAssassinorum, Ogyin, Ork, Phoenix Lord, Pirk Horr, Plague Marna, Preacher, Prodator, Peyker, Raider. Rating, Ravager Ravenvaing, Razorback, Reaver. Rhino, Ripper Swarm, Rough Rigers, Samm-hann, Scourge, Sentinel, Seraphim, ‘Servitor, Shining Spear, Sister of Bate, Sister Superior, Sleanesh, Space Marne, Space Wolves, Spore Mine, Stomboy2, Stiking Scorpion, ‘Succubus, Swooning Hawi, Sybarta,Tarmagant, Terminator, Thousand Sons, Tyran, Tzeentch, Vindicare, Vindicator Wyper, War Buggy, Warharomer, Warlock, Warp Spicer, Warrak, War Walker, Wave Serpent, Weirdooy, Whirwing, Wolf Guard, Wrafhguard, Wralthiord, Wich and Zoanthrope are all rademarks of Games Workshop Ltd. Scatter’ dice are UK registered design no, 2017484 {All artwork in a8 Games Workshop products and he images contained therein have been produced etter nchouse or as work or hire. The copyright in the artwork and the images it depicts isthe exclusve property of Games Workshop Lid, Allghts reserved. No part ofthis publication may be reproduced, stored in a rerieval system, of trersmitied in ary ‘rm or by any means, electonic, mechanical, photocop}ing, recording or otherwise, without the prior permission of Games Workshop. © Copysight Games Workshop Lid, 2002, British Cataloguing-n-Publieation Data, A catalogue record for this book s available from the Bish Library uk us AUSTRALIA CANADA, GAMES WORKSHOP, GAMES WORKSHOP, GAMES WORKSHOP, GAMES WORKSHOP, WILLOW ROAD, 672) BAYMEADOW DRIVE, 23 LIVERPOOL STREET, 2679 BRISTOL CIRCLE, LENTON, GLEN BURNIE, INGLEBURN, UNITS 283, OAKVILLE, NOTTINGHAM MARYLAND, NEW SOUTH WALES, ‘ONTARIO, NG7 2ws, 21060-6401 2865 LsH 628 Games Workshop World Wide Web-site: wwrw.games-workshop.com “CHAPTER APPROVED. The seven different sections of this book are colour-coded for ease of reference. The coloured circles below show which colour code refers to which section, ARMY LISTS e@ CODEX UPDATES Feral Orks... . ala gaa .4 Codex: Space Marines -.11 Codex: Armageddon. Gaunt's Ghosts Armageddon Imperial Guard Regiments ....18 Codex: Orks.......... .34 Codex: Blood Angels & Codex: Catachans. . 94 ..42 Codex: Eldar & Codex: Craftworld Eldar... . 95 Codex: Dark Eldar. ... MISCELLANEOUS RULES Codex: Dark Angels ........ Trial Assault rules. . Minor Psyker Powers . ... Transport Vehicles . Kroot Mercenaries . B a HOBBY INFORMATION e@ m 64 Tactica: Cityfight......... Deathwatch Space Marines ....... :. 74 ‘Eavy Metal Showcase . . The Emperor's Champion. . Teenie 76 THUIColour Schemes... Painting Chaos Space Marines. SCENARIOS @ club Network contacts... Cityfight Subplots. .... .77 Tournament Winners . . Outriders and Techpriests ... QUESTIONS & ANSWERS Letters....... Questions & Answers Codex: Tyranids Q & A Codex: Space Wolves Q & A Codex: TauQ&A......... ‘And They Shall Know No Fear. by Space Mcquirk, Andy Chambers and Pete Haines SPORED TO BE WILD tk invasions are devastating to the hapless planets they descend upon, When the Waaagh! finally leaves the battle-scarred planet in search of fresh ‘conquest, the Survivors emerge from hiding and the process of rebuilding must begin. Unfortunately for the planet's inhabitants the Ork threat does ‘hot end when the vast hulks leave the system. A small trace of the Ork Waaaghl is left behind and will in ne {grow into a new menace known as Feral Orks, All Orks give off epores which are dispersed on the wind. A few of these ‘spores may tall into remote zones on a planet's surface, the dense jungles or dry anid plains, places where most Civilisation finds it difficult to survive The spores rapidly infest the area and grow withoupthe threat of discovery. Over a relatively short period of timo, these spores will mature into full-grown (rks and band together in loose tribes, SURVIVAL OF DA BIGGEST At fist these tribes are small in number and are of litle threat to the planet's inhabitants. The Orks are uncivlised, ‘even by tho low standards of Orks. They have litle concept of language and no grasp of technology. At this early stage in their existence they are hunted and preyed upon by all manner of savage beasts. Its a very important stage in the Feral Orks’ development, where only the strongest will survive ut of this period a particularly ‘cunning and strong Ork will emerge as the leader and the other Orks will gather round him. It's at this point that a Feral Ork tribe will begin to emerge. The tribe learns to fight against their natural predators through use ofits numbers and, as it grows and expands its territory, more and more Orks are The Feral Orks learn to scavenge weapons and equipment left by the previous Waaagh! Although much of the technology Is far too advanced for them, it does not take long for the Ork to realise the gruesome effect of pointing the noisy metal thing at an enemy. Minutes atter this incredibie discovery the tribe will go to war, shooting at any targets that come before them, conquering all the other rival tribes and uniting under one banner. DA TRIBE The tribes usually take the name of the eadly beast tha pased them the ‘greatest threat before they became kullured. As more and more Orks join the tribe they are able to specialise in their abilities. The biggest and strongest Orks are able to bully the smaller and newer members of the tribe to hunt down prey. They take the approach that the bigger you are, the more you need to eat and, therefore, drawn to the group. the bigger your portion of the kill, Few ‘Orks dare argue with that kind of logic. ‘As the smaller Orks spend much of their time hunting down prey, they become excellent shots. Others learn hhow to track and trap their prey, taking the skulls or hides as trophies of their prowess. Some learn to make use of the beasts of their home world using them as mounts to hunt down fast prey. Some will discover other primitive tribes, and so the main tribe grows exponentially. AAs the tibe expands, claiming more and more territory, its inevitable that will clash with other races, Al first only small outposts will be attacked, Then the tibes will strike in massive raids against towns and entire cities, before swiftly disappearing back into the wildemess. With each new raid the tribe gains more and more equipment and more and more thirst for battle until it will launch itself on a frenzy of conquest, Once the Feral Ork Waaagh! has started, it can gain an unstoppable momentum, The entire planet will become consumed by the Orks in a furore of battle, until all that there remains to fight Is each other, which they do with savage abandon, a or rk the. 2 w ic ve Foral Orks aro of a similar mindset to their more prominent cousins and use the same special rules, They may have mixed armour within units, use choppas, utlise the Ork Mob rule, use Grol mobs for cover and invoke the Power of the Waaagh! WYRDBOYZ are reluctant psykers who Wafer tno nose expioding. ‘They draw their power trom the ‘Wagaghi! energies subconsciously released by other Orks' excited minds ‘as they go to battle. This energy can {row to Such an intensity within the \Wyrdboy's mind that he ts unable to control it resulting in his brain bursting from his skullinan almighty blast, For this reason they prefer to stay away from battles, but the Feral (rks need their talents to make up for their lack of heavy weaponry and tend to insist that the Wyrdboy turns up. Despite being an Independent ‘Character, unaccompanied Wyrdboyz are treated as one-model units and ‘must test for Last Man Standing at the start of each turn. "Eadbang: When using his powers, the Wyrdboy will never suffer an attack by Daemons from the Warp but, i he ros 2 2 or 12, suffers a Strength D6 hit as the barely contained energies build up to cause an Eadbang. \YWYRDBOY POWERS 3 The ‘may choose to use one ofthe following powers per turn. Psychic Vomit: Unable to contain the rk energies any longer the Wyrdboy vents it forth in a stream of green psychogenic energy. Place the flamer template with the narrow end touching the Wyrdboy: Each model even partially under the template suffers an ‘automatic Strength 4 hit. Gork'll Get ’Em: The Wyrdboy's beliet in Mork and Gork is so complete that it ‘causes a manifestation of their power. ‘This takes the form ct a large green tist or foot descending from above. This ‘counts as a