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Wrath Glory Threat Assessment Xenos (Christopher Colston, Michael Duxbury etc.) (Z-Library)

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Wrath Glory Threat Assessment Xenos (Christopher Colston, Michael Duxbury etc.) (Z-Library)

Wrath Glory Threat Assessment Xenos (Christopher Colston, Michael Duxbury etc.) (Z-Library)

51 boarding actions and sow disruption in an enemy crew. Over the many centuries of raiding and looting, each Voidreaver becomes a unique fighter in their own right, with those who survive longest forming elite warbands, known as the Voidscarred, and count amongst their number Shade Runners, Soulweavers, Way Seekers, Starstorm Duelists, Kurnathi, Fate Dealers, and Kurnite Hunters. These elite cadres of warriors are sent off on missions far from the main force of the fleet. The weapons of the Voidreavers are eclectic, such as the devastating shredders and blasters of the Drukhari, or the warp disrupting Wratihcannon and slicing shuriken cannons of the Craftworld Aeldari. This diversity within the Corsairs is a constant challenge for Princes and Felarchs to manage, yet gives the Voidreavers the flexibility on the battlefield that make them a terrifying force to contend with. VOIDREAVERS The main body of warriors that make up the Corsair fleets are Voidreavers. Each has only just begun down the Path of the Outcast, throwing off the shackles of their former lives amongst the Asuryani and Drukhari. Despite being the footsoldiers of the fleet, their wargear reflects the diverse origins of their number. Each wears void capable armour, allowing them to perform daring VOIDREAVER Threat A|E|T|T|T AELDARI, ANHRATHE, DRUKHARI, [COTERIE] S T A I Wil Int Fel 3 3 4 4 2 3 2 Defence Wounds Shock Resilience 3 7 4 6 (3 AR) SKILLS: Default 5, Athletics 6, Awareness 6 (Passive 3), Ballistic Skill 8, Pilot 9, Weapon Skill 8 BONUSES Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Reckless Abandon: This Threat’s attacks gain +2 bonus dice during All-Out Attacks Uncanny Balance: Corsairs gain +1 bonus die when they use Athletics (S) Interaction Attacks. ABILITIES ACTION: Aeldari Power Sword: 7 +4 ED / AP -3 / Range 1 / Parry Shuriken Pistol: 10 +1 ED / Range 6 - 12 - 18 / Salvo 2 / Pistol, Rending (3) Plasma Grenade (1): 10 +5 ED / AP -1 / Range 8 / Blast (6) RUIN: Reaver of the Void: Spend 1 Ruin. The Voidreaver Seizes the Initiative and gains +1 bonus dice to all attack Tests. DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 2 1 8 Avg MOB OPTIONS In a Mob of 5 or more Voidreavers, one Voidreaver may exchange their Shuriken Pistol for either of the following: Corsair Blaster: 17 +2 ED / AP -4 / Range 9 - 18 - 27 / Salvo - / Brutal, Heavy (6), Spread Corsair Shredder: 13 +2 ED / AP -1 / Range 9 - 18 - 27 / Salvo 1 / Blast (6), Heavy (4), Rending (3) In a Mob of 10 or more Voidreavers, one Voidreaver may exchange their Shuriken Pistol for either of the following: Shuriken Cannon: 14 +2 ED / Range 12 - 24 - 36 / Salvo 3 / Heavy (6), Rending (4) Wraithcannon: 20 +3 ED / AP -4 / Range 9 – 18 – 27 / Salvo 1 / Assault, Heavy (8), Warp Weapon BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


