Note on Squigz and Boars – In the ‘Ere Be Stuff expansion we use the term squig to refer to the units that Feral Ork Wildboyz can ride. Since these rules are based on the rules for Boar Riderz, also known as Snortaz, the two terms are used almost entirely interchangeably in this expansion. If you want your Feral Orks to ride pigs and sit atop a massive boar as they wade into battle, that’s also awesome.

Mightee Steedz

While plenty of squigs of various sizes and shapes grow around Mektown, the arid conditions aren’t even close to ideal for them. Up in the Howling Hills however, the cool air, more frequent rainfall and volcanic ash provide an environment that makes all things Orky grow a bit better and bigger. Mighty mushroom stalks like redwood trees came first, providing cool shade and then the squigs began to grow. And grow. And grow! Giant squiggoths roam the mushroom groves, eating the flora and fauna without discrimination. The Weirdboyz have found they can exert some degree of control over these behemoths and at Weirdboy’s direction, have put them to work in fighting the other denizens of Angelis, serving as mighty mounts carrying the squabbling Feral Orks into battle.

 

Squiggoth movement

Squiggoths are large and lumbering but can give a fair bit of speed if whipped enough as long as the driver doesn’t get too over enthusiastic and lose control of the beastie.
Squiggoths move like Ork traks, i.e. 6" gas engines, 5" thrust, however as soon as a thrust test is failed the driver has over done it and must roll on the Rampaging Squiggly Beast table.
Rampaging Squiggly Beast Table

  • 1 – Rampage!
    The beast counts as having no driver for this turn (see pg. 34 of Da Roolz). Next turn the driver must pass a leadership test in order to regain control or the beast continues rampaging.
  • 2 – Charges 2D6" in a random direction (roll the scatter dice to determine which direction)
  • 3 – The beast bucks wildly, throwing any crew off (does not include the driver, who has reins to hold onto). Each crew member may attempt to stay aboard by rolling equal or under their Strength, if they succeed they are unaffected but can do nothing else this turn.
  • 4+ – The beast lumbers 5" forward

Slow speed manoeuvres

Squiggoths may perform slow speed manoeuvres as detailed on page 32 of Da Roolz.

 

Ramming and Squashing Models On Foot

Squiggoths are snarling behemoths and their simple brute and ferocious nature is testament to that. They eat anything they can chew and headbutt everything else. This is represented in game terms in that it can ram like any other vehicle with one exception, in head-on collisions with other vehicle they simply are not as tough. In the case of a head-on ram with another vehicle (this does not apply to other Squiggoths…they’re quite soft-headed) it will only inflict D3 damage on its opponent, instead of the usual D6 damage.
While trukks, traks and buggies rely on their crew to inflict most of the damage, Feral Orks struggle to keep the Squiggoths from causing too much. Their snarling snapping maws often maul anyone foolish enough to stand too close. Models on foot that are run down, raked, or sideswiped by a Squiggoth will take a S5 hit, rather than the S3 hits as detailed on page 39 of Da Roolz.

 

Squiggoth Hit Location Table

1. Crew (randomly determined member) – Armour Value: 8
One of the ‘invaluable’ members of the crew has been hit. If there is more than one crew member, randomly determine which one it is before rolling on the table below for damage. Any warrior that goes down while on the vehicle, topples over the edge landing D3" away from it in a randomly determined direction, suffering a further S3 hit on the roll of 4+.
If there is no crew on the Squiggoth then the driver is hit instead.

  • 1-3 Stray Shot! The crew member is lucky enough to dodge out the way. Unfortunately, none of his other mobsters are as aware of their surroundings. Randomly determine any model on the Squiggoth (except the driver). He takes a S3 hit.
  • 4 Impaled! The crew member is jostled by the hit, falling back into some pointy shrapnel. He takes a single S4 hit.
  • 5 Lost footing! The crew member struggles to remain standing and must roll under his strength on a D6 to remain on the Squiggoth. If failed, he falls, landing D3" away from the Squiggoth in a randomly determined location, taking a S4 hit.
  • 6 Hit! The crew member takes the hit from the weapon as normal. In the event of a ram, swipe, rake, crash or collision, he takes a S3 hit.