shooting attack. The Ork Wyrdboy must be able to see his target, and rolls to hit as normal ange 72° Strength 8 AP~ Assault 1, Blast Where normal Ork societies have a ‘smattering of Meks and Mac Doks these are not evident in Feral Ork sociely. Instead they have Ork specialists known as Pigdoks who specialise in the training, adaptation and healing of beasts. Ithas been argued that the Feral Orks' low technological base means that their ‘survival is dependent on thor offoctivo Use of the animals such as Boars and ‘Squiggotns. For battle, Pigdoks build special syringes with big red knobs which can be pressed to inject Cyboars with a high dosage of adrenaline stimulant. The effect is to make the beast more aggressive. Before the came each Pigdok may attempt to dope one unit of Boarboyz, Squiggoths, Herdas or Madboyz. He ‘sug0eeds on a roll of 6, modified if he \s assisted by one or more Styboyz. It Suocessful the unit affected gets +1 Strength for the duration of the game. A.unit may only d¢ doped once. In most cases characters are upgraded from ordinary troops. Where this is the case, the character keeps the basic weapons ‘and wargear of the mob he’s part of ~ for example, a Brute Nob has a Slugga and a Choppa. This doesn't prevent you from picking extra weapons for him from the Armoury, although the restrictions on the number of weapons that can be carried always apply. Ork characters may have up to two single handed-weapons, or one single handed weapon and one two-handed weapon. ‘You may also pick up to 40 points of extra wargear for each character from the Wargear lists (60 points for a Warboss). The full Wargear rules are on pages 34-37 of Codex Orks. You cannot take duplicate items for the same model, except for Grots and Squigs (up to a total of 3 — see Codex Orks page 7), and all wargear and weapons must be represented on tho model sicicwunneo wearens Twouanoeo wearons ae a core caarance neem Pie it aid [fl eeten ane = nee, he Seti ic Str ol ee “Uge choppa Spts WARGEAR FRokkitlauncha. apis Attack Squig.. Spits Ce eee ac Sates piece, thccrns 23s lh: [aeluleaan ronan aa 2s ; caieee oy ettae pat acsea a hes ie rl nora Ary ingades oe mb ree a |. | Rereiee mete! he dae weetes my be ene Git yoy Pas n gS | [ess a nanos He | |ceoeee HS Sever ees al rmipy oe Seirus) ag pers a Saeed ene eg poet oe ee on 205 faa] Soinons st sand cone Ps So ine re ll et he dy i roe ite In action 1 tems desorbed in Codex Or the Feral Orks have some unique items of cn, which tunetion a Yoon Bangstikk: Bangs are long pois with ‘exalosves strapped to the end. Used bxousivly whe mound 09a Boar, they are precise of weapons as they are anced. The bangstikk is used jus ike 8 Krak grenade to stack vencles a bunkers. However bangsthks double the DE ‘ol for peneiating armout giving them an Femaut Pensiralan of 6x(06x2 Boar: Ridor counts ac cavalry - s00 page 99 of ‘he Warhamma 40,000 rulebook Cyboar: The ier counts as cavaty see page SX tho Workammor 4.000 wlotsoc A yoo etrmel tough enor with pies and bors nbs, as fs uke Eytiades andnas an ryecton doves rich Purp fl ot simulans: Becauoe ofthe Toughness ofthe Cybour ars ts valve ae cover, their cous as berg n‘eay amour and Gate a 4s armour eave the oni augmentation Makos the Cyooar a potetadstonal weapon Grantng ne fae" an scatona cose coma Stank Dung aceas and aneoprg advances, mmeels mounted ona Cyooer tht pass hou atl eran are tiled 003, the Cyboet has a tendency to But ook and oes. ‘Super Cybaar: & Warboss can init a particulary sklled Pagdok to ungrage ns Cyooar ilo @ monstrous combination of beast and ‘machine. & Super Cyboar olwe the same rues J} 852 Cyboar butt gues the Warboss a 3+ save | ‘A Feral Ork Warboss is ne | ‘strongest and most cunning I rk of his tnbe. He must constantly fight chalengers to ‘maintain his authority, When not J) fighting for his postion. he leads his Inde an raids an other Feral Ork camps fr any ofher communities in his vicinity, He wit gather the best warriors of his tnibe together into @ warband, stiking ut on hitanae-run missions WARBOSS.... Bodyguard: The Count as a separate HO Independent Character: Uniess accompanied