INTRODUCTION
Orks are brutal and barbaric aliens that live to fight. This Codex is the definitive guide to
collecting and playing with an Ork army in the Warhammer 40,000 wargame.
‘THE WARHAMMER 40,000 GAME
‘The Warhammer £0,000 rulebook contain the rules
you need to fight battles with your Citadel miniatures
Set inthe war-orn universe of the 4st Milennium
Every army has its own Codex book that works with
‘these rules, allowing you to turn your collection of
miniatures into an organised force ready for your
games of Warhammer 40,000. This Codex detals
fveryting you need to know about the Orks.
WHY COLLECT AN ORK ARMY
The Ork army is not only one of the most powerful in
the 415t Milennium but also one ofthe most fun to play.
The greenskin hordes excel at close combat, and fll
upon the enemy in a howling tide of violence, Ork
\warbands are so large that despite the losses you may
take as you close with the foe you will aways have
‘enough Boyz let to get your bloody revenge.
‘The natural toughness and ferocity of the Ork army is
bolstered by an array of ingenious weapons and war
machines that are as entertaining as they are deadly.
(rks appeal to players witha sense of humour and a
taste for inflicting severe beatings upon the enemy.
HOW THIS CODEX WORKS
Codex: Orks contains the flowing sections:
9: The frst section introduces the Orks
yn and savage splendour, and their part
40,000 universe. It includes ful
details of their origins, the lasser greenskin races, and
the system-wide invasions the Orks call Waaaghs!
Als Included are details of the infamous Ork clans
+ Forces of the Orks: Each and every character, troop
type and vehicle inthe Ork army is examined in
gruesome detall inthis section. Firstly, you wil find a
{ull description ofthe unt, describing ts role within the
army and its favoured method of crushing the foe.
‘Secondly, you wil find complete rules forthe unit and
detalls of any unique weapons, gizmos and powers.
they use fo slaughter their way across the universe.
+The Greenskin Army: Ths section contains colour
photographs ofthe extensive range of Citadel
miniatures avaliable for your Ork army, gloriously
painted by Games Workshop's famous avy Metal
team. Colour schemes for he various clans are
included, as well as Ups and techniques for
Constructing and painting your Ork warband,
+ Ork Wargear: This section contain fll details for the
rugged but deadly wargear used by the forces of
(Orkdom, inluding annotated illustrations.
+ Ork Army List: The army ist takes all ofthe units
presented in the ‘Forces of the rks’ section and
arranges them so you can choose an army for your
‘own games. Each unit type also has a points value
attached to help you pit your force against an
‘opponent's in a fair maten,
FIND OUT MORE
rile Codex: Orks contains everything you need to
play a game with your army of greenskins, there are
Alvays mare tactics fo use, scenarios to fight and
painting ideas to try out. The monthly magazine
‘White Dwart contains articles about all aspects of the
\Warammer 40,000 game and hobby. and you can find
arlcles specific to the Orks on our website:
‘worw.games-workshop.comTHE ORK RACE
(rks are the most warlike aliens in the 41st Millennium,
and thelr number is beyond counting. From the depths
of the galactic care tothe distant Ghost Stars
burgeoning Ork empires rise and fall. Should the Orks.
ever truly unity, they would crush all opposition ang
drown the cillsed races in a tide of gare, But the Orks’
Uunquenchable thirst for violence is their downtall as well
as their strength. The Or« tribes spend much oftheir
time fighting amongst themselves, waging brutal wars
against ther own kind so that only the strong survive.
On occasion, an Ork leader wil emerge who is mghty
enough to defeat his rvals and unite the warring tribes.
His success draws other tives to him, atracted by the
promise of carnage. Soon a great Waaagh! Is underway
~ part migration, part holy war. When the Orks are on
the rampage, the galaxy trembles.
THE ORK
Usly and violent creatures, Orks are the dominant caste
of arace that includes the smaller Gretchin and
Shoting sub-races. The Orks rule their barbaric
Civilisation with an iron fist. They see themselves as the
toughest and most aggressive of all races in the galaxy,
and kil everything in their path to prove the point.
‘Atypical Ork stands around the same height as a man,
though he would be much taller ihe would only stand
up straight, His trame is extremely muscular and soli
‘An OF’ arms are long and heavily thewed, and his
knuckles almost scrape the loar as he lopes around.
His gnarled hands end in taloned fingers capable of
tearing an enemy's throat out with ease.
Volrog crane his neck nse his mega-amour for whet
sxemed like the fiteth te that doy. and Was finally
‘renarded. The shes were streaked vith the unmistakesble
conta of Space Marine drop poss hammering through the
Tortured sees tovsrds ther postion The Warbos' ror of
‘locust was taken up by his tribe unt sounded ike the
avery of savage god. Hs warriors mounted up, bofing for
ther ramshackle witks and batlewagons. The real bate was
about begin
Inside the red. ely of his bate foes, the Ork Warboss
Stade purposely before his warband, the resoundiog cary
‘ofeach footstep puncturing his bellowed rss. The bate
fortress lurched and one of Vokrag's bye, doping his bare
2 fungus beer eared himsel 2 punch nthe face tom the
(nk nett him. Volkrag loosed 3 few waning shots fom his
‘shoot, stopping the ineable bra and lacing the Ne
‘ofthe hold ith the sharp tong of orate
[] ecm
‘An Or’ skull is extremely thick, able to absorb impacts
‘hat would cave in a human head. His heavy brow
‘shades blood-red eyes alre with the need 10 kil
‘Jagged fangs jut rom a heavy jaw that would not look
‘out of place upon a far larger predator. An Ork’s genetic.
make-up contains fungal and algal strains, making them |
hight resilient The skin of the Ork is green and
leatner-tough, and his body is dottea with scars, scabs,
ockemarks and parasites. More oftensive stil is the
‘Ores smell, which has been likened to that of
diseased Grox languishing in its own dung.
‘Orkoid physique isso robust that it can withstand
‘temendous punishment. An Ork feels next to no pain
‘even trom the most grievous of wounds, enabling him
to fght on whilst horfically injured and even for @ short
while after he is technically dead, The greenskin
regeneratve process is so powertul that an Ork who
has been cut apar in the crucible of battle can simply
be stitched back together again, bewildered but ready
to fght once more
When an Ork speaks, itis in a slow, gruff tone thick
with salva and guttural curses. His words are sparse,
brutal and straight tothe point. Orks have but one
philosophy: might is always right. They believe thatthe
‘weak must suffer the rule of the strong. Over the
‘countless milennia in which the greenskins have
‘waged their wars, not one Ork has ever doubted this for
single moment ‘This unshakeable set-belie! is
perhaps the most dangerous quali of the Ork race, for
‘hey will never give up on their mission to plunge the
galaxy into an eternal war
You lot Lsen up 0s we got a prover scrap 10 Fok ford
‘9 now!” Valrag stomped fonards the asaut ramp, crushing
2 squealing Grethin under his mege-amoured bulk “Ths ere
thor’ about open and when does you wil See wat we
{ome here tl” Hi warriors rowed the poral “HOt
ant t see isa good ‘ar charge! No fancy stuf” Another
roar. “On yr fet! Check yer guns! Ready yer chopeas! Last
fone outa stinkin’ panay! Waaagh!
Volirag’s warery was taken up once more asthe asout ramp
exploded outward. The Ors poured ou of the hot, an
Unstoppable de of savagery and hated tat pete headlong
Into the volleys of eicilined boter fire. Vera es the
charge, hiting the Space Marie's gun ie ike an outa
‘conta juggemaut Blood arced a: his power Ks smashed
{hve Space Marines ftom thet feet, andthe Vatboss’s
Dbughier ong out across the bate ody wos » good doy
tbe an OrkTHE GREEN MENACE
rk civilsation is hierarchical inthe extreme. These
hierarchies are not determined by rank or bith, but by
size and savagery. The largest Orks boss about their
smaller brethren, who in turn buly the diminutive slave-
race known as the Gretchin Into doing their bidding
‘Smaller stil are the Snotings, who some say are the
stunted remnants of a once-great caste thatthe aeons
have reduced to the level of simple-minded children
‘The feenskin sub-races have a symbiotic relationship
of sorts, with the smaller greenskins performing menial
tasks for their Ork overseers in exchange for a measure
of protection, The selt-sustalning Ork society and
‘ecology ie £0 robust that ican exist almost anywhere,
‘which is why Ork settlements nave been found
scattered to the furthest comers of the galaxy.