2. Fixed Weapon – Armour Value: 8
The fixed weapon is hit! Roll a D6 to determine the results. In the event the Squiggoth has no fixed weapon, then the crew is hit instead.
If the Squiggoth has no fixed weapons then the crew is hit instead.

  • 1 Me ‘and! The gunner (for Orky reasons) got his hand stuck in the dakka end. Getting it out was quick and painless for him, but the weapon needs a quick fix. The weapon cannot fire in the mob’s next shooting phase.
  • 2 Bent! It is frustrating enough to aim one way and it to fire the other, but now the thing is bent, firing off to one side. The gunner may continue to use the weapon but does so at -1 BS for the remainder of the game (this penalty does not apply to firing any other weapons).
  • 3 Blocked! The hit has dislodged a worky bit that keeps getting stuck when trying to reload. The weapon may still fire as normal, but takes a whole turn to reload. (The weapon cannot be used the next turn, but the turn after.)
  • 4-5 Broken Trigger! The weapon is relatively undamaged, except that the trigger has broken off and nobody has realised…or even noticed. The weapon cannot be used for the rest of the battle.
  • 6 TWANG! The tiny thread of rope binding the weapon together has snapped, flinging wood, squig bitz and bow strings everywhere! The weapon cannot be used for the rest of the battle and the Gunner receives a S2 hit.

3. Gubbinz – 8
If the Squiggoth has any Gubbins then randomise which is hit. On a 4+ it is damaged and can’t be used for the rest of the battle. It will be automatically repaired before the next game.
If there are no Gubbins then the Squishy Bitz are hit.

4. Legs – 8

  • 1-3 Hamstrings are Gammy things! Its hard to run with bullets and shrapnel in your legs, so its no surprise that the Squiggoth slows down. It is at -1 Movement for both regular and thrusting movements. This is cumulative and if it reaches 0, it is immobilised and crippled.
  • 4 Taken aback! The blow to the legs has sent the Squiggoth off balance. It swerves before rolling on the Rampage table.
  • 5 ‘Urty Bitz! The hit gets the Squiggoth in a sensitive area that is agonizing. Roll on the Rampage table to see the results. On the result of 4+, instead of lumbering forward 5", it is immobilised and crippled, representing just how much damage was done on the inside.
  • 6 Swept off ya feet! The Squiggoth’s feet are almost literally kicked out from under it and it falls flat on its face. It is immobilised (but not crippled).

5. Driver – 8
If there is no driver then the Squishy Bitz are hit instead.

  • 1 Close Call! The shot buries itself in the driving seat without even touching the driver. It as no effect.
  • 2 Whoops! It was such a close call that the driver wasn’t paying attention and must take a leadership to regain control. If failed, roll on the Rampage table.
  • 3 Impaled! The crew member is jostled by the hit, falling back into some pointy shrapnel. He takes a single S4 hit.
  • 4-6 Hit! The driver is hit by the weapon as normal. In the event that it was a collision, ram, rake, swipe or crash. He receives a S4 hit.

6. Squishy Bitz – 10

  • 1 Buck! The Squiggoth rears up in pain. Roll on the Rampage table to see the effects. After the results, the Squiggoth is deemed crippled and immobilise.
  • 2 Stagger! The Squiggoth goes into some sort of daze from the force of the blow. It staggers D6" in randomly determined direction before just lying down. It is the driver’s fun job of waking it up. Roll a D6 each time you are trying to get it to move.
          • 1 Roll on Rampage Table
          • 2-4 It remains still
          • 5 It can move, but no thrusters
          • 6 Immobilised and crippled.
  • 3 Don’t Panic! The events of the battle are making the Squiggoth as stubborn as it is bad tempered. The driver has to whip it to get it to go anywhere. The Squiggoth can only move as if it is thrusting for the remainder of the game.
  • 4 Hang on! The Squiggoth bolts forward as if its being whipped. It must thrust forward until the player fails a thrust test or it hits something.
  • 5 ‘Ope dat wazn’t important… Something blue and wibbly is hanging out of the Squiggoth and oozing. Seeing as Red ‘Unz go fasta, it becomes clear that blu’ ‘unz slow you down. The Squiggoth slowly lumbers around before tiring, collapsing in a messy heap. It is immobilised and crippled.
  • 6 Troublesome beast! The Squiggoth has been put off by all the action. The driver must pass a leadership test each time in order to control it. If passed, it acts as normal. If failed, it swerves and moves D6" forward.