by Ns Becyausrd (se below). the Warboss san Independe charactor ana fouowe a the rles for ndependent cn (hue to the massive amount ot mmotal and srmeue pate In fagotto, tho Cyboar i ted wth hts commonly known a8 Da Big Rod Knob. The i eesentaly an inject system which pumps somms nto the Boar's system causing to hurl forward at Snalnriy akties ‘Warbocs wi have the system linked up witha other {Cyooars in his unt, 90 that wen he presses the knob al the models nt unt fagvance wih him, This allows the Cyboar riders to Use the Float of Foot res, Shooting phase Flash Furs, Skull Trophies, Toot Necklac Huntas who have managed to stalk are kit particularly powerful or dangerous prey wil ars pok, oF takes Sku as a badge ot honour These count as two models when Calculating mob 828 for Mod Sze fete ony Grot Styboy: A GrotStyboy is adent at tencing to Boars arel Cyboars anc can provice valuatle assistance fora Pigdok. When a Pigdok Attempts to dope a unit he may ad to his ice rl foreach Styboy assistng him. ‘Shiny Bita: Foral Orks are superstious in the fextrome and val somatimes get the ea that ‘an otherwise useless objec is realy a powertu Points arbors ws BS Warboss 60 6 2 talisman. An Ork with shiny bite may rH an faled Armour save once n he game \Warpaint: Feral Orcs often daub themselves ‘yes an paints tha the Wyrdboy has prepare inthe hope thal some of his iatent payee Fowers are absorbed in the mex. A model protected by warpaint is Ao affected by esych Fowets on a D6 rol of 6+. The power sl ‘orks, Dot any character thal makes his Save ‘it be unaocted, Wyrdboy Stikk: Wyrdboyz requenty cary ‘copper staves fo give themselves some prstecton against Eadbangs. When a Wyrdbo veth a Wyrdooy Stick sullers an 'Eaabang he ‘may reel the Strength of the atack. e+ 60 point Tow a is sv 6 4 3 4 4 Sie Options: A Warboss may be given ary equioment allowed fom the Feral Ork Armoury. 127 be accompanied by a Bodyguard (ee enty below) Ii he has a Bodyguard he the Warboss and his Bodyous/d ere resid as a Sngla unt dung bal. Note fat the Bodyguard Goes ole (If does nat use up an HO sit as given in he Warhammer 40,000 nook wARgoss’s BODYGUARD 20 points —__Points/modei_WS 88 _S TW 1 A td sv _ Nob) 20 4.2 4. aa ames eye Number: The Warbess may bo accompanied by between 5 en 10 Neb ‘Options: The Nobz may bo gvon any equipment lowed from the Feral Otk Armoury. PIGDOK .... 10 points intsmodel ws x \ Pigdok 10 3 3) 13) 4a Number: me Warboss is accompanied by &Bodyguara he may als be eecopared by up to wo Pigdks. ‘Options: Pigsoks may be gven any equipment alowed fom the Feral Orc Armoury, 1 he Wartoss ts mounted then his Bodyguards must also be mounted on Boars or Cyboars he ‘Warboss is ring a Super Cyboar then al Nobz n he unt must be equiped wth Cyooars. Cyboars ‘can on Be sleced i there's at least ore Plgdok inthe Bodyguard 6 FERAL ORKS ; | . i a 0-4 WYRDBOY..... . . «+ + 50 points Points WS BS S$ T W | A id sv wyraboy 50 SaT. ae aaa le) ae ‘Options: A Wyrdboy may be given any equipment alowed or Wyrdboy ron the Feral Ork armoury. Minder: The Warboss may ue Brite o make Su the Wyecboy os whats expocod of hin. tne army contains 2'Brte nob e 10 er more Bale than 25 of nce may Geta to fom ant wh he YyrdBoy. These cannot clude Brits wit) upgraded weapons or Brite Nota Independent Character: Unless accompanied by Minder (see above) he Wyrdboy isan independent characer ‘lowe al he Ales ot ndependert charactors as gven ie the Warharer 40,000 rleo00%. Pyehie Abies: See Wyrdboyz and wyrdboyz powers in he Feral Orks Spek! Rules seston. Although all Orks are innately psyche, a rare few have the ‘bility channel this power. ‘Most of these Sharman, or Wyrdboyz as they are more commonly known, are bulled and used as just ‘another potentially destructive weapon to cary into batte, In bate they ‘accompany the mobs, soaking up the raw Waaagh! energy that large ‘numbers of Orks create, channeling it ‘nto a powertul psychic burst OD BRUTES .... Daten: 9 points per model Pointsimodel__wS_9$ 7 Ld sv Brute 9 sD Gees a Nob. m 2. a.) ae 3 Mob: The mob sonsts of betweoan 8 and 20 Beutos Weapons: Siugga ana enoppe ‘ations: Up to twa models can have ether a buna at +6 gi, oF rok launcha at +10 ps Character: For an atonal costo! +11 pls one ofthe Boye may be upgraded Io Nob. Tha Nb may be given 10 points per model Pointsimodol__WS BS ST W_ 1 ‘Trappas 10 ae er Nob +10 2 4 38 8 ee Mob: The mob consists of between 6 and 10 Trappss Weapons: Tho models in tho mob may be armed with ether @shoota or @ slugga weapons in the me). Options: You may give your entra unit ot Trapnas lash furs ata cost of +2 ps ea. acter; Foran atonal cost ct +8 ots one ofthe Tracoas may be ungraded t @ Nob. The Nob may be Svan any edlapment alowed by te Feral Ork Armoury chop you may have SPECIAL RULES ‘nfitrators: Trappas ar fitrators and follow te special scenario rules fr Ifiatrs. ‘Slippery: Trappes sneak through cover easly. so tne rll an extra DS when fling to see how tar hoy can ‘nove trough emcut terra. Set Traps he gare is beng og sing he Junge Fgrng les, Trappas may set Deo iaps. Each unt ot “apa allows You eet twee Gooby Taps. Those are bough at he cos Baw. BOOBY TRAPS SPECIAL RULES Fire Bom fer similar n appearance to BOOBY TRAPS a bang trap, a fire bom explodes in a Points Str AP. ‘shower of highly combustiie iqud. Place the small Blast marker so thatthe contral Fire Bomb 24 5 hole is over the model that ggered the eviee, Any models fully under the Blast marker are hit automatcally and any partially under are hit on a 4 unii Pit: A simple, crude but fective trap; Set Up: Sooby traps are set up using the rues hat canbe found on page 21 of Sex: Catachans be a smal pt wih sharp stakes placed atthe bottom which is covered with various foliage. Piace the small Bast marker so Ignore Cover Saves: ll booby traps ignore ca. tat canal moor tr ht ae awakes | triggered the device. Any models full ae oe met oes Under te Blast ancora ht atomascally oro, nie shay paral anges ht on ee ee ‘Ifyou have a suitable tarrain then ‘stikkbombz strapped crudely together and = in ‘atactied to a trpwnre. The resultant explosions tS May be placed on the table to {caiactysmic detonation offing shrapnel that Fepresent dificult terrain for the remainder ‘affects the mode! tiggering the trap only. of the game, Whilst the abtity to shoot prey is essential to a Foral Ork {nbe's survival, they sti relish ‘ese combat. Some Feral (Orks are far larger than the others and pend the vast majority oftheir time ‘maintaining order within the hierarchy Of the tne, usualy by maans oftheir ‘sheer brute size. They allow the other ‘smaller Orks the privilege of hunting for therm, takang the pick ofthe prey that ‘the Huntas bring back Feral Orks do not nave the ame resources as normal (rks and are dependent on a elect few highly skilled Orks to bring them food to eat and furs to ‘ear, Many of these Orks band together info ete groups that cal ‘memselves Treppas. The Trappas have perfected the art of setting snares and ‘igging staked pats in order to caton ‘eit prey, and ara skiled at sneaking Lup to targets for the kil, Thesa talents are also usetul on the batletiotd Trappas offen wear thick pets of fur skinned from particularly vicous animals they have caught as trophies. ‘ita particularly skiled Pigdok fives within the tribe then ne offen spends his fee time ‘manufacturing bombs and ‘explosives. Thase Orks fortunate ‘enough to possess a cache of ‘stkkbombz group together in raids. Envied by most ofthe other Orks in the tnibe these Stick Bommas revel in the noisy destruction their deadly barrage can cause. In order to survive the harsh habitats in which Feral Orks Jive, many group together jn large mobs. Not yet skiled in {ne ants of hunting and trapping, hese ‘gangs of Orks rely on strength in ‘numbers to protect themselves from predators (including other Orks). They hunt in farge mobs, depending on the ‘sheer numberof their uns to kl enough prey. Compettion within the ‘gangs is ferce as food and supplies ‘are fmited. Crly he strongest wil ‘acquire the best weapons and gain he larger portions of the ils. ‘A Foral Ork raiding party will often come across a small ‘community of Orks that have ‘spored up away from the larger tubes. These Orks are usually