GRETCHIN
Gretchin have a similar physiology tothe Orks, though
they are not as strong of tough. To compensate for this
the Grotchin possess an abundance of low cunning,
Sometimes known as Grots, Gretchin are more
humerous than Orks. They scurry around the larger
Sreenskins on scrawny legs, and ther grasping fingers
snatch and steal from the unwary. Gretchin have large,
bulbous heads and wide tattered ears that flatten
agains! ther bald patos when they are afrald. Sharp
{angs fil ner jaws, ever ready to be sunk into the flesh
‘of the weak or in rm, and malice gleams in their beady
litle eyes whenever there is an opportunity for violence,
‘The Greichins' large and protruberant nose gives them
‘an excellent sense of smell, thei ears afford them a
similarly advanced sense of hearing, and thelr eyesight
is acute even in the dark. These traits, combined witn a
heightened instinct for sel-preservaton, mean that
Gretchin can not only survive but also thrive n a society
dominated by vicious predators. Some Grots have their
‘survival inetinet honed to such a degree that they may.
possess a rudimentary sith sense, or naturally be far
more fortunate than they have a rght to be. Makati the
{Grot, lckiest ofall his kind, lived to the ripe old age of
nine before finally being sat on by his master and
‘subsequently fed to an il-tempered Squiggoth
‘On his own, a single Gretchin poses lite threat to a
hhuman-sized adversary. However, If there is ane qually
‘he Grots have in abundance, itis quantity. On the feld
‘of atte the Gretchin advance ina great mob, fring
volleys of scavenged ammunition from thelr poor-quality
Weapons before diving upon the fallen and tearing them
‘apar in their scrabbling haste to loot the corpses.SNOTLINGS
Shotlings ook lke thy, immature Gretchin. Their
scrawny limbs are {09 small to bear weapons larger or
more complicated than sharp knives and, lacking the
violent tendencies oftheir larger kin, they make for very
oor soldiers indeod. They are kopt as litle more than
pets for thelr Ork masters, although they do make
‘excellent ammunition for he strange weapon the Orks
eal te Shokk Attack Gun, Nonetheless the Snots do
perform a valuable function in Ork society
Shotings have an even claser genetic bond with fungal
Ite forms than the other greenskins, and cutivate the
great patches of the func! that spring up around Or
Selllements. In this way the Snotings provide food
‘tink and medicine for the rest of Ork society. Snotings
also look after the ferocious squigaly beasts that ve in
the Ork cesspits. Their natural affnty with these
lWetorms means that in a given day only a few dozen
Shoting attendants wil be devoured alve oy their
ravenous enarges
The Snoting populations that spring up around Ork
settlements are monitored and cultivated by a caste of
(Oras known as Rurtherds, These grizzled and
merciless slavers have a varety of ways to bully thee
charges into a state of anxious obedience, not least of
which are the much-feared grot-pred and the ferocious
Squig-hound.
Y sous
‘Sauigs, also known a Squiggly Beasts are alvays found
living th Ons. Tey ae an tegyal part of the mole
‘ind mobie Or ecosystem The Squgs ext the refuse of |
the Ort, and the Ors eat the Squgs. There are mary)
farm of Sui aa each varity incorparetes many }
Subyypes. Their fonctions range fom eae to medial, |
but perhaps the most infamous of al Squg types are the |
ravenous facebiters, hich the Oks use in the same Way |
humans might use atack dogs Lite mare than 3
snapping, croolng mouth on le, these ferocious
Dessies ore a 9n of satus ane many an Ok Warlord
eens a pt face ber that dines upon those who have |
|
|
|
fallen out of the Baz tevour Other exualy harp-
toothed Squgs grow and bred athe sawing esis
lof the Or setomens, lending an oof unpredtabity
‘ad excitement f even the Brees rp othe oops
4
Y
i ee
THE LOST RACE
Many of the more civilised races of the galaxy have
‘speculated about where the seemingly omnipresent Ork
race came from, and whether they originally had a
home warld trom which they spread to the furthest
‘comers of the galaxy. The exact truth is shrouded in
mystery, for the Or«s do not Keep written recoras,
Instead they rely on an oral tration of storyteling
‘Ork legend (such as itis) is generally passed down by
‘ne Runtherds, those who specialise inthe breeding
and taining of the lesser greenskin races. They speak
‘of a legendary caste of eenskins who created the
‘Orks of today as a warrior race to protect their own.
Dificut as it sto believe, this ancient race was
‘extremely iteligent, and held dominion over the other
‘rk castes. They were much smaller than their
‘servants, so they bred the Orks to be as strong and
fierce as possible to protect them from predators and
invaders. Though their Ork and Gretehin servants were
anything but intellectual, they had a strong survival
instine! and an innate understanding of their own
universe, The Runtherds refer to the mysterious
forefathers of the Orks as the Brainboyz
"Da only lost race I ever heard of wor when
Hef crashed his trike in da final stretch of da
cross-desert rally. Cost me a few teef, that
NNuzagrood of the Bick Shalls
‘The Brainboyz wore the driving force behind Ork
hlisation; developing technology and directing the
‘other castes in their expansion across tho stars. A great
tragedy must have belalien them, however, for they do
not exst today. Some Ork legends tell of a great plague
‘tat lasted for many centuries, causing the Brainboyz to
dwindle and eventualy die out altogether. Others
maintain thatthe Brainboyz regressed into Snotlings
and that an Or« rebelion was responsible for reducing
‘ne Brainbayz tothe infantie litle monsters they are
today. Either way, the Brainboyz took steps to preserve
What they could of thelr knowledge by engineering i
into the genetic stucture oftheir slaves, thereby
‘reating the ultimate survivor race. Many amongst the
Magos Biologs ofthe Imperium theorise thatthe Orks
retain such a relatively igh level of technology in the
4st Millennium as a direct resut ofthis acceleratea
‘evolution, thet technical skils coded into their genes,
rks being Orks, they care ite either way.
rweom ace [7]4
GREENSKIN KULTUR
rks have their own distinct culture (or ‘kultura the
(Oras call), the origins of which stem trom the days of
‘the Brainboyz. Though itis a corupted version of the
society engineered by the Orks' progenitors. by and
large it functions very well Perhaps ths is because the
fundamental tenet of Ork society is a simple one that
even the most pea-brained Snotling can understand
the belie that might makes right.
‘THE ORK HIERARCHY
(rks instinctively obey those larger than themselves.
provided they are a healthy shade of green - most Orks
‘would rather die than bow to a non-greenskin’s wil. The
rulers of Ork society are the largest and mast powertul
(Oras of all, known as Warbosses or Watlares. These
‘monstrous kiling machines can reach up to ten feet in
height. Warbosses offen rise to power through low
cunning, as their abilties as a warrior are deemed more
important than any real leadership qualties. A Warboss
will ld dominion aver al he surveys, and beat the
living éaylights out of anyone who says ciferent. His
‘decisions are enforced by a ruing caste of Orks known
as Nobz, who are larger, richer and more aggressive
than normal Orks
“The bulk ofthe Ork horde is comprised of great mobs
of infantry that eall themselves Boyz. The Goff in
particular are famous for he sheer number of Boyz that
they can field in times of war, marching to battle as a
green horde that often outnumbers is foes several
{imes over.
(rks tend tobe lazy and forgettul, and only war and the
preparation for war realy brings out tei innate talents
Most ofthe day-to-day running of Ork society is let to
the Gretchin, whose dues include preparing food,
taking messages, fetching, carrying, general
organisation an just Being around the place when an
Crk wants something to kick. This gives the Orks plenty
of te to swagger about, getting into ights and coming
up with new ways to kil things.
“The Orks are the pinnacle of creation. For
them, the great struggle is won. They have
evolved 2 society which knows no stress or
angst. Who are we to judge them? We Eldar
who hive failed. or the Humans. on the road
to ruin in their turn? And why? Because we
sought answers to questions that an Ork
‘wouldn't even bother to ask! We see a culture
that is strong and despise it as crude”
Uthan the Pesere, Elda Philosopher
‘THE ORK RACE
‘The Gretchin are happy enough in thei rate. They bear
litle resentment towards their superiors, for to them
‘Orks are just a fact of Ife, and questioning the facts of
Me leads toa clip round the earhole and ite else.
Individual Gretchin can enjoy a relatively comfortable
‘existence by providing valuable services to their Ork
masters, Most Grots are owned by Orks as personal
‘servants, though some gather togethe” into loose tribes
that may even own functional weapons and equipment
‘The Gretchin have created an entire enterprise culture
‘of tei own within their Ork-dominated society. Many
Gretchin operate their own black-market businesses on
the sige, such as seling {ungus-beer, roasting squige
‘on sticks, coordinating the bets when a fight Breaks out
‘fTaoting corpses for fun and prof
ALIFE OF CONFLICT
‘Orks excel in the field of war, on everything from a
personal to a galactic scale, It's cantlet that governs
‘ner entire society, their technological advances, and
‘even thei individual growth. Prolonged periods of
‘confit lead to a proportional increase in the size and
strength of an Ork, and greenskins who have fought in
‘an active warzone fora fen years tower aver those who
have been deprived of such stimulus. Longer wars
produce ever larger combatants, At the climax of
Warlord Thogza’s decades-iong Waaaghl into the Duros
sector, the Ork veterans were reputed to reach a size
almost twice as tal as a man,
Wen there are no enemies to fight the Orks wil test
their mettle against any native predators they can fin,
and if that fils they wil fight amongst themselves
simply fr the jy of it. Disputes between Orks become
almost hourly occurrences if hey are nat engaged
against a common foe, Itis during times such as these
a Warboss's authority is olten challenged by a rwval
Nob. The outcome of power stuggles such as these
are resolved through methods ranging ‘rom low cunning
to high explosives, but ritual pt fighting romains a firm
favourite. Pit fights are popular since they entertain the
whole warband and establish the victor as Warboss
Beyond cispute, Rivals are thus dispatched by the
incumbent Warboss. or else he is overthrown (and
usually kiled into the bargain) Every Ork setloment
has a fighting pt for this purpose, whichis also used to
Settle other grudges and disputes. Pit fghting thus
‘Serves the Orks as a rough and ready judicial system,
‘Other tess of mettle popular in Ork kultur are
‘squigeating contests, whereby rival Orks attempt to eat
a face-biter squig before I eats them, and breakneck
races around the settlements perimeter in ramshackle
vehicles. itis considered a great breach of protocol to
‘open fre upon a challenger in a race such as tis,
‘though truth be told Orks have never cared that much
about protocol{As an Ork matures into aduthood, he will become
involved in larger and more violent conflicts ranging
from border skirmishes to all-out war. Orks have
addictive personalities, and the heightened states of
excitement produced by a battle can mean that over the
course of a particularly epic conflict an Ork will become
Aaddicled to one facet of warfare above all others.