Squiggoth Permanent Damage Table

  • 11-13 Dead!
        • A combination of blood loss, organ damage and general mistreatment have caused the Squiggoth to die. If one mob bottled out, the other gains an extra 2D6 teef stripping the carcass for tasty meat if they leave a Boy (or equivalent unit) to strip it. The model left to strip the carcass doesn’t contribute anything else to the mob’s income this game.
  • 14-16 Badly Mangled
        • The Squiggoth has taken severe damage and is barely alive. Roll a further D6 times on the permanent damage table, ignoring Dead, Captured, Furious Regeneration or Minor Injuries.
  • 21-22 Tender Areas
        • The damage has made the Squiggoth more vulnerable to attacks. Reduce it’s armour over all areas by 1.
  • 23-24 Exposed Nerves
        • The damage has exposed some nerve beds, making it easier to harm the Squiggoth . Any rolls on the Squishy Bitz table are at a +1
  • 25-26 Numb Areas
        • The Squiggoth has numbed areas around where its reins are attached, making it harder for it to interpret steering commands. When making a leadership check to turn or swerve, its taken at a -1 penalty.
  • 31-32 Stumbling Gait
        • The Squiggoth legs don’t quite move in sync any more, violently rocking all aboard. All ranged attacks made from the squiggoth are taken at a -1 penalty.
  • 33-34 Gammy Leg
        • The Squiggoth has a hobbling limp and its movement is reduced by D3". Roll now to find out how much to subtract from its movement score.
  • 35-36 Stubborn
        • The Squiggoth has a bad attitude as a result of being shot, rammed, burned and poked all the time. Before a battle, roll a D6. On a one, the squiggoth cannot be persuaded to behave and is not available for the battle.
  • 41-56 Minor Injuries
        • The damage isn’t as bad as it could have been. A few delicious squigs and a tickle in just the right spot will make sure the beast is ready for the next battle.
  • 61-63 Captured
        • The enemy mob has captured the squiggoth and is going to cut it up for food to eat and sell for which they will gain 2D6 Teef. The Feral Orks have one chance to recapture their squiggly beast before it ends up between two slices of fungus bread, using the normal vehicle recovery scenario.
  • 64-65 Battle Scarred
        • The beast has many mighty slashes and scars all over it making it look tougher and scarier. All warriors on board the vehicle have +1 to Leadership, riding atop the seemingly invincible behemoth.
  • 66 Furious Regeneration
        • The battle has triggered a flood of signal compounds which have activated a flurry of mitosis and cellular regeneration. The Squiggoth is healed of all permanent damage by the process and has no further effects.

Squig Ridin’

Squigz are wild, dangerous and at the best of times, utterly unmanageable. Still, occassionally mad Wildboyz will attempt to ride on the bigger squigz and with a little patience and lots of delicious yummies as incentive, the squigz can be persuaded to at least bite enemies before allies.

Becoming a Squig Rider

When a Wildboy wants to become a Squig Rider he must go off into the Howling Hills to find a Squig to call his own. When you purchase a Squig for him to ride, the Wildboy misses his next battle while he trains the squig not to kill him and to tolerate him riding it into battle. After one battle has elapsed, the Wildboy returns to your mob, dead chuffed as his new pet runs roughshod over his enemies. Squigz purchased at mob creation are available immediately without the one battle waiting period but any purchased subsequently must undergo the training period.

Movement

An Ork riding a Squig moves at 7". Squigz can charge and gallop in exactly the same way as muties, but since squigz are considerably less co-operative than Mutie Beasts, Wildboyz cannot fire on the gallop, or set Overwatch. Due to the roaring and slavering, Squig Riderz cannot hide.

Shooting from a Squig

Squig Riderz have a 90 degree fire arc to the front just like a footer. Feral Orks can use the following Ranged Weapons when mounted on a Squig: Boomerang, Spear, Sling, Bolas. Regular Bows and Crossbows can be used if the Ork passes a successful initiative check but if he fails, the Squig goes wild. See Squigz Wild!! for a description of how this functions.
Shooting at Squig Riderz: Shooting at a Squig Rider follows the same procedure as normal. If the Squig moves at over 10", there is an additional -1 to hit modifier due to the speed (and dustcloud!) Squig Riderz are not driven off by enemy fire like Muties are. In fact they’re more likely to charge the enemy!