armod with the most basic primitive weaponty such as clubs or spears. The Ork raiding party wil bring these wild Orks back to their tibe and over @ period of time will {each thern da proper Orky way. Before they are trly accepted in the tribe they ‘must prove their strength ina raid using ‘only the weapons they were found with As with other Orks, Feral Orks are often accomparied into ‘atte by groups of Gretchin, ‘Most Feral Orks have lito ‘concept of technology and ‘occasionally ther introduction toeven the simplest mechanical devices wil be foo much for the Orks' small brains to handle Won this happens an Ork can become psychotic and lose what tle rational thought processes he had in the first place. These Orks are known ‘as Madboyz or Nuttas and are grouped together on the batisfield. Atough Unpredictable and erratic a times, they can prove extremely effective. 0-1 STIKK BOMMAS. . . Pointsimodel__WS_B: Twiusa v Boyz 10 Zino Nob +13 42 4 « 23 270 Mob: The meb consists o botweon 5 and 29 Stk Boma. ‘Weapons: Siugaa, cose combat weapon rag and kraksthkbombz Options: Up to to models i the unit may be equpped wih A big Shoota at +72 pls, a ORK Mae 3 ‘HO pis ora buma at +8 pts, (Character: Foran akional cos of +11 ts one of he Boyz may be upgraded to & Nob. The Nov may be give ny equipment alowed by the Feral ck Armoury, HUNTAS, Hunta Nob Mob: The meb consists of between 10 and 30 Huntas. i: Weapons: Shooias Options: Up to two models in the ust may be equpped wi a bij ehodta at +12 pls, @ rok launch at +10 pls ora burma at +8 ps, CCheracter: Foran assitoral cost of 12 pts one Hunta may be upgraded to @ Nob. A Neb may choose any {euipment rom te Feral Ok Armoury. steserseees 8 points per model Pointsmodel__WS_BS_S_T W 1 A id Wildboyz, 8 3 3 3) Seagate wer Nob +2 4 2 4s TOR aries, Mob: A Wiliboy mob conslats of between 10 and 30 Wildboyz Weapons: Choppas and a hand weapon such asa club ar dagger ‘Character: The Widboyz must always be accompanied by a Neb. The Nob may be given any eigment tem the Fora’ Ok Armoury GRETCHIN MOBS .... MADBOYZ. ... Points/model__WS ST wit Aa td sv Madboyz 7 3 e 4 1 2 omer en Pigdok 10 3 3.4 4 2 17 ee ‘Mob: The mab canst cf between § and 20 Madboye Weapons: The Madboyz may be armed wit ether a shoota ora siugce and a choppa Character: Tne Madoyz may be accompanied ino bate by a Piosok. The Pagdok may be given ary fqulpment alowed trom te Fetal Orx Armoury. See the PAQSOK spec ues. Special Rules: Macooy2 ar feaviss ard ignore all moralo and pining tests. Other Orks hagp tet distance ‘nd wil nevar mod up ith thom. At the sta of each Ork tur rl a DS foreach unt natin an Besa. on 8 Tol of | the Madboy2 are ‘turbed. Rl on the table Below. ‘MADBOZ DISTURBED BEHAVIOUR TABLE 3-4 The confused gibbering of one of the Madboyz spreads 1. The Madboyz fight amongst themselves because they realise through the unit until they are convinced oftheir doom. The the other Madboye are ‘lookin’ at ‘em funny’, Roll 1 aitack per -—-“Madboyz fall back, automatically regrouping at the end of the ‘Madboy ia the unit and inc these hits on the unit. The ‘move. If caught in crossfire, the unit is destroyed Pigdok (if any) does not have to join in but can be hurt. 6 The units overcome with images of hero'sm and decide to 2-3 One of tho clouds is striking image of an Ork god but the show the other Orks the true meaning of being Orky. They this tpt aso whothrifs Gorter Mok wo hes eppored ‘may move an additional D6" straight foward the nearest before therm and begin a frantic argument. Count as pinned. enemy unit in the Movement phase. 8 FERAL ORKS ir tan Ork is @ particulary BOARBOYZ ........ 