(rks have a tendency to seek out like-minded
‘nibemates who shave the same obsessions, and hence
form loose groups of specialists. An Ork who has
experienced the exutaton of destroying an enemy tank
may join the ranks ofthe Tankbustas, whereas an Ork
‘who has become obsessed with battlefield discipline
may become one ofthe infamous Stormbayz. Even the
brutish Nobs of each warband can specialise in 2
certain role, gathering in mobs of eannon-toting Flash
Gitz or steci-armoured Meganobz. There even exist
groups of Madboyz, thase Orks who have caught a
piece of shrapnel in the brain or have become unhinged
‘due to some horrible accident or unnecessary surgery.
Without a doubt, though, the largest and most popular
ofthese subcultures is the Kult of Speed,
‘THE KULT OF SPEED
(rks love to go fast. Speed tullis some deep need in
the Orkish temperament, just ike the thunder of guns,
‘the clank of tacks or the din of battle, They lke to feel
‘the wind whipping into their Taces, to see the dust rising
behind them in a great cloud, and to hear the throaty
roar of supercharged engines. Itis haraly surprising that
bikes and buggies ofall kinds are popular withthe
(rks. These up-gunned vehicles may not be as sturdy
as those used by the Imperium, but they are cheap,
shooly and, most important o al they can achieve truly
breakneck speeds,
. a
‘eo ORKTETH
Reis mrt
Bea ay tan ea
ee eS
Pek eciarcs tan apogee hehe cs
Rp Tae eeen
fae ef ete it tO end
ae as sea oe
aa
Ee acne rere
fetes Baise cg nian
=e
Per eer
Some Orks become addicted tothe sensation of speed
and join the Speed Freeks, a Kult whose members
rarely i ever leave the saddle. These grinning loons
roar ino batle ahead on exhaust-belchingjalopies and
crude but effective tying machines, intent on getting
into the thick of the fighting before their ground
pounding comrades. Due to te large number of
Vohicles in each warband, they often have several of
the Oddboys known as Meks amongst their number fo
keep thelr wagons running smoothly.oppBors
I Ores were nothing more than single-minded kiling
machines they would be dangerous enough, but they
‘would be unable to sustain a significant level of
technology to ply the stars. Gretchin, though obedient t
beaton with sufficient regularity, are nother inventive
or inteligent enough to maintain the weaponry thatthe
(rks possess, nor to patch up casualties when the
going gets tough. These highly technical demands are
met by a caste of Orks known as Oddboy2
han
There are many types of Odaboy in Ork society, but the
‘mast important are Mekboyz, Painboyz, Runtherds and
Weircboy2. Mekboyz are responsiole for the creation
and maintenance of Ork technology. Painboyz are Ork
(Chapter XVI: Genetic predctcrmisition
{thas long been known thatthe psychological aspects ofa
human ar, i part, determined by der genetic tage
Geran geno-ypes are clscosed towards predetermined
personaly tarts which, in tm, nform the proces of
Teaming ad aptitude In Oks thie genetic eredetermintion
‘sali present though na ciferent and much more
pronounced feshion. peers tat not any is aptitude
foward certain pect ofthe ctr present nthe
genestructre, actual kil and knoniedge are azo encoded
Into the genede svar
The best analogy ne can think of to compare this
Ienaniedge withthe basic motor ils present in 3 human
‘hill A Buran child does nt have tobe taught howto
breathe, oF how 10 make its het Be Ina sr way 3
(nk predisposes towards science and mechani ct. Mek)
thas a encoded knowledge of basic physics and mechanical
‘ngineeing theory nthe sae way that a hill can etn 10
fer thei breothing, hal Yr Breath or mero the
“apacty oftheir ngs and vascular system 0 9 can an Ork
‘ull upon these innate sls tough the normal proces of
learing. Te two majo kil groups created inthis fashion
are the castes non as ks and Mek
Doks are melcal expert, who have 2 rough and ready
epouiedige of Oris xerolgial compesiton. Due the
/arsines f ther physiognomy, Ok surgical and medal
technique are a3 crude a theres of the technoogy
macics, though their penchant for bizare and
inappropriate surgery can make their ministratons more
hazard than help. Runtherds breed the lesser forms of
{greenskin and marshal them onto the feld of battle, and
Weirdboyz ate potent psykers who can discharge great
blasts of Waaagh! energy into the ranks ofthe foe
‘Although it may seem strange to humans, these
‘Odaboyz all possess an innate understanding oftheir
fields of expertise as soon as they are bom. A Mekboy
knows how to create engines and generators even
‘though he has never been taught f0 do so, and @
Painboy instinctively knows which squiry tube connects
to which wrigaly bit when he is delving into some
unfortunate patient's abdomen. If asked where this
knowledge comes trom an Odaboy might reply that it
was in his Bload all along
Ina way this is almost iteraly tue, for bound up within
an Ork's genetic structure are artificial genetic strands
‘at carry this sort of knowledge. Some believe these
strands were implanted ino the Ork’s genetic patter to
‘enable the Orks to survive without ther Brainboy
masters. As an Ork matures, any latent knowledge
inherent in is genetic structure wil start to make iself
apparent, and he assumes the role in Ork sociely for
which he is best suited. Should he lack any specialist
knowledge, he wil join the vast throng of Boye al the
heart of each tribe ang content himself with a Ie of
murder and mayhem,
Wounds can be exsiy sched tight with staple or bls,
‘ail rokan Bones need tle nthe nay af eng to speed
the heingeroces Interna ijn ate sary Wate ad
the multiple redundancy of many Ork organs provides pent
‘of transplant donors for those m need of such measures
[athough the donation f not aways made voluntary,
particu where the casuaty i an important member ofthe
fosiej Often Ors undergo harendous and entirely
unnecessary surgical procedures to Sts the Dok's
Inquistivenec. Such testers ae nat tested in any
_cientie manner before the employment and home
Injuries offer rest rom such gresome procedires
Meks are sma driven 0 experimentation. Much of he
weapon apd warger used by the Orks are designed and
Dui bythe Meks. As much of ther know i
subconscious, the vast majority of Mets neve tuiy
understand what they are cresting. This ead 0 same rather
nitty conventions, For stance, i widely elven rk
soci that machines painted in are colour operate faster
1s dsturbing as it sounds, "acts such as this become tue
Mary captures Crk weapons and tems of qujpment do not
work unless wielded by an rk thease that many Ork |
Inventions werk Because the Orks hemes think they |
should werk the strong telkinetc abies of the Ork
Subconscious somehow ensure they function as deste. |
Gane
Heredity sill scqisition wth
Lskae Anson
the Ork cate.
‘THE ORK RACE‘THE NATURE OF THE BEAST
‘The secret of the Ork’s remarkable physiology is
symbiosis. An Ork’s body harbours the genetic traits of
both animal and fungal fe forms, and it's ths plant-ike
nature that gives the Ork his remarkable constitution.
‘The Ork's green colouration is due to an algae that
flows through ther blood, and algo forms part oftheir
‘digestive act. Ths algae breaks down and repairs
‘damaged tissue at an incredible rate, accounting in part
{or the Ork’s extremely durable metabolism. An Ork’s
head can ive on for some time even when completely
severed from the body, and can even be transplanted
to another bady altogether before death sets in.
‘The Ork reproduces by the dispersal of spores that
settle and mature overtime. An Ork’s demise triggers @
mass release of spores that can develop into dozens of
cocoons, Though these cocoons may hatch Gretchin
Shotings or just simple fungi depending on conditions,
1 goad number will mature into fuly-grown Orks atter a
short gestation period, These spores are dispersed far
and wide by the wind, which makes the eracication of
the greenskin presence from a contaminated warzone
impossible to effect with anything short ofthe cleansing
firestorm of Exterminatus
‘AoW Ork spores will come to rest in remote zones
‘where no other Orks dwell: dense jungles ana aid
‘deserts where normal cilisations find it ficult to
‘survive, The spores rapidly infest the area and grow
without threat of discovery. Over a relatively short
perio of ime, the Ork hatchings band together into
loose tribes. Sometimes known as Witdboyz, these
‘g0ups wil seex out and unite with the parent warband,
“There they learn about Ork kultur and take their place
in the wartior society, exchanging spear and axe for
slugga and choppa. However, should the new trbe
mature on a world where their Ork ancestors have been
driven off or slain, the Wildboyz will instead develop into
fa tibe of Feral Orks
A fits, Feral Ork tribes form litle threat tothe plane
they infest. They are unciviised, even by the low
standards of their Ork brethren, Feral Orks lve by the
‘old ways of hunting and exploring. As the tbe
increases in size they breed ever-larger varieties of
‘squig iding around upon great tusked beasts that vary
in size from a Grox to a Megadon. Exploring the
‘stomping grounds of their predecessors, the Feral Orks
‘soon learn to scavenge weapons and equipment,
Fejeicing in the noise and destruction they can cause
with their new toys. Shortly after this discovery the tbe
Will mobilise for war, whooping and howling as they
pour out af the mountains or jungles, finging
‘memselves ino the settlements of tne unsuspecting
‘enemy and stating the cycle of warfare afresh. Once a
Worlds infested with Ork spores itis forever locked in
an endless cycle of violence and maciness,TRIBES AND CLANS
(rks thrive on conflict. The strongest rise to the top
while the weak become subservient and benefit from
the superior leadership and headkicking skils of thelr
conquerors. To an Ork ths tate of afats is perfectly
Satisfactory. than Ork tribe is beaten by another,
stronger tribe, the defeated Orks welcome the
‘opportunity to beled ino battle by a new Warlord of
even greater power
Atribe is simply all the Orks in a given location,
regardless of what kut ot clan they may belong to
because inthe end an Ork is an Ork and they wil
always put aside thet diferences if there is an
‘opportunity to beat up a common enemy. Each tribe is
led by a Warboss or Warlord whose authority and
Power holds this lose confederation in check and
prevents civil war between the rival elements of the
Itive. Tribes can vary in size from a few thousand Orks
‘0 a few millon, depending on the influence ofthe war
leader atthe top ofthe pile.