Close Combat

Squig are brutal in close combat and give the Rider an additional attack in melee combat. When mounting a Wildboy on a Squig, be sure to add +1 to his attack statistic!
Saving Throws: Due to the shifting, rampaging nature of the Squig, Squig Riderz have a natural 6+ armour save, just like Muties.

Picking up and carrying Scrap Counters

Riderz must stop for a turn to pick up Scrap just like Muties, they suffer no movement penalty for carrying it and may only carry one counter.
Attacking Vehicles: Riderz do not dismount in battle. When they attack a vehicle they test initiative as normal, but do not board the vehicle. A Rider who successfully attacks a vehicle fights a crew member as normal, but the crewman will only fall off his vehicle if he goes down, and the Rider is simply moved out of contact with the vehicle if he loses, in addition to any wounds he may take. The vehicle may move away from the Rider in its next movement phase as normal, but may not sideswipe the Squig Rider.

Squigz and Forts

Squigz cannot climb fort walls, and therefore will need to destroy the gate of the fort to get in. Squigz count as footers when trying to get through holes in the gate.

Squigz Wild!!

While Wildboyz may claim to have "tamed" their squig, it couldn’t be further from the truth. The only thing keeping the Squig in any semblance of line is the reigns the Orks have crudely lashed to them. Dropping these for even a moment will be taken as an act of weakness (or deliciousness) and the squig will attempt to escape. The details of when this can happen are listed below.

  • Rider goes down
    A Squig automatically Goes Wild if its rider goes Down. If the rider goes Out of Action, the squig runs away- remove the model as usual.
  • Gets Bitten
    Wild Squigz bite everything in sight, including other Squigz!. If a Wild Squig moves within 1" of another Squig, then the rider must pass a Leadership test or his squig goes wild as well!
  • Gets Rammed
    Any attempt to Sideswipe or Run Over a Squig Rider will not be taken well. Once the attack has been resolved, the rider must pass a Leadership test to control his Squig, even if the attack missed or did no damage.
  • Grabbin’ Scrap
    Grabbing a Scrap counter means letting go of the reigns. Oops. The rider must test his Leadership after digging up some scrap. If he fails, the squig goes wild, but the Scrap is still collected.

Squigz Gone Wild

A Wild Squig moves D6" in a random direction determined by scatter dice at the start of the movement phase, Due to the delicate means needed to regain control through beating, yelling and biting, the Ork is too busy to engage in ranged combat until he regains control of his squig. During the Recovery Phase, the Wildboy can attempt to regain control of his squig by making a Leadership roll. If he passes, the squig will calm down a little and can be directed as normal again. If a Wild Squig moves into contact with an enemy model it immediately begins the happy task of chewing on the enemy and combat will proceed as normal with the Squig Rider counting as having charged the enemy.The squig will be under the riderz control again after the combat resolves. If the rider is down when this happens however, he is put Out of Action and the model is removed from play. Wild Squigz never willingly attack vehicles and stop 1" short of a vehicle if wild movement would bring them into contact with it.

 

Changing Riderz

Occasionally an Ork will no longer be suitable for riding a squig and the reins must be passed to another. To transfer ownership of squig to another wildboy, both the current and future rider must miss a battle while the current rider shares his secrets of how he got the squig to not kill him.

 

Death of a Rider

If a squig rider dies as a result of battle, there’s no time to pass on the secrets of what persuaded this particular squig to tolerate him and it runs off into the wilderness in the wake of its riders death.

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Animosity

Feral Orks mobs aren’t cohesive units, in fact they’re a terribly organised rabble that sometimes realises there’s an enemy to fight!
At any given moment in time there’s a squabble going on about whose shiny thing that is, or where the yummiez went, or how far away that rock is. Normally the biggest boy in the group will spend as much time yelling and cursing at them to try to keep them focussed as he does actual fighting, although this only works some of the time. The fighting always starts amongst Fickies but if all of them are already bickering then the Wildboyz tend to wade in to sort things out, usually dragging the Weirdboy with them.

