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Orksvent 2016 Part 11: The Krork King

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A Krork King is not only a massive mountain of muscle and rage, but is also a genius in the theater of war. The organization of their own troop movements and the disposition of the enemy are second nature to the Krok King. The High Lords of Terra dread the day another Krork King rises to lead a massive WAAGH! across the galaxy, for when this happens, it is as if a Primarch has returned to the galaxy with the force of a hundred trillion seasoned warriors behind him. Hobby note:  A Krork King can be modeled on a 120mm oval base and may require a degree of modeling ingenuity. They should be about the size of a Bloodthirster. Indeed, that model with an Ork head and various Ork bitz could work well as a Krork King. Also, look to the Age of Sigmar line for more inspiration. Krork King Role:   Lord of War Points:  315 Unit Type:   Gargantuan Monstrous Creature (Character) Unit Composition:   1 Krork King            ...

Orksvent 2016 Part 10: Krork Tide Formation

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When a Paragon WAAGH! thunders to war, it is the march of the Krork Brutes which strike a hopeless fear into their enemies. While a tide of Ork Boyz can be managed by a liberal application of lasgun fire, the Krork Brutes keep coming, shaking off wounds that would fell the average greenskin warrior. The Krork Tide often forms the vanguard of a Paragon WAAGH!, breaking through the enemy lines, disorganizing the enemy position, and allowing more fragile or slower Ork units to make their way into the fray unmolested. Krork Tide Formation Formation: 1 of the following: Krork Megaboss Warboss Weirdboy 5 units of  Krork Brutes Restrictions: Units in this Formation may not select a Dedicated Transport Special Rules: Tide of Brutes ,  Brutal or Possibly Kunning , Hatred, Fearless Mobbed Up:  All the units from this Formation are deployed as a single unit. Only when every model in this unit has been destroyed will your opponent count as having killed th...

Orksvent 2016 Part 9: Da Kaptin's Banner Formation

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When a massive Krork Megaboss marches to war, he brings his most practiced and violent iron-thewed warriors along with him. These Krorks, aided by the ministrations of a powerful Weirdboy, are an inspirational beacon of violence the battlefield. Few foes can stand before their blood-drenched majesty. Da Kaptin's Banner Formation Formation: 1 Krork Megaboss 1 unit of Krork Brutes 1 Weirdboy 0-3 Warbosses 0-1 Big Mek 0-1 Painboy Restrictions: None Special Rules: Tide of Brutes ,  Brutal or Possibly Kunning Da Boss:  If your Warlord is chosen from this Detachment, they may re-roll their Warlord trait. Da Kaptin's Krew: All models in this Formation must be placed in a single unit which counts as 1 Kill Point in missions which call for them. Lead by Example:  On a turn in which the Krork Megaboss from this formation successfully completes a charge, all other friendly Ork units on the battlefield add an additional 1d6" to their charge distance for ...

Orksvent 2016 Part 8: Paragon Great WAAGH!-band Detachment & Special Core Formations

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Paragon Great WAAGH!band Detachment When an Ork WAAGH! reaches its apex, the Orks therein have reached the fullness of their cultural potential. This potential was prescribed by their creators millions of years ago, written directly into their DNA and sustained by their own lust for battle, unparalleled ambition, and the Warp itself. Command Benefits: Tide of Brutes , Brutal or Possibly Kunning Anuvver Boss: Any Formations taken for this detachment remove the WAAGH! Ghazghkull Special Rules, Da Biggest an' da Best and Da Boss iz Watchn'. Da Big Boss: If your Warlord is chosen from this Detachment, they may re-roll their Warlord trait. Da Great WAAGH!:   If your Warlord is chosen from this Detachment and they have the WAAAAGH! special rule, they may use their WAAAAGH! ability (if they have it) any and every turn of the game, including the first. Overwhelming Tide: The benefits from Tide of Brutes for models in this Detachment improves from 2+ per 10 mod...

Orksvent 2016 Part 7: Krork Blood Magic

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Krork Blood Magic is a new psychic discipline that can be chosen for any Ork psykers selected with the Detachments and Formations in this supplement. Primaris: Blood of the WAAGH! - Warp Charge 1 Ork physiology is designed to embody the power of the Warp. It courses through every Ork and becomes even stronger as the Ork fights. The more desperate the battle, the more pronounced this is. Blood of the WAAGH! is a Blessing which targets the psyker manifesting the power. Remove from play d6 models of the controlling player's choice in the unit the Psyker has joined. For however many models were removed in this way, add that many Warp Charge points to your Warp Charge pool. In addition, the Psyker harnesses Warp Charges on a 3+ instead of a 4+ until the end of the phase. The unit is also Fearless for the duration of the Blessing. 1. Anuvver Go - Warp Charge 2 In the presence of a Weirdboy flogging them into a frothing frenzy, Orks become insatiable for battle, persisting e...