(Chapter XVI: Societal sad Miliary Grouping
The bast rk ghang units he warband, an erganzation
roughly equivalent t0 a Compary in human mary toms. A
orbond is commanded by large and aggresive Orc
‘chieftain, called the Warboss. The Warband is split into 3
numberof mats wth each mab usualy fed by an Grk noble,
fered 70353 oss oF Nb
Warbands re well not of 2 tbe but canbe independent
The trbe i ruled ove by 2 powerul Warlord, the most
dangerous and ambitious Warboss vio has fought hi way
to dominance ove his kind A tbe can comprise anything
from zevers hundred t ovr» milion Oks and wil i
contr of an entre contnent or wots. Mare commonly 3
‘abtableGrk world wl sustain several Or tbs ina more-
‘ores pores tte of ar lh ch other unl they in
Ina Woaagh!
Cutting across warband and bal Boundaries are the rk
‘ans. The clans embody a phiosopy (or want ofa better
term) among Orks, each clon emphasing partcuar elements
oF Or cutie above other Far example the Got an
tembrace aggression, hardiness and hand-to-hand combat as
Inve Ory tues whe the Ei Sun clon sdecated
speed, ightning atacand having the sazcest vehicles
Because a Warlord cannot be everywhere at once, the
trloes are spt into warbands that in urn are led by
{actonal leaders called Warbosses. Each Warboss
leads a warband of a hundred or so Ores, forming @
rough and ready army that is capable of taking on
almost any foe. Most warbands have a hard cove of Ork
infantry at their heart, though exceptions include the
mechanised warbands of the Speed Frocks, warbands
fof Ork waker-dreadnoughs, heaviy-atmoured
batlewagon brigades and tne Mek-led warbands that
‘specialise in the use of heavy weapons.
‘Athough all Orcs belong to a tribe, many also belong to
clans such as the Gots or Evil Sunz, Tribes are
constantly breaking apart and reforming inthe crucible
‘of atte, but the clans are constant and enduring. A
large trbe usually contains many different clans, anc
‘each clan has is own distinc: character and identty
There are six clans that have spread from one side of
tne galaxy tothe other: the Gotts, the Snakebites, the
Bad Moons, the Blood Axes, the Deathskulls and the
Evil Sunz. Each has distnet cultural preferences and
abillies, perhaps engineered into the Orks by the
Brainboys of the cistant past in an attempl to ensure a
productive society. The Orks, on the other hand, work
hard to ensure their society is as violent as possible.
“Some Orks become obsessed with clan ileal: Winer this |
the caze the Or wil eee out lieing invita
Jain with thom te create 2 arband which completely
‘xerplifes the purest tots ofthe clan. However most
tnbes ar es dominated by the clan ea and clon values
‘mere serve 9 instil 9 sense of unity and make a commen
enemy a bes which are part of other clans.
During an ork Waagh! worband are destroyed and
reford from whatever sunivore ae aveabe in these
times warbards or even wiole tribes may erege vith |
compre members of many eierent clans thronn together
bythe fortunes of war site ofthe usual antipathy these |
‘ks wil ght alongside each othe forthe duration ofthe
Waaagh! a they Become caught up in the tle of Onsh
aggresion and conquest {|
{At the conclusion of the Waaagh! 2 mixed warband or ibe
‘sl usualy break up unde the pressure a interannual
However narbards commanded by an especialy determined
leader wil stubborn) hang together, abandoning ther
presous clan and trbeafilatons to become Feebooters
‘ts whe ight for pro an lon
Gerctoe Laat Anion
thoi sociological orionGOFFS
"We're da best. Think different do ya? Come
and have a go then, ya runty little wimp!”
Carga, Goff Nob
‘The Gotts are the biggest, meanest and most brutish of
all ther kind, and that's saying something. Of all the
flans, the Gots are the most inspired by the tril and
‘thunder of pate, Gots wil ake any excuse to start a
brawl even amongst themselves. As a result the Gotts
are specialists in hand-te-nand combat who prefer ther
battles up close and personal
Goff arias are notorious forthe sheer number of Orc
infantry they muster in times of war. A Goll Boyz mob is
Usually at least twenty strong, and a true Goff horde:
has a hundred times that number at its heart, When the
Goffs go to war, the ground shakes to the incessant
thump of thousands of steel-capped boots.
‘The Gotts use a bull's head as their clan emblem, as
they feel a kinship with bad-tempered, violent and
flaulent beasts. They dress predominant in black,
seeing the gaudy colours sported by other clans as
inappropriate for a serious Ork warior, Though they
sometimes decorate thelr wargear with checks and
dage, camouflage is al bul unheard of, being viewed as
cowaraly in the extreme by the older and more
‘radtional Gott, After al, what self respecting Ork
‘would want to do himself out of a good figat by hiding
my lke a sriveling Get?
EVIL SUNZ
‘Evil Sunz like two fings most: Going fast and
krumpin’ stuff. Dat’s why we'z so good at it”
Lagoa of the Bladed Whee
‘The Evll Suns are iresistbly atracted towards fast
Vehicles and loud noise. They have an unquenchable
need to careen around the batilefeld at great speed,
ploughing into the ranks of the enemy before racing off
to cause more carnage elsewhere. Though an Evil
Sunz army wil include foot troops, these infantry mobs
will usualy save up their teth for when they can atford
‘vehicle of their own,
The Evil Sunz never stay in one place for ong, and ar
alvays on the lookout for new vicims and settlements
to slaughter. The armies of the Imperium find it
‘extremely dificul to engage the Evil Sunz on anything
‘other than the Ork’s terms, forthe clan's super-charges
trukks, batlewagons and buggies can outmanoeuvre
‘he heavy vehicles ofthe Imperium with ease,
The totem of the Evil Sunz clan is a blood red Ork face
Ggrimacing from the heart of a sunburst. They wear red
Clothes and often paint their machines red too, firmly
believing in the old Ork adage that red ones go fasta
Evi Sunz Warbosees wil usually have theit vehicle
painted red from grile to exhaust. The habit of painting
‘Vehicles red has its roots inthe ritual covering ofthe
‘Ore’s mounts with the blood ofthe foe, a practice that is
sill observed by some of the older Evil Sunz tribes.BAD MOONS
“Bought me a deffblasta off Rotskrag carer.
Nice little killa. Just ask Rotskrag, hur hus.”
Fit Deaths, Flak Git
‘The Bad Moons are the richest of al the Ork clans
This is because their teeth grow faster than anyone
else's, meaning that even the lowliest Bac Moan has @
steady supply of wealth. This isnt regarded as an
Unfair advantage. as any Ork big and nasty enough can
simply smash the teeth out of a Bad Moon's head.
‘The Bad Moons full the role of a merchant class in Ork
society, and have a reputation for showing of. The
vohicles used by the Bad Moons are festooned with
‘decoration. A moe of Bad Moon Nabs an foo! wil bristle
with personalised kombi-weapons and goktplated
is lng teeth, and onda mighty blow on is ars’:
‘ead wit a siked cub the size ofa comet Mark, the
‘aster of cunning, wats unt his fe ooking before
abbering him wth» lw Bow
w
‘An ida of the appearance ofthe Ork gods can be goned
from looking at Ore Gargants, mighty war machines
‘onsite in the image of Gok (or possibly Mork. The
Mekboy2 creat these tonic engines of war 10 reflect the
‘essence of Orkihiessn mechanical form, A Gagan i
consequent the utimate var machine and 3 potent
religious do, These clanking behemoths behave vey much
ke the Or gous, lumbering about and leaving a ailof |
‘evasion in ther ake, They go whee they pense, an
ever shun 9 fight.
THE ORK RACEGATHERING THE WAAAGH!
(rks need battle just as humans need food and drink.
Due to thelr warike nature, Orks constantly ight
amongst themselves to prove who is the strongest
sharpening their innate warrior skils out posing litle
threat tothe galaxy at large. However. Ork populations
can reach a kind of ertical mass thal leads toa full-
scale planetary migration. Tis is known as a Waaagh!
8 crusade of pure agaression that crashes through star
systems in an orgy of violence.
AWeaagh! usualy starts small, even as small as a
single Ork visited by dreams of carnage. He will
hammer his dreams of conquest into his subordinates,
often imparting his vision to others by building 2
gigantic war machine in the image of his brutal gods, or
beating up other Orks until they doit for him. These
titanic effigies are known as Gargants, and their
construction ignites something primal within the hearts
of the Orks that see them. Rumours of the coming
‘Waaagh! spread through their society, and the Ores
begin to unite
‘A Wald wil ight his way tothe top ofthis ramshackle
horde, subsuming the armies of those he conquers into
his own tribe, As news of his status spreads, the trickle
of reinforcements becomes a flood.