To represent this at the start of every turn the mob’s Brute must take a leadership test. If he fails, count the difference between his score and his Leadership characteristic and roll a corresponding number of D3s. That total is how many Feral Orks are affected by Animosity.
When determining which models are affected by a failed Animosity check start with the Fickies. If there are no unaffected Fickies left then assign the remainder to the Wildboyz and lastly the Weirdboy. Brutes are never affected by failed Animosity checks.

For example a Brute with a Leadership of 6 takes an Animosity check and rolls 9. The difference between his score and his Leadership characteristic is 3, so 3D3 models are affected. The result is 9 but there are only 7 Fickies on the board thus his two Wildboyz are also affected.

If the Brute is Down or Out of Action then a Wildboy can take the test, and lastly a Weirdboy if there is no one else (Fickies can never test). Should no one be available to maintain order then take the test anyway, but without a leadership characteristic.

Example: with no one able to take the check the player takes the test, rolling a 7. As a result 7D3 models are affected by Animosity this turn!

Orks are an intrinsically psychic race and this manifests itself in arguments too (this is quite possibly why bar brawls are such a popular pastime in Mektown). All the models affected by Animosity will react in the same way. Roll on the Animosity Table (D6) to find out what they’re up to for the duration of the turn.

Animosity table

1

The warrior doesn’t feel like fighting and just sits down. He counts as pinned for the rest of the turn (he will have recovered by the start of the next turn, unless another Animosity check is failed).

2-3

The warrior charges the nearest target, be it friend or foe.

4-5

The warrior charges towards the nearest enemy target, even if he can’t reach it.

6

The warrior is overcome by Frenzy and charges the nearest enemy target, even if he can’t reach it.

In terms of which models are affected it will always be those furthest from the model taking the Animosity check.
A model affected by animosity holding a scrap counter will not move, instead they hold onto the shiny bits tightly. Any models within 6" of such a warrior that are affected by animosity are overcome with jealousy and will charge over to them, spending the rest of the turn squabbling.

Animosity and Vehicles

Animosity affects models onboard a vehicle differently. Warriors onboard spend the rest of the turn brawling with each other or hurling insults. Sometimes both at the same time. The vehicle may still move as normal and Big Gunz may still fire, but the crew may not disembark or shoot. If boarded they will still fight as normal.

Fickies Psychology

Fickies are a slow bunch at the best of times, but when there’s a fight to be had you’d think they’d be able to hold it together for a few minutes – not a hope. Fickies on their own suffer from Stupidity at all times (as detailed on page 49 of Da Roolz), however to prevent this, they can stick together in a group where the build-up of Waaagh!! energy is enough to keep them on track for a while. If before they move, Fickies are within 2" of 2 or more friendly models, they do not suffer from stupidity that turn.
Fickies in such a group cannot Hide or go on Overwatch as the others will give them away, distract them, or just generally make a nuisance of themselves. For the purposes of Bottlin’ Out tests Fickies only count as half a model.

Weirdboyz

Weirdboyz are relatively uncommon in normal Ork society as they suffer ill-effects as a result of being immersed in the psychic field that all Orks generate and the few that do survive are generally put to work as walking weapons to use against the Orks enemies. Through the mutations and DNA damage done to the Feral Orks, the Brutes, Wildboyz and Fickies radiate their psychic energy differently, essentially on a different frequency to the Weirdboyz, allowing them to flourish. The genetic damage done also seems to have made Weirdboyz more common in Feral Ork society as well. Weirdboyz have several special abilities that no other Ork has access to which are detailed below.

Powers

Weirdboyz begin their time in a Mob with the following powers and can gain more when they gain experience. See the Skill Table – Da Waaagh!!! for further powers that can be acquired. The Weirdboy can only use one power per turn and it consumes his entire shooting phase. Certain powers are cast outside the shooting phase but the model still cannot shoot if he uses one of these. Additionally, a Weirdboy cannot run and use one of his powers in the same turn in a manner similar to shooting.

Strength of Gork! – Difficulty 5
The Weirdboy focuses all of the Waaagh in his head on a single Wildboy or Brute, making them stronger and orkier than before. This manifests itself as a +1 to either WS and BS or as +1 to Initiative until the end of the turn. This power has a maximum range of 10".