Orksvent 2016 Part 6: Paragon Orks - Krorkanaut

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The great Ork engineers of the Paragon Ork societies throughout the galaxy have understood the difficulties in combating very large foes. Stompas and Gargants are huge undertakings an difficult to build. However, vehicles such as the Deff Dread and Gorkanaut have long been considered too feeble and slow to take on larger and more terrifying foes such as Imperial Knights and the frustrating Eldar Wraithknight. Indeed, even the liberal application of Dakka and flooding the enemy with Boyz doesn't seem to work against such foes. The Krorkanaut is the Ork answer to this problem. Hobby note: It's probably best to combine an Imperial Knight kit with a Gorkanaut kit to create your Krorkanaut. Krorkanaut Role:  Lord of War Points:  310 Unit Type:   Vehicle (Superheavy Walker) Unit Composition:   1 Krorkanaut                   WS BS S  F  S  R  I A HP Krorkanaut       ...

Orksvent 2016 Part 3: Paragon Orks - Wargear

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A WAAGH!band of Paragon Orks have survived and succeeded on countless battlefields. As their heaps of treasure and experience build, so do their innovations. When a piece of wargear can be added to the list of traditional Ork units, it will be mentioned here. Otherwise, the remaining upgrades are available to other units in this supplement. Boosta Pack This piece of equipment works exactly like a Rokkit Pack except that the model moves 3d6" in the movement phase instead of 12". A Big Mek may equip himself with a Boosta Pack instead of a Warbike for 15 pts. Bosspole If a unit of Orks with the Brutal or Possibly Kunning special rule has a bosspole in it, then it must re-roll any failed morale or pinning checks. Deff Armour Deff Armour is as much of a status symbol of Ork warlords and their lieutenants as they are protective wargear. It is often made from the equipment of fallen enemies such as Space Marines. Deff Armour provides a 3+ armour save. It may be sele...

Orksvent 2016 Part 2: Paragon Orks - Warlord Traits

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From the mightiest Warboss, to the most kunning Freebooter Kaptin, to the lowliest Big Mek, Paragon Orks still adhere to the concept that might makes right. Might comes in many forms, so sometimes that does mean the Ork who's the biggest and the baddest rules over all the others. Other times, that means the Ork who wins the most fights regardless of his size has earned the right to dominate the rest of the warband. Other times, it's the Ork with the most teef to spread around who has the advantage. These Warlord Traits are meant to represent these different leadership qualities. You are encouraged to hand-select them when you forge the narrative with friends. You can also roll them randomly as you normally would for other kinds of games. In either case, these Warlord Traits are meant to be taken if you select your Warlord from the Detachments and Formations in this supplement. Bone and Sinew: Your Warlord is da biggest and da baddest greenskin around. Nothing can ...

Orksvent 2016 Part 1: Paragon Orks - Special Rules

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The Orks of a Paragon WAAGH!'s armies are bigger and meaner than your average Ork. They are Orks at the pinnacle of their cultural evolution. The savagery, cunning, and endurance of Paragon Orks is reminiscent of the halcyon days of Ullanor and The Beast. These special rules represent the fighting style and natural abilties of The Beast's WAAGH! If you use Formations or Detachments from this supplement (more to follow), the following special rules apply to all units they contain. Tide of Brutes:   Paragon Orks gain strength in numbers more than any other galactic threat. Their blood courses with the power of the WAAGH! All models with the Mob Rule special rule  replace  that rule with this one instead. A unit of Orks adds  +2" to its charge distance  (to a maximum of 12") and +2 to its Leadership (to a maximum of 10) for every 10 models with this special rule it has. Although the maximum Leadership for the unit is still 10, this is calculated ...

Orksvent 2016 - Paragon Orks

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It's that time of year again: Orksvent! This year I'll be doing a tribute to the halcyon years of Ullanor and The Beast. Indeed, it seems as if the forces of Ghazghkull are ramping up to match or even rival these powerful Warbosses. I do know that other folks have tried to tackle this subject in the past, but I very much want to put my own spin on it. In the following weeks, you'll see an Ork army develop which I would consider a "paragon" of the species. This is what I would like to see from Orks to fully embrace the feel of the army as it is portrayed in the novels. The big difference here is that I see each army as a protagonist in its own eyes. I want this supplement to portray the Orks in that light. They are not meant as fodder for Space Marines. They were engineered by the Great Old Ones to dominate the galaxy through a tide of green flesh, brutality, and cunning. I feel that's just how they should be portrayed on the tabletop. 27 Nov - Parago...