12 points per model ‘adept Trappa then he may be fortunate enough to caich a Points/modol_ WS BS S$ T W I A Ld Sv wild boar. Ifthe Ork is brave Boarboy 2 FT > Syne neesto with s laroo stk paraded to Oyboars ste cost of'5 pons per Model gine cities forge at Character: For an acitcnal +22 pis ene Soarboy may be upgraded to a Boarbey Neb. He may pick ny rgpar rom the Feral Onk Armoury _) HeRoa oo KisS pect Some Trapoas inthe tbe eens eee prctr ota vous Sigs {o-bocome thor ow perconal Points/model T A sv hunting pets. They take these Herda 9 aay «Aa 21 ac basis, who are oval only to tet. Squighounds 5 amc 3 3042 Gs aihe master’s wn, on hunting expedtons to traok down pry ore eceasioal of 00: Te mob cones ot Her and been 10 and 20 Seughound rnaway Grot vvespons: og and hopes. The Squghunds ar aed wih Page ten Ee ee es eh ee Spec Rule: fe Hera ile, he pack pores atthe and ho prase-—toat am as dose ‘ ‘On rare oggasions a lucky WANERE. AW ae ee... pe are ges _ darnaged vehicles fet by Poinsimodel WS 8S ST W 1 A id Sher forces. I hor Pigdok is ae ° Sse aa ee stiled enough they often manage 10 Nob +2 3k ti eeaeed) 8 7 oe get he vencle up and running using Steam, pedal or even pure boar power. Tho Orks wil then nde into batt. Mob: Tho mob cont cf between § an 10 Junk boyz ng nf any spare space of thoi weapons: Tho Jinks have eter a shoot ora gga anda choops. The mob may conn a mic aon technological masterpiece n Penne a ia ban huge numbers oar nace One he nas maybe vasoao a Noo aan atonal cat of 41 pl. The may have ey enaprent aoe’ Yom he Ford Or Aro J rarpr: Tt mut mourn at a0 ana ea 1908 “Srarake ay be nth sy he wei upgrades nr Feral Gee Sout ' aT fo een dee r=, 10 10 Type: F ‘Weapons: The suntan may soca a +12 ts 2 rk Special Rule: The poor ack of maintenance means that these tke sab 10 mecreancalfaure ona regular Sasi. Before the vence 88 rll D6, On rl of? somalring has erapped. Blown up or 0d and Ue er mactspon th romainde othe tum eparrng he damage, The vetile mey nok move hs tur red wth one ofthe folowing it a1 410 ps or a Duma al +8 ps ii : a emmas ne commas my ‘Squiggoths are enormous creatures which are usualy hunted down by Orks for food. Feral Orks see the great beasts as more than simply fdod, as for them the Squiggath also represents a means of transport. Over time they have discovered that they ean, harness these beasts and make mobile platforms on thelr backs with which to can the tribe into bate. This has led to the Pigdoks breeding larger and larger variants of Squiggoth SQUIGGOTH .. Pointsimodel_WS BS S$ T W J A Ia sv || Standard (up 106") 40 22M 6 3 1 3 7 Big (over 6" upto") 50 2 27 6 4 103 7 Massive (over 9") 60 2 Mfr 76 1 « ge ob: es operat Independent. They come in varity of sub-species which sieraby Dut wil oan Be Options: Any si vont launcha at SPECIAL RULES: The points value and slatsics fora Squiggoth are soley deperdorton is sea: AS each J Sauiggoh can be vastly diferent tae next a sinpe process of meesuring te Suiggat> trom head tis used to determine Is chavaclenstes. Al Squggate sre Ignore all morale and pinning test hora Nene ‘a 4130p is, a bindnked bg shoota at +30 ora Crew: als lagotns.carry up to 3 crow who Use the standard Hunta profes. | 9 rls 2 7 wonstrous Ci sheer aze and brute strengh, te Squggoth is ‘Armour Peneaon ard ignores opponents ‘Transport: A big Sauiggoth may Be used to transport up 1 10. Oks. Amassive Squggeth may bo used Yo vansnen up o 20 Ors tthe Seuiogom s carying pastengers thon they may embark or embark as it were ‘an open-topped vehicle. Sealy te passengers can fe as hey were far even !oppe6 venice, When enomy models fire back thoy must target Ove Sauggoth Tora, <_ Bist nd Ornance weapons gan nojexta bows ho Sauggom akledserayesto he | & ground and may crush the passengorsin te death throes they wl ake a wound ona de LOBBA BATTERY ‘As Big Gunz Battery in Codex Orks. May only include lobbas. May ‘ot include @ Mek. Slaver may only choose from the Feral Ork Armoury By Phil Kelly As any imperial Guard fan willl you, Dan, Abnetts Gaunt's Ghosts novels detail some of the most exciting and visceral actions of an Imperial Guard regiment in history of the Imperium. Recently boosted by the eagerly-awaited The Guns of Tanith, the Gaunt's Ghosts books are ‘among the Black Library's finest publications. When the forest world of Tanith fell to a surprise attack by the ‘vanguard of @ Chaos fleet, the troops uslered there were in no state to repel 12m. The forces mustered trom the planet, tended to fightin the Sabtat Worlds usade, were barely founded when a orm of destruction rained down upon their peacotul, arboreal