Cunnin’ of Mork! – Difficulty 5
The Weirdboy can channel the Waaagh!! to boost Fickies mental abilities so that they can return to a functioning group. Up to 3 Fickies can be made to move closer to one another by 4". If this places them within the radius for Fickies Psychology to take effect then they do not suffer from Stupidity this turn. This power can only be used at the start of a turn before any movement takes place but still consumes the shooting phase of the casting Weirdboy. This power has a maximum range of 24".

E.g. Three Fickies are 4" away from one another at the start of your turn. The Weirdboy can spend his shooting phase at the start of the turn before movement and move them up to 4" towards each other until they are within 2" of one another using Cunnin’ of Mork!.

Da WAAAGH!!

The Weirdboyz have greater access to the might of Gork and Mork as they grow in power and experience. It allows them to draw upon the nigh infinite power of da Waaagh!! to produce powerful, awe-inspiring and sometimes downright silly effects.
Weirdboyz can roll on the Waaagh!! powers table instead of a normal skill table should they wish to. Roll a D6 to determine which power the Weirdboy adds to his repertoire. If you roll on the table and get a result for a power that you already have, you may either reduce the difficulty of the power in question by 1 or roll again on the table until you get a result you do not already possess. You do not get to choose which ability you get like other skills on a duplicate result, the Waaagh! is simply too chaotic and Orky for any kind of structured learning to occur.

  1. Fickies Revenge! – Difficulty 6
    This affects all models within 2D6" of the Weirdboy, sapping at the mental energies of those nearby. All models are automatically Pinned, including your own warriors. Pinning is resolved in the usual manner. This affects models that are usually invulnerable to pinning as well.
  2. Right Sparky!! – Difficulty 7
    This particular channeling fires small stinging lightning in an 4" template (a standard Gorkamorka blast marker) around the Weirdboy. All models caught in the template are driven away from the Weirdboy D6". Unlike other powers a Weirdboy may use this ability while in Hand to Hand combat thereby disengaging.
  3. Fungus Patch! – Difficulty 6
    Tiny slippery mushroom like tendrils sprout around the Weirdboy within an D3+3" template centred on the Weirdboy. All terrain within this template is considered difficult terrain and already difficult terrain becomes Very Difficult terrain and remains until the start of the Weirdboyz next turn. If this spell is cast from a vehicle the template moves with the squiggoth and is measured from the centre of the beast. The difficulty is increased by 2 making it a Difficulty 8 power, when cast from squig-back.
  4. Speed of Mork!! – Difficulty 7
    D6 friendly models double their Movement until the end of their turn. If an affected model does not move at least 10" while under this effect, roll a scatter dice and have him move 8" in the direction the dice indicates to burn off the excess Waaagh!!! Do this for each Ork that does not exceed 10" of movement.This power can only be used at the start of a turn before any movement takes place but still consumes the shooting phase of the Weirdboy in question. If this movement brings him into base to base contact with a foot model or a vehicle, stop the movement and resolve as normal. For the purposes of hand to hand, the Feral Ork counts as having charged.
  5. Fists of Gork!! – Difficulty 8
    Two mighty fists of Gork appear and each attack the nearest enemy at WS 4 and S4 with a -1 Save Modifier. If the enemy falls after the first hit, the second fist finds someone else to pound on, attacking the next nearest enemy model. Enemies put down by the Fists of Gork do not automatically go out of action as models in Hand to Hand would, unless they are in base to base contact with another foot model who kindly crushes their skull. If the Weirdboy fails his roll by 5 or more, the Fists attack the nearest friendly models in order of proximity to the Weirdboy. If the enemy wins combat against a fist, it simply dissipates back into the Waaagh!!! Enemy models who best a Fist do not gain any experience for doing so.
  6. Might of Gork AND Mork!!! – Difficulty 10
    A mighty green lightning bolt strikes a chosen enemy within 12" of the Weirdboy and immediately forces 2 rolls on the Injury Table. If the Weirdboy fails his Difficulty roll by 5 or more when using this power, he is struck by the bolt himself and takes the appropriate wounds.This cannot be used on a model already in hand to hand combat.

 

Shiny Bitz

Weirdboyz can go to the elder Weirdboyz in the tribe and have them imbue their staff with additional properties in the same manner as a Kustom Job. The available Kustom Jobs are shown below.