(Otk Meks start to colaborate on more and mare
‘outlandish projects, building even larger war machines
and guns tor the Waaagh! Smoke-belching mobile
fortresses and titanic engines of batle are cobbled
together out of nothing more than scrap metal and
heavy-handed enthusiasm.
“There is stil much rivalry between the various clans
and trbes, and each strives to outdo all he others in
the sheer kllyness o its war machines. Those Moks
without the resources to construct towering Gargants
instead create mobs of clanking Kila Kans and Deft
Dreads, or powerful battewagons trom which the Ork
warbostes lead theit armies to war.
Dozens of other Ork Warbosses add their armies to the
‘cause as the crusade gathers momentum. The
Construction of war engines and gigantic walkers builtin
‘he image of the Or« gods reaches fever pitch.
‘Soon, the emergent Waaagh! begins to span worlds
instead of continents, Entre native populations are
forced into stavery merely to manufacture ammurition
for the horde's guns. Crude factory-ships and war hulks
are bashed into shape, the better to transpor the Ork
armies into bate‘When the lure of imminent bloadshed ean be resisted
rho more, the deadly fervour washing through the horde
overtiows, Teeming Ork armies mass and swell as tne
anticipation ofthe coming war reaches fever pitch, and
the skies fil with bulky and erude Ork spaceships.
‘The grand musters that precede a full-scale Ork
invasion are an awe-inspiring sight. As the Orks gather
{or battle, smoke from thousands of oly engines fils the
ar, The ground trembles beneath great wheels, tracks
land the thunderous strides of lowering Gargants.
Armies of greenskins stretch across the horizon, rasing
their banners high to proclaim their reputations and
allegiances. their warcries audible for miles around,
Batteries of Big Gunz, bizarre energy weapons and
force field generators hum, clank and buzz amidst the
green throng. Scattering armadas of rusty vehicles
raise thunderheags of dust so large they are Visible
from space. Speed Freeks rev ther engines, and the
Boys fre thei guns into the air while a carpet of
Gretchin spreacs out infront of the army.
‘Soon the baltletiold is barely visible beneath the
tendless sea of green, each Ork warrior certain that
soon the ground willbe stained red, Here the power ot
‘the Waaagh is palpable as a wave of raw aggression
and Orkiness. Gork and Mork gaze eagerly down from
the warp to see how their wariors wil fare.
With an almighty bellow the Orks surge forwards,
and another world is plunged inte unending war.
‘Out ofthe gloom itcame, a giant machine west and \S/
eadly Ushbet stared up atthe eight-foot monster in
five, raga threw himself on the ground and aimed
Ine shoot, sending a ha of sels sparking athe gant’:
eg. With 9 creak of meta ipod verter foshole
The earth shook a i thundered past
The rest ofthe Boye fed across the churned earth ofthe
battled The hunched metal giant stooped over them
There was a highpched whine flowed by a tremendous
ras psa envpted rors ft Ushbok watches
‘entranced tame the remsinng Ex Sune into steam,
“0\ Mekboy wot is dt zoggin’ ting? asked Dragntz
senling another useless bust ofr aftr
‘Dunno, Boss, but its ded kil’ repled Ushbek
Insgraton fared though him. He had a vison the
humans cous bul the god a metal boy then maybe
he cou build the rk gods meta beds 00. nhs
rma’ eye he could picure his ereatons. Huge ang
Molen loadsa guns Very shoot Very shoot indeed
‘And hd make them lsgger than anything the humans
ould make tt was such a grot idea, he wondered wy
he'd never hadi before.
Though hee know yet Ushbek was going fo change
the history of the gay. The Waaagh! was oni Wy.THE SAVAGE STARS
(rks live on innumerable worlds. On some they
dominate completely, on others they ive in a state of
Perpetual war, ang on others sill ney act as
slavemasters, bullying the local populations into ding
their bidding. Across the entre galany there are Ork
realms, Ork empires, and Ork horces that roam the
stars upon gigantic space hulks. Wherever humans
have travelled, they have found Orks. It has been tens
of thousands of years since humanity encountered the
(rks, and in that time mankind has fought courtless
bloody wars against these savage aliens. There is no
Ikelinoed that tis state of affairs will change.
Millennia ago, @ probe was sent out from Terra, ts
mmission to reach the utmost It of the universe, The
“Techpriests who built it hoped that it would someday
return tits place of origin. The probe stil sends back
{aint signals after 14,000 years act. To the uter
‘despair of the Imperial Techpriests who monitor the
incessant battery of incoming signals, many are
identified as Orkish, The depressing conclusion for
mankind can only be that wherever they travel in space,
‘there's a good chance thatthe Orks wil either have
been there first or won't be long in ariving
“The Ork empires spread across the galaxy tke a green
stain, No system is entirely devoid of ther touch, Some
‘thearise that the Orks do not use conventional methods
of travel because their spores drit trough the cosmos
fon etherie winds, but the truth is far simpler. The
greenskins have not mastered the art of space travel
because they simply do not care where they are going,
only that they get to kil something when they get there.
Y ORK ROKS
(rk ros are essen large asteroids hollowed out ane!
fitted with drives guns and crew quarters Though roks
{ae incapable of traveling though the war, any system
Containing Oks wail quik accumulate a rowing
numberof rks. This because the Orks Bul them 9
prodigious ate often by breaking off large chunks of
538 hulk or welding seace debris ont meteors. Orks
an use ks as a meas offing tom one wort 0
another within a system, pling ther nan out of eb
th simple but povertul wactor Beams
thas come as fatal suprise to many an Imperial cain
{kirting a astro) bol fr hat sme ofthe asters
{are ding nhs direction, guns blazing. Needless f0 sy
this is ecremely enetaning fo the Oks invoked, quite
‘making up forthe lack of eed or manouewabilty
afforded by such 9 sold chunk of space det,
SPACE HULKS
‘The primary mode of interstellar travel for the Ork race
is the space hulk. Space hulks are gigantic
agglomerations of ancient wrecks, asteroid, ice and
interstela flotsam and jetsam, cast together after
millenia of criting in ana out of warp space. Some are
infested with alien ife forms, Chaos renegades or even
Worse horrors, but mast are simaly ghost ships, pling
‘he void for etemit. Tales of greedy scavengers
meeting horrible fates aboard space huks are told
‘throughout the Imperium, out there are just as many
tales of vast fortunes made from the ancient or alien
technologies they cary
Wen a space hulk appears in an Ork-held system itis.
seized by any possible means, including colossal
tractor beam arrays, and converted into a huge invasion
craft. Cavernous launch bays are adapted for
innumeraole assauk craft and milions of Ork wariors
and war machines honeycomb its iregular caves
‘Once completed, the space hulk is sent back out into
‘ne stars with an attendant fleet of attack ships and
kroozers as escorts, The space hulk is guided ino a
\warp storm or rit through the efforts of its Weirdboyz
and Meks. Itis drawn into the warp and, if all goes well,
spat out once more at a world re for conquest.
Being incredibly random in thei tralectory. space hulks
could appear in any place, at any ime. This suits the
‘Orks just fine, as their spit of adventure and
aggression owes nothing to organisation or direction, In
‘his manner the Orks travel tothe corners of the galaxy,
spreading a plague of warfare across space and time.
“Travellin’ through space is boring. Well,
boring unless da hulk yer on is full of dem
gene-sneakers, or a base fer da Chaos lads wiv
da spikes. or already has Boyz on it. Or if
fhumic lootas come callin’, that's always good
fer a bit 2 sport. Or unless yer have a mutiny
for two to pass da time, or unless strange fings
start happenin’. which dey usually do when yer
cout in da warp. One time we had some bloody
great ugly fing come straight out of Weird
Lugwort’s ‘ed! It butchered half da lads, that
‘was pretty entertainin., Come ter fink of it,
space is a pretty good larf And that’s before
yer find yerself a nice new world ta crush!
Bignaw, Ork RustherdA GALAXY AT WAR
History is spattered with the predations of the Orks just
as a Warboss's choppa is spattered with blood. The
ruination wreaked upon the galaxy by the Orkoid race is.
beyond measure. Not even the Lexmechanics of the
Imperium can hope to catalogue the true extent of the
camage wrought in the names of Gork anc Mork, for
‘the Orks care itl for the lessons of yesteryear othe
promise of tomorrow. All that matters to them isthe
Violent present. And yet, inthe closing years of the 4tst
Millennium, the menace posed by the Ork race is
greater than it has ever been before. There are more
(rk empires than ever and many oftheir warlords fight
for the same cause, Worse sil hey are led by the
Prophet of the Waaaghl, Ghazghkull Thraka, and it
anyone can unite the Orks, itis the Beast of
‘Armageddon himselt
‘THE COMING OF THE BEAST
Ghazghkull led an unremarkable life upon the
backwater planet of Urc unt he sustained massive
cranial injury trom a bolter round. His ite was saved by
‘a Painboy called Dok Grotsni, but Ghazghkull was
ever the same again, claiming that Gork and Mork
spoke to im directly and that he was their prophet. His
conviction and brute strength lent credence to his
claims, and soon mighty Gargants were being raised all
across Urk in the name of Ghazghkul's vision,
‘The following decade saw Ghazghkull ascendant. He
grew rapidy in size with every passing year as rival Ork
‘Warbosses challenged his rule and were beaten ito
the dit for ther presumption. Ghazghkul gathered a
massive number of armies to his banner and gave the
greenskins of Urk an utimatum — follow him to glory or
‘ie, As one the Orks chose to follow Ghazghkull
becoming the first of several thousand tribes to pledge
allegiance to his cause,
“The fist act of Waaagh! Ghazghkull was to crush the
entire Urk system, The Prophet ofthe Waaagh! brought
feven the most fuculent worlds under his rule by
attacking them again and again unl they bent to his
will Ghazghikull was afire with tne need for conquest.