52 Since the coming of the Great Rift, the company has been more active than ever before, and the Gilead System has been graced with their presence. The Calamity Trail appears through Webway portals even the Greensteel Corsairs and Craftworld Ul-Khari are unaware of, constantly eluding Imperial attempts to track them to their source. Harlequins only ever explain their motives in a cryptic or nonsensical fashion, so their ultimate agenda in the Gilead System can only be speculated. Their cooperation with Ranger artefact-hunters on Ostia seems comprehensible enough; their recent assassination of a hive commander in the heart of Gilead Primus is more unfathomable. Some Harlequins have appeared as witnesses to the rebuilding of Craftworld Ul-Khari, but never have they offered to aid the construction efforts themselves. Occasionally, wounded Harlequins stumble out of the Trollius snow storms and seek medical attention from the Craftworld’s healers, sparking rumours that they truly know what horrors lurk in the maleficent storms. The Harlequins themselves have nothing to say about the matter. Recently, an increasing number of Harlequins have appeared aboard Greensteel Warrior ships operating in the Voidmire. Though the Emerald Princess publicly welcomes these troupes, they secretly make her uneasy. Could the Calamity Trail know something about the alien presence at the heart of the Voidmire, and have come as spectators to her imminent doom?For now, Ferianwyr has kept her fears to herself — it would not do for a pirate princess to display weakness or worse, offend the revered Harlequin warriors. “The roles of the Forsaken Children have been cast. The Council of Misers, each seeking only their kindred’s enrichment, hastening the demise of their fellows through indifference. The Warriors Leaderless, valiant in arms, but unable to confront their abandonment by their masters. And the Prince of Pretence, who lies so compulsively, he fools himself into believing his own fabricated heroism. The Mon-Keigh wear these costumes well enough, but their performances are artless, without nuance or self-awareness. We will show them how it is done.” -Juyadin, the Walker Through Crystal Dreams HARLEQUINS Even to their own kind, the Harlequins are an enigma. They fight not for glory or in self-defence, but to fulfil the fickle whims of their deity, Cegorach the Laughing God. In Aeldari mythology, Cegorach delighted most in humbling those guilty of overbearing pride, mocking individuals who thought themselves heroic protagonists around which the whole galaxy turned. The Laughing God scorned the followers of Chaos most vehemently of all, for it was the emergence of She-Who-Thirsts and the subsequent daemonic incursions that claimed the lives of all Cegorach’s kin in the Fall of the Aeldari pantheon. Harlequins are renowned as legendary dance performers and storytellers. Their art is so masterful that no Aeldari, from the most puritanical Exodite to the most obscene Drukhari, would ever turn away a visit from their troupes. By visiting all factions of the shattered Aeldari race, the Harlequins are sometimes able to pass on messages or forge alliances between rival sects. They may appear in battle beside Asuryani, Drukhari, Corsairs, or Ynarri — sometimes acting as the glue that holds the whole warhost together. The waging of war is but one of many dances the Harlequins have perfected, and when the moment of battle arrives, they kill with the elegance of expert soldiers. They are not a common site on the battlefields of the 41st Millennium, but their presence is always memorable and distinctive. In a rainbow of colour, they leap across the theatre of combat, striking down their enemies with breathtaking speed and panache. THE HARLEQUINS IN GILEAD The Masque of the Calamity Trail is often beheld in the aftermath of terrible Aeldari catastrophes, either to offer aid to the survivors, or mock the hubris which led to their destruction.


54 DEATH JESTER Death Jesters provide Harlequins with heavy-weapon support, but without sacrificing the mobility that role would imply. Their garb reflects their role as Death in their Masque’s ritual performances, even incorporating the bones of their immediate predecessor into their suits. Death Jesters have a notoriously warped sense of humour, despatching their foes in the most bleakly ironic or beautifully grotesque manner possible. Their long-barrelled shrieker cannons are well suited to this task, its projectiles injecting victims with toxins that explode them from the inside-out. Death Jesters are uniquely infuriating foes, using Intimidation Interaction Attacks and their Rictus Masks to openly laugh at Agents as they wound or mutilate their allies. Agents thirsting for vengeance are advised to close into melee range, where they are less exposed to shrieker cannon fire. Unfortunately, like any Harlequin, Death Jesters are skilled hand-tohand combatants. They trust their Defence to protect them from Agent attacks, before dancing out-of-range and resuming shrieker fire. SOLITAIRE Pariahs even amongst their own enigmatic kind, Solitaires are those doomed souls who perform the role of Slaanesh, She-Who-Thirsts for the souls of all Aeldari. The athletic abilities of Solitaires defy rational explanation, and those few who survive their prismatic pummellings describe powers of flight, invisibility, and indestructibility. Who knows what evil lies behind their leering, daemonic masks? Whatever the truth, they are legendarily ferocious killers, and fewer more deadly opponents can be found in the Gilead System. Solitaires are one-man armies even the Officio Assassinorum are envious of. Amongst the Aeldari, only the mythical Phoenix Lords are said to be more gifted in the warrior arts. An Agent engaging a Solitaire in melee is set for the fight of their lives, but though a Solitaire is fast, a supremely skilled marksman can hope to triumph by landing a salvo of expert shots before they close into killing range. SOLITAIRE Threat A|A|A|A|A AELDARI, HARLEQUIN, [MASQUE] S T A I Wil Int Fel 5 5 8 8 6 4 2 Defence Wounds Shock Resilience 8 15 11 8 (2 AR) SKILLS: Default