  1. Idol of Gork – The designated model gains an additional +1 to WS or BS until the end of his turn on top of the usual +1 when the Weirdboy uses Strength of Gork! for each idol added to his staff. These can allow temporary WS or BS above the stated maximums for Feral Orks.
  2. Idol of Mork – The Fickies can each move an additional 1" when under the effects of Cunnin’ of Mork for each idol added to the staff.
  3. Symbol of da WAAAGH!! – The Weirdboy gains +1 to his roll to see if he has beaten the Difficulty Check for a Waaagh!! power for each Symbol he adds to his staff.
  4. Fickies’ Toof – When animosity takes effect, each Fickies Toof reduces the number of D3s rolled to determine the number of Orks affected by animosity by 1.

A Weirdboy of 41 or above experience may have one kustom job on his staff. A Weirdboy of 101 experience can add an additional custom job. A true Warphead, 201+ XP, can have one further Kustom Job added.
Each Kustom Job costs D6 teef and the Weirdboy must skip the next battle while he participates in the lengthy ceremony the elders demand.
A Weirdboy can only own one staff. Weirdboy’s staffs are not lost as a result of capture as trying to move the staff away from the Weirdboy, even when unconscious the staff becomes inexplicably heavy and causes splitting migraines in all nearby. The staff is usually stuck into the sand out of his reach instead and is reclaimed if he is freed. If the Weirdboy has any Shiny Bitz on his staff, roll a D6 when he is freed. If the result is a 1 or a 2, one of the Shiny Bitz has been nicked as a trophy. The staff regains one of its former slots but all normal procedures must be followed if you wish to add another shiny bit to the staff. Remember to subtract the cost of the Shiny Bit from the Weirdboy’s cost.

Examples of Staff Setups
1x Idol of Gork, 1x Idol of Mork, 1x Fickies Toof – The Weirdboy excels in his buffing and anger management abilities, helping to stop the mob falling apart.

3x Symbol of da Waaagh! – Focussing on power, this gives the maximum chance of success when trying to use the more difficult abilities.

3x Fickies Toof – Preventing animosity from becoming an issue in your mob keeps you mobile and fighting more than the average Feral Ork mob.

3x Idol of Gork – Improving the pairing of the Brute and Weirdboy, turning them into a brutal melee combo.

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Here we go, Feral Orks! There’s no photos at the moment as Midnight hasn’t quite finished them all yet. More to come. Huge thanks go out to Skippy, Mattzm, Depiff, and Flamekebab for making these rules possible.

Mob layout

Brute
Your mob must include one Brute.

Weirdboy
Your mob must include one Weirdboy.

Wildboyz
You may include as many Wildboyz as you can afford.

Fickies
At least half of your warriors (50%) must be Fickies. You may take more than this if you wish, but should your mob fall below the threshold you must hire more Fickies at the earliest opportunity.

Squiggoths
Your mob needs sufficient transport for all of them. When buying squiggoths you must allocate them a Wildboy, Brute, or Weirdboy to act as the creature’s driver. If there is a fixed weapon then a gunner must also be chosen. Neither of these two positions can be held by a Fickie.

Squig Riders
Ridin’ Squigs are purchased separately from the Wildboy that rides them and the Wildboy must skip one battle training and working with the squig so that it doesn’t immediately try to kill him. Fickies cannot ride squigs as they are too dumb to remember to fight and hold on at the same time. A Wildboy mounted on a squig adopts a new statline that combines both his and the squigs stats in a manner similar to a Mutie Raider. Further details can be found in the Ridin’ Squigz section of the rules.

Weapons
Feral Orks use their own weapons list, found in the Armoury section.

Brute

Cost: 12 teef

A tower of terrifying muscles, teeth and rage, these brutes lead a Feral Ork mob into battle, often with their Big Hammas leading the charge!

M WS BS S T W I A Ld
4 4 2 4 4 2 3 1 6

Weapons: Brutes may be equipped with anything from the Fighty Bitz, Huntin’ Stuffz, Armour, and Boss Gear lists.