Every Ork who saw the lames of his passion first-hand
‘would follow the Prophet of the Waaagh! into the jaws
of hell. Ghazghkull knew wel that he would need every
Counce of loyally he could inspire, for his new target was
hone other than the Imperial world of Armageddon,
ARMAGEDDON
‘The hive world of Armageddon is a vital node at the
centre of several Imperial navigational channels. A
polluted wasteland of ash and metal, i's innumerable
‘weapons shops supply arms to Imperial Guard
regiments several hundred light years away.
{Ghazghkul resolved fo crush it without mercy. He knew
‘hat this Iynchpin ofthe Imperium were t fl
hundreds of worlds would be robbed of their detence
capabilties and whole systems would buckle and
collapse under the weight of his onslaught Like many
Warlords before him, Ghazghkull intended to bring
about an era of war that would never end.
In 941.Mé1, Warlord Ghazghiull invaded Armageddon
al tne head of a massive Ork Waaagh!. Ghazghkull
timed nis incursion perfectly launching his attack just
‘when the Imperial commanders were at their most
complacent. When Ghazohkul’s space hulk was
‘sighted in-system, the Overlord of Armageddon, von
Strab, did nothing to investigate or report its
appearance to other Imperial authorities. The gigantic
transport erashed straight onto the western continent
known as Armageddon Prime and Ghazgkull started to
deploy his armies. In response, von Strab sent out his
planetary defence regiments piecemeal, They were
{ound into the dust. Wrthin a week the continent of
‘Armageddon Prime was taken by slorm as
‘Ghazgnkulls wartiors rampaged through its hives. The
defences of Armageddon Prime fell othe Ork invaders
Ike wheat to a scythe.
“The Imperial high command was content to withdraw
beyond the equatorial jungle into Armageddon
Secundus. Uimately it was a Commissar named
‘Yarick who ordered Armageddon's astropatnie choir to
‘Sond a signal for aid, earning him von Sirab’s
displeasure and his subsequent exile to the towering
metropolis known as Hades Hive
Von Strab was not concemed withthe loss of
‘Armageddon Prime. declaring thatthe Orks would
never be able o cross the deadly jungles that
‘separated them rom Armageddon Secundus. He was
\wrong. Gnazghull forces swept out of he jungle
‘over and embarked on a massive conquest. crossing
the Slygies and Diabolus vers and marching on the
hives of Armageddon Secundus. Von Strab ordered
Princeps Mannheim ofthe Adeptus Titanicus to lead his
“Titans into battle to delay the Ork armies, unsupported
by other forces. Mannheim obeyed, though he knew
‘at it would lead to the destruction of his beloved god
machines. The Titans inflicted heavy casuaies, but
Ghazghkulls gargants had them outnumbered and
‘outgunned. The Legio Metalca were all but annihilated
Acatane ar wan [21]THE STORM BREAKS
Everywhere the Imperial forces were being driven back
in disarray. Ghazghkul's armies swept onwards, laying
sioge to Infernus Hive as the Season of Storms broke
in ful fury. Lightning spit the skies above as columns of
refugees numbering in tons of thousands limped across
the inhospitable ash dunes, dying trom exposure to the
harsh environment or faling prey to the rampaging
Speed Freeks that harried them on their long march,
‘As the Orks moved southwards Ghazghkull ordered
‘them to split into two forces. The thunder of battle
reached a deafening peak as the massed armies of the
greenskins descended on the Hades and Helsreach
hives, Just as the Orks looked set lo overrun Hive
Helsreach and slaughter its people, von Strab
Unleashed a secret weapon ~ a massive stock of virus
bombs capable of reducing even tough Orkoid flesh to
‘a bubbling black soup in seconds. Many of the ancient
‘devices malfunctioned and, as their payloads exploded
prematurely above refugees and frontline troops alice,
‘thousands of humans gied in agony.
In the harbours of Helsreach, desperate men fought
with improvised weapons and sheer determination to
buy their families time to escape, while the dockside
loaders welded themselves into the cabs o! thee freight
cranes and engaged the Gargants rampaging across
the city na tempest of close-quarter violence, The
fighting was biter, but in the end, Helsreach too fell to
the Orks. Armageddon was ripe for the taking
‘THE DEFENCE OF HIVE HADES
Iwas at Hades Hive that the conflict escalated once
more. Inspted by the leadership of Commissar Yaric,
the detenders of the Hive fought as men possessed.
“The Orks made s0 litle headway that Ghazgh«ull
himselt joined the attack. leading his forces trom the
front. Ghazghkull fought lke a demon, slaughtering his
\way through entire regiments ofthe enemy, out the
Imperial defence lines held tue. For weeks Ghazghkull
tuied every stratagem taught to him by Gork and Mork:
making lightning assaults and feints, attacking in
massive waves and trying to reduce the hve fo ruins by
orbital bombarament. Yarick countered every poy.
‘As Yartick and Ghazghkull fought over Hades, the
remaining Ork columns rumbled southwards towards
te only other surviving settlements ~ Acheron and
TTartarus. The resultant sieges were bloody and violent
in the extreme. With his mary-pronged attack,
‘Ghazgnkul had the planet in his taloned grasp.
However, through his stoic resistance and inspired
leadership Commissar Yartick had distracted
‘Ghazgnkull long enough for Imperial reinforcements to
aie, Outside the Archeron, Hades and Tartarus Hives.
‘Ghazgnkulls armies saw buming stars shooting down
‘through the almasphere. Minutes later the Ork hordes
ere thrown into chaos by the thunder of bombs and
‘ne crash of cannons as the sky filled withthe
distinctve shapes of Space Marine Thunderhawk
‘gunships. The Adeptus Astartes were making planetfallSALVATION
Yarrick’s cal for aid was answered by not one but three
Chapters of the Imperium’s finest. With the arrival of
‘Space Marines trom the legendary Ultramarines,
Salamanders and Blood Angels Chapters, battle was
Joined on a new scale If Ghazghiull had made
immediate plans to thwart tis sudden counterattack
Armageddon would stil have fallen. However, Yarrck’s
uncompromising resistance challenges Ghazghkul's
ablity and reputation as a Warlord ~ a challenge trom
‘which he could not back down. The Prophet of the
‘Waaagh! fell upon Hades Hive withthe hatred an Ork
reserves only for his greatest enemy.
‘The Space Marines arived too late to save Hades
Ghazghkull hunted down Yarrick in person and, ater a
‘dramatic battle, slammed the Commissar to the ground
with a devastating headbutt. Only Yarrck’s iron wil
stopped him succumbing tothe grievous wound he had
suffered. The Commissar, let for dead, swore an oath
to hunt and kil Ghazgnkull snould it take his last breath
‘As the Orks assaulted Tartarus Hive, Commander
Dante of the Blood Angels made his move. Such was
the fury ofthe Blood Angels that they slew nearly half of
the Ork army invading Tartarus, and Dante's brothers
from the Ultramarines and Salamanders Chapters
slowly pushed the Ork forces back. The Orks refused to
surrender. Some fought to the death, others sipped into
the ash wastes or made thei way tothe equatorial
jungles. Uniting the surviving defenders, the Space
Marines began a masterful campaign of lightning
attacks that eventually broke Ghazghkulls stranglehold
One night, without warning, Ghazghkul's forces
withdrew trom the battleteld. By the moming the ash
‘wastes held litle more than the corpses ofthe fallen,
In the depths of the equatorial jungles and in the ruins
of the fallen hives the Orks began to breed, Much of
‘Armageddon lay shattered, and yet the second war was
but a prelude to the destruction yet to come.
The Or empire of Charadon i the anges and most long
standing of kind. Controle by »pyromoniac berserker
‘enon 25 the Arch Arson the empire of Charadon has
been the bane of the Ultima Segmentum for countless
The Ach Aran i 9 emimythical figure in the empire of
Charadon, fr he counts hi wre not a wore
‘conquered but those left blzngin his wake. Hs legendary
propensity for reducing ven the mast wl Stent
‘wore nto searing conflagration has gamered him 3
Sraulng empire of oreenctns devoted this destructive
Cause Each successive Wario of Charan takes the tle
of Arch Arson lending the persona a kind of imataly
‘THE ARCH-ARSONIST OF CHARADON
WARLORD NAZDREG AND PISCINA IV
Withdrawing to his stronghold in the Golgotha Sector,
‘Ghazgnkull marshalled his strengths once more, and
‘dwelt on what he had learnt trom his fist invasion of
‘Armageddon. The Ork gods had revealed to
‘Ghazghkall that in order to destroy your foe you must
{ist know him. For Ghazghkull, the war for Armageddon
had been a way to lear how the Imperium would react
and deal with a major invasion.
‘Over the next few years, Ghazghkullalied with Warlord
Nazdreg Ug Urdgrub, combining forces to make @
devastating assault onthe Imperial planet of Piscina IV
‘This was no normal invasion, however. Nazdreg, a Bad
Moon Warboss possessed of incredible wealth and
‘cunning, nad some of the finest Meks in the galaxy in
his employ. These Meks had pioneered a type of
teleportation device that enabled Nazdreg to
manoeuvte his troops direcly onto the planet from his
‘space hulk, even when it was located a massive
distance away ftom the planet.
‘Ghazghkull saw the revolutionary potential ofthese
“Tellyportas’, and joined forces with Nazaire to test it on
the unsuspecting planet of Piscna IV, The imperil
forces there were taken completely by surprise. and the
planet was brought to Is knees. Only the mysterious
presence of Space Marines from the Dark Angels
‘Chapter saved Piscina from being overrun completely
by the greonskin armies. The Dark Angels suffered a
sting otter defeats al the hands of Ghazghkul’s
forces, culminating in a breathtaking duel at Kalidus
Haroour between the Ork Watford and the Grand
Master of the Deathwing. Though Ghazohkull all but
broke Grand Master Belial in twa, the Deathwing forces
had bought time for the rest of the Dark Angels to
arive, Piscina IV was saved, but Ghazghkull already
had his prize. Stiking a deal wth Nazdreg, Ghazghull
left the Bad Moon warlord to continue the war for
Piscina in return for his best Mek and the secrets o his
tellyportas. The Prophet of the Waaagh! had work to do.
Una recent the expansion ofthe Charadon emi has
ben kept to» minimum by the Space Maries ofthe
wamarines Chapter Feces ed bythe Utamarns
Lbarian Tours have made surge strikes upon the Arch
‘Arsonists forces, preventing them fram reaching cna
‘mass and launching afl ae Waoagh! into Utama isl
ut Tigurs's success is beginning to vane. The Tani
‘manace encroaches eve farther ito Utara and ths the
LUipamarines can ne longer spare troops 6 Hols the nearby
(rk emirs in check. The Arch sisonst has seed his
chance and invaded the Utramar sistem, swearing that he
Ua reduce the magnificent ads ofthe Utramarines fo
Cinders nd reve i he aes of het demise.‘THE BATTLE OF GOLGOTHA
Ghazghkull ef Piscina for the Golgotha system,
Unaware that Yarick had located him and was hot on
his eels. Golgotha was a mining planet, ich in
material wealth, The Ork Warlord intended to seize the
planet and convert itinto a giant ammunition factory,
fueling a second Waaagh! into the Armageddon sector.
Using his Tellyportas to make a series of lightning
strikes, Ghazghkull quickly overcame the war engines
and batle collossi ofthe planet's abhuman defenders.
‘Within weeks the sheer might of the massed Orks ang
Gargants of Ghazghkul's armies had battered the
planet’ defences into rubble. Arriving atthe climax of
‘the battle for Golgotha, Commissar Yarick led a
squadron of Baneblade super-heavy tanks into the tray,
intending to hunt down Gazghkull ana leave the Ork
armies leaderless, Even these metal behemoths were
not enough to stop the Beast of Armageddon. The tank
squadron was overrun and surrounded by Ghazghkuls
Evil Sunz alles. Yarick was crushed under the tracks
of the Batlle Fortress Ocomolla, and his unconscious
body was brought before Ghazghkull himset.
After a few weeks of inflicting idle torture, Ghazghaul
‘decided that Commissar Yarrick was to0 good an
tenemy to waste, He released him from the sinking
‘dungeons of his space hulk, because he intended to
invade Armageddon once more and wanted a good
fight wren he got there. A plan fity years in the making
‘was about to reach fulon, War would come once more
to Armageddon, and this time i would be there to stay
‘THE RETURN OF THE BEAST
Fifty-seven years tothe day after the first Ork invasion,
Ghazghkull’s fleet tore back into the Armaggedon
sector and the greenskin hordes descended on the
industial world tis heat once more. Such were the
righty armies that Ghazghkull had mustered thatthe
rk fleet outnumbered that of Armageddon si to one.
rk Kl Kroozers made suicidal rushes against the
Imperial blockades with unbounded feraciy, losing a
{dozen of their number for a single Imperial vessel.
Despite their skil the Imperial Navy could nat hold back
the tide. Worse stil at the height of the engagement
‘the naval commander Admiral Parl received comm
bursts trom the nearoy Yarrck and Mannheim monitor
stations, waming that three more Orktleets were
inbound from the edges ofthe system,
‘The combined fleets of Ghazghiull and his allies
numbered over two thousand ships and at least twelve
space hulks, the largest number ever to assail a works
of the Imperium. The strength of te Ork armadas did
not le in numbers alone, however. The Imperial Navy
ships encountered dozens of crude asteroid fortresses,
OF Rok’, ctfting in the normally vulnerable tail of the
(rk flets. These heavily armed weapons platforms
‘were no real threat in long-ranged engagements, but
the presence of such unusual numbers of them seemed
to ingieate some more sinister design at work. Lite did
‘Admiral Parol realise just wnat fate Ghazghiull had
planned for the beleaguered planet of Armageddon
[ie] cus an
DESCENT
‘On the planet below, the tinal weeks before the Ork
fleet's aval were occupied with frenzied preparations.
Titan Legions consecrated their ancient plasma
reactors, Imperial Guard regiments were mustered and
dug in, and Space Marines from over twonty Chapters
took up defensive positions. The last anspor to make
planetall catia legend. Commissar Yarick, the ‘Old
Man’ himsel, set foot on Armageddon for the fst ime
in two decades. o the rapturous cheers of the
populace. With him was the Fortress of Arrogance, the
‘ery tank from which Yarrick had led the defence of
Golgotna many years befor.
‘Six woeks after entering the Armageddon system
‘Ghazgnkulls vast armada descended upon the planet.
Hades Hive, stl ruined by the events ofthe frst war
but a symbol of Imperial resistance nonetheless, was
‘he frst to de, The entire hive and is inhabitants were
‘obliterated by giant asteroids launched ftom the orbiting
‘space hulks. Megatons of rock hit home like the
hammer blows of an angry god. This act of wanton
annihilation was Ghazghaull’s vengeance against
‘Yarick wei upon a terrible scale.
‘As the fires of Hades’ destruction lt the eastern
horizan, the first Ork warbands clashed with Imperial
forces neat Voleanus, Acheron and Death Mire, Ground
based defence lasers and missile silos ‘ok a terible
tall upon the Orks as they landed, but the survivors
regrouped and assailed he defences with such forocity
that goon more and more of the horde reached the
planets surface unscathed. The sulphut-yllow skies
‘ver Armageddon became interwoven with twisting
contrails as thousands of Ork Fighta-bommers ducled
with Imperial Thunderbolts and Marauders. Tribe after
Iie of Orks bom from spores seeded over tity years
‘ago swept down out of the equatorial jungles to join the
‘growing hordes. Tales of murderous ghosts spread tke
\ildfie through the hives.
‘Acheron Hive fel the Orks without waming, captured
ty treachery from within. The instigator of this foul
‘rime was soon revealed as none other than the
infamous war-riminal von Strab. He took over the rive
a its new overlord, announcing tat it was his avine
right to rule over Armageddon alongside his ally
‘Ghazghkull, Ork brute squads stood ready to silence
‘any dissenters who doubted von Stabs decision(rk landers fll rom the skis like a relontess storm,
and war spread across Armageddon ike a forest fr. In
‘many places, the Ork altacks were beaten back by the
resolute Stee! Legion and their Astartes alles, but again
and again the Orks would regroup and attack once
mare, strotching the defenders to thet iit
{As the batlles raged on the planet, Ghazghkull
Unleashed another of his eatetuly prepared plan,
Dozens of the great asteroid fortresses encountered by
‘Admiral Parol's ships began to descend from orbi.
Slowed by powerl force fields, the Ork Roks made
landings in the verdant equatorial jungles an across
‘Armageddon Primus and Secundus, Many were lost to
ground fire but each one that survived became a
bastion for the Orks, a rallying point and a ready-made
fortress. As well as their huge guns and missle
batteries. the Roks contained giant telyporta arrays.
These wore employed to bring down Ork
reinforcements, Gargants and heavy artillery in an
endless stream,
Strangely, the Ork Roks also made landings inthe Fire
‘Wastes and Dead Lands tothe north ane south of the
main continent of Armageddon. Even Yarrck was
puzzled by this, as these grim, forbidaing lands haa
Always been believed to be uninhabitable and tactically
valueless. Weeks late thei usefulness to Gnazghkull
became apparent when hundreds of tanker-sized Ork
submersbles rose from the polluted waters and made
landings at Tempestora and Helsreach Hives. Surprise
‘was total as the sea-scarred iron vessels disgorged
thousands of Oks. Tempestora fell within days and the
dockyards of Helsreach were captured
WAR WITHOUT END.
‘The fighting raged on until it seemed the planet itself
‘would fall apart. The Orks had conquered over half of
‘Armageddon in a mater of months, and ever more
greenskin reinforcements poured in as word spread of
‘the battles erupting across the plane's blighted surtace.
“The concept of a war without end was like a holy grail
to the Ork race, and trom every neighbouring system
Warlords gathered their armies and made speed for the
‘Armageddlon sector, drawn tothe batle-scarred planet
Ike hellsharks tothe scent of hot blood
In the howling ash wastes, the Space Marines began to
establish batt lines, holding out against even the
fiercest onslaughts. More and more troops were
committed to the meal grinder as Imperial forces bound
{or the war against the Tyranid menace on the Eastern
Fringe were diverted to the Armageddon sector. Von
Strab was hunted down and killed asa trafor by a unt
of Penal Legion troopers known as the Last Chancers,
‘though his death made litle difference. l'seemed as
‘though there was no escape for the Imperial forces.
Then, in a tempest of flame, the Season of Fre broke
upon Armageddon. Temperatures outside of the Hives
soared untl even the greenskins were forced inside.
Lava bolled across the landscape in lethal rivers that
broke baltle Ines and forced traops on both sides to
‘abandon their posions. An uneasy stalomate was
reached as the wartiors upon Armageddon withcrow to
lek ther wounds.
Unable to take tothe field of battle, Ghazghkull quickly
ran out of pationce. He ltt the war-torn planet to his
‘generals and went in search of new vitims. His work
had been done ~ Armageddon had been plunged into
‘an eternal state of war, and so many Imperial troops.
had been diverted to reinforce Armageddon that there
Were many worlds ripe for conquest within easy reach,
‘Commissar Yarick was loath to see the Warlord leave
without resolving their oud. and along witha strke
force of Black Templars he iaunched a crusade to track
down the Ork Warlord and end his reign of terror for
‘good. When Ghazghkul heard news of his old enemy's
Dursul, his reaction was a slow and ugly smile
In both Ork and Imperial society Armageddon has
become a byword for a war to end all wars, More
‘reenskin reinforcements flood in with each passing
day so they can get a piace of the Big Scrap. The
planet remains besieged by an Ork invasion of
unprecedented size, and Gnazghkull has since lid
\waste to dozens of planets around Armageddon. Only
‘ime wil fel the defenders of Armageddon can win
‘ner star system back betore itis consumed completely
by the Orks' lust for battle.
—_WAAAGHE WAZDAKKA
(Once a simple Ork Mek, Vazaakia has née to become
the hing ofthe Speed Fees. He never stops sees, of
hestates, and the only thng tha vs him an i sheer
‘ition fo the sensation of running down the enemy
Under the ies of his mighty arbi, Wazdakka has
become at ispation for the Kul of Speed ares he
alr, aed wherever he goes his army grows lrg as
‘more speed-adtlcted Ors flock his tattered banner
Ward i hapoy to ride with these asciles, provided
they can keep uo vt hi.
In the tite recesses of Wada’ mind there
resides 3 cunning plan of vy enormous dimensions
Fe wishes to hanes the secrets of warp space ad use
the fo eat portals through which he can eter
planet to planet In his nay he intends to drive his
lark from ane end of the galt the other,
slaughtering everything nhs path
In isa plan that could ony be spawned by a madman
and 25a resi it enoys 2 great dea of suppor fam
‘tery Speed Feek ha hears off. The poner of Ork
boli strong and Wozdbeko may yet get is
Interstelor igh operational. Shou the Speed Feek
Warbosssuceed, the power of his Waaaghi would be
dlevastating 35h ices tea inal out of realy,
2055 the breath ofthe glo
2 vTUSKA THE DAEMON-KILLA
Late in 892.944.1141 the planet Prosan, neighbour of
the fortress world Cacia, was invaded by a great host of
‘Orks commanded by Great Boss Tuska. As the Ork
fleet entered the Cadian systom the Imperial navy
moved to intercept it. They slowed the greenskin
Juggernaut but ulimately could rot stop it The Ork fleet
ploughed through the Caian blockade, losing a fll
third ofits number inthe process. When the Ork
armada descended upan the world of Prosan, the
Imperial High Command feared thatthe Cadian Gate
was going to witness a ful-scale Waaagh!
Prosan was a hostle environment training ground, a
world with no strategic value and a great many
dangers. Its already volatle climate had been enhanced
‘spectically so that the Cadians could tran in the most
inhospitable battlefield conditions. Acid rain tellin great
‘squalls, lava burst in sudden gouts from sharp voleanic
rocks, and toriadoes raged across the violent skis.
‘Wal the Orks wanted with the battered and worthiess
planet of Prosan was a mystery.
For thiteen days the commanders of Cacia looked on
in puzzloment as the Orks poured wave after wave
‘tops onto Prosan. Those Imperial regiments that were
planetsce atthe time fought har, ther traning giving
them a natural advantage over the aliens. Great Boss
Tuska seemed hell-bent on conquering the plane,
however, and his elt infantry seemed to relish the
challenge. it anything the hostile conditions only
‘seemed to make the greenskins ight all the harder
Within a month the Imperial armies were forced to
‘evacuate, leaving Prosan in the hands of the Ors.
‘The Imperial Navy re-established thelr cordon and
prepared to fight tothe last, They were not called upon
ado s0, The Orks lett Prosan as suddenly as they had
arived. To the astonishment ofthe entre Cacian
system, the Ork flat made straight fr the swirling,
bleeding vortex that lay beyond the Cadian Gate and
cisappeared ino the depths of the Eye of Terror.
TUSKA’S OATH
‘Two years before the invasion of Prozan, Great Boss
“Tuska’s fagsnip Gorejaw haa been invaded by @
i)
Batlewagon
Unit Composit Transport Capacity:
+ 1 Batlewagon +20 models. Models in
Mega Armour count as
Unit Type: twa models.
+ Vehicle + ABattewagon with a
(Tank, Opentopped) —_—_kilkannon has 2
transport capacty of 12
Example: Gorbag’s Gobsmasha —kikannon, ‘ard case
armour plates, kannon, 2 rokitlaunchas ... 210 pomnts
Example: Da Gorespeeda red paint job, grot
ikkbomb chukka, 4 big shootas ..125 points
Example: Da Bonecruncha of Bork —grabbin’ kaw,
deff rll, wreckin’ ball, boarding plank ...140 points
AW DEFF DREAD 75 .ramts
1A Front Side Rest
22 2 10
ws es s 1
Det Dent «42S 2
Wargear:
Unit Composition: + Two dreadnought close
1 Deft Dread combat weapons (each
‘addtional dreadnought
Unit Type: Close combat weapon adds
+ Vehicle (Walker) +10 the Dreads Attacks)
AME ILA BANS 35 rors en monet
‘Armour
WS BS S 1 A Front Side Rear
kita Kan 2 3 522 " 1 10
Unit Composition:
Vehicle Squacron of | Wargear:
1-3 Killa Kans. + Dreadnought close
‘combat weapon
Unit Type:
+ Vehicle (Walker)
ORKS ARMY LIST
Options:
+ May take any ofthe folowing:
~klkanaon |
ard case
= deft ralia"
+ rod paint job
+ grot riggers
+ stikoomb chukka
+ armour plates
= boarding plank
= wreckin’ ball
+ grabbin’klaw
= feinforced ram"
+ May take a single big gun (does nat include crew)
=kannon
= Tobba
zap gun
+ May take up to our ofthe folowing:
big shoot
* rokkit launchas
options:
+ The Detf Dread must take two ofthe following:
big shoota
= roxki launcha,
~kustom mogacblasta
1 skoreha,
* dreadnought close combat weapon
+ May take any ofthe following
= grat rggere
+ armour plates
Options:
+ Each Kila Kan must take one ofthe following:
big shoota
= rokkit launcha’
~ kustom mega-biasta
1 skoreha,
+ grotzooka
+ Any Kila Kan may take any ofthe following
= grot riggers
+ armour plates=5-10 Flash Gitz
Infantry
Wargear:
+ Eavy armour
+ Snazzgun
Unit Composition:
1-3 Big Gunz
(with 2 Grot krew
per Big Gun)
= Astllry
Looted Wagon 2
Unit Composition:
+1 Loated Wagon
Unit Type:
Vehicle
sv
a
+ Painboy replaces ‘eavy
‘armour, snazzgun and
aitinda with dok’s tools
and ‘uty syringe
Special Rules:
Furious Charge
Mob Rule
= Waaagh!
Wargear: Special Rules:
Gretehin Gretchin
None None
Funtherds: luther!
= Grabba stk Furious Charge
+ Slugoa
SSquig hound
‘Armour
Front Side Rear
non 10
Special Rules:
“Don't Press Dat!
Transport Capacity:
12 models. Models in
(Tank, Oper-topped) ‘Mega Armour count as
two models.
+ ALooted Wagon with a
boomgun loses its
transport capacity
altogether.
Options:
+The unit may take any of the folowing:
= More dakica
= Shooter +5 points per model
= Blastas, 45 points per model
+ Tho unit may include up to three:
ammo runts| +5 points per mode!
Kaptin Badrukk:
One Flash Gitz mob may be led by:
- Kaptin Bacrukk (see page 57) +135 points
Painboy:
+ One Flash Git may be a Painboy +30 points. Py
may be accompanied by a Grot orderly +5 points. PY
‘All models in the Painooy’s unit may nave
+ eybork bodies +8 points per model
‘Options:
“The Big Gunz must all be the same type of gun,
chosen from the fllowing types:
kannons.
[HoobaS vest seissseeseseee 46 points per gun Pf
= zzap guns “+10 points per gun
‘The battery may include ary of the fllowing
up to three ammo runs “+3 points per model
upto six addtional got krew +3 points per model
Character:
+ The unit may include a Runtherd
He may replace his grabba stkk wit
+ grot prod
Options:
+ May take one ofthe following:
~boomgun
* skorcha
+ May take up to two ofthe following
big shoota
* rokkit launcha
+ May take any ofthe following:
“ard case
+ red paint job
= grat riggers
+ stikkbomb chukka
+ armour plates
+ boarding plank
+ wteckin’ bal
= reinforced ram
+ grabbin’klaw