world. Commissar Gaunt, entrusted withthe command of the emergent Tanith regiments, was forced to ‘make a decision that shaped his own destiny and that of the surviving troops. Evacuating as many of the soldiers ‘could during the Chaos attack, Gaur fabbad the Tanith of a chance to fight and sie with theic homeworld, Two whole regiments wore lost. Tho remaining men, ‘now alone and without a planet to call home, called themselves Ghosts Since that point Commissar Gaunt has ‘won the devotion and respect ofthe. one ‘surviving regiment, leading them through hellish theatres of war to glorous vietory time and time again. However, there are ‘some among the Tanith First-and-Oniy, he forever widowed from their homeworkd and condemned to alte of conflict, whose resentment at Gaunt's decision still simmers despite the passing of years. The Tanith troops, almost entirely comprised of light infantry, excel ia stealth ‘operations and commando raids. Their ‘cameleoline camo-cloaks, in conjunction with the natura abilties ofthe Tanith Soldiers to blend in withthe surrounding environment, mean they ate extremely accomplished infitrators. Expert marksmen, the lack of Tanith armoured ‘support is more than made up for by thew resourcefulness and skill and, when allied to another Imperial Guard regiment, their ‘skills can really come tothe fore. emmissar Gaunt and the other special charactars from the Gaunt's Ghosts boxed set form a Command Platoon and count as en HO | | choice. This unit cannot be accompanied by any Heavy Weapons squads as would normally be the case with a Command Platoon, but ;ou may bolster it with the optional characters detailed on the web page. “ou may ag Tanith units fo an existing imperial Guard force. We recommend fing anh st units alongside «more conventional ergata Guard for, as the Tanith ts almost exclusively comprised ct ight infant. Al al nthe Gaunt Ghosts Sees of Books, & 3 3 4 sie ‘Squad: The squad consists of one Veteran Sergeant and between four and nine Veteran Troopers. ‘Wargear: The squad 's equipped with lasguns, frag grenades and camo-cloaks, Options: Up to two models may repiace thelr lasqun with a Long-las (counts as Sniper fle) = +45 pis each. Up to three models may be armed with one of the following weapons each: a flamer at +6 pts bolter at +2 pts; meltagun at +15 pts; plasma gun at +15 pts; tube charges (count as dernolit ‘charge) at +10 pts; grenade launcher at +15 pls. ‘Two of the Guardsmen may be formed into a weapons team armed with one of the following: Ineavy bolter at +12 pts; missile launcher at +18 pls; autocannon at +18 pts, ‘The squad may be equipped with krak grenades for an additional cost of +2 pts per model. © ‘model may carry a comm ink at +5 pts, (Character: The Sergeant is a Votoran and may be given adsiional equipment from the Armoury. Sergeants from Hardened Veteran equads may be given equipment normally only allowed to Otfcers, Veteran Officer: The squad may include one Veteran Offcer at an addtional cost of +45 pts. He carries a lasgun, or a laspisiol and close combat weanon, and may be given additional ‘equipment from the Armoury, Tanith Hardened Veterans: The squad hes two Battle Honours, which wil aways be Stead and Guerrilas. For details soe the infantry Battle Honours table on page 163 othe Warha! 40,000 rulebook TANITH INFANTRY PLATOON = Points WS 8S) S To WA td sv renowned Gaunt's aoe Gieutenant “0 © ees, Creare ee, 0 OF traditional Guard regiments, but the jus 1€ Command Section consists of one Lieutenant and four Guardsmen. Pe ayAbteay wi abincrch rl ni nine on ea ea tagun al +8 pis; plasma gun at +8 pts; grenade launcher at +8 pts, long-las (counts/ as cer till) at +5 pts. Two Guardamen can form a weapons team with one'of the following! y boler at +10 pts; missile launcher at +15 pts:autoeannon at +15 pis. model may be given @ commink at +10 pts maractets: One Guardsman may bo upgraded to a Veteran Sergeant tor an addtional +10 pe. Lleutenant and the Veteran Sergeant may choose aditional equiprront from the Armoury. SPECIAL RULE °Y J) Leadership: Any imperial Guard equad within 12° of a Command Sestion may use the