SPECIAL RULES
Unlike other mob leaders, Brutes do not gain a bonus to their Leadership after winning their first game, however for the purposes of Fear their leadership is at +1 – they’re a bit too dim to be properly frightened of most things!
(see Feral Orks & Campaign for details on challenging Da Brute)

 

Weirdboy

Cost: 10 teef

A Feral Ork mob must have 1 Weirdboy, no more, no less. If your Weirdboy is killed you must replace him at the earliest opportunity.
Fizzing with the power of da Waaagh!!, these little fellas pour the raw essence of Gork and Mork through their comrades and channel it through their staffs to make lightning, fire and other bizarre effects! Weapons: All Weirdboyz carry a Weirdboy Staff which they can use in combat and is factored into their cost. Additionally Weirdboyz may be equipped with anything from the Fighty Bitz, Huntin’ Stuffz, and Armour lists.

M WS BS S T W I A Ld
4 3 3 3 4 1 2 1 6

SPECIAL RULES
Pinning:
Feral Ork Weirdboyz are subject to pinning.
Weirdboy Powers: Weirdboyz have a special set of skills or "powers" which only they can acquire. See the section on Weirdboyz later on for a detailed description.

 

Wildboyz

Cost: 4 teef

In Mektown, these Orks would be close to being Nobs. If only they could spell it. However, what they lack in cunnin’, they make up for in sheer Orkyness! Each Brute has a few of these around to help keep the Fickies in line and for certain special skills like squig riding. Or walking and talking at the same time. Weapons: Wildboyz may be equipped with anything from the Fighty Bitz, Huntin’ Stuffz, and Armour lists.

M WS BS S T W I A Ld
4 3 3 3 4 1 2 1 6

 

Fickies

Cost: 2 teef

Thicker than minced squig, in a real Ork army these guys would be nothing but cannon fodder. However, between the Brutes roaring and the Weirdboyz throbbing head veins, these slabs of muscle can be put to devastating use. As long as they don’t knock too many lumps out of each other first. Weapons: Fickies may be equipped with anything from the Fighty Bitz, and Huntin’ Stuffz lists.

M WS BS S T W I A Ld
4 2 1 3 3(4) 1 2 1 5

SPECIAL RULES
Fickies Psychology:
Fickies are under the Fickies psychology rules at all times.
Drivers and Gunners: Fickies can never act as drivers or gunners.
Tuffin’ it out: When Fickies reach the starting experience threshold for Wildboyz they automatically gain +1 T in addition to any other stat increases they may have accrued. This does not allow them to exceed the maximum statline however.

 

Vehicles

The Feral Orks have almost none of the genetic mechanical knowledge that Mektown Orks have and as far as can be told, no Mekboyz have ever appeared in their society, seemingly replaced by an overabundance of Weirdboyz. As a result, the Feral Orks turned to the squiggly beasts as a source of transport in order to haul vast loads and compete with the vehicles of the Mektown Orks. There are two types of squiggly beast available for purchase in a Feral Ork mob, the squiggoth and the riding squig.
The squiggoth is an exceptionally large squig though not perhaps as large as those fielded by a true Ork Waaagh!!! The beast lumbers along, directed by reigns and having large platforms attached to it by whatever means necessary, even by forcing the pieces through the skin until they stay put. The lads all pile on and ride these somewhat unsteady ships of the desert into battle.
The riding squig is equivalent to an Ork as a horse would be to a human except that it has a temperament more akin to an angry bull and teeth like an entire armoury of chainswords. Some Wildboyz go out into the Fungus Groves and attempt to tame these beasts to use as mounts. While the end result is far from what any animal trainer would call tame, the beast will at least tolerate being ridden long enough to occasionally be an asset in combat.

Squiggoth – 15 teef
Squig mount – 5 teef

 

Drivers and Gunners

When purchasing a Squiggoth a driver must be assigned, just like any other vehicle. If a fixed weapon is mounted then a gunner must also be chosen.

 

Equipment List

Zog everything about HTML tables. Ugh.

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6 Jul 2011

Gorkamorka in Northern Virginia?

Filed under: News

theclash24 is looking for GoMo players in Northern Virginia. He’s in Reston, apparently, in the Fairfax/Sterling/Herdon, if that makes sense?

Either leave a comment here or post on the forum and hopefully we can get some games on the go. Don’t be shy!

Forum topic on The Waaagh

Puppets War have just released some heads that may well be perfect for Muties. 45-126-thickbox

They’re about £6 for 10 of them, which isn’t too bad, I’d say. That’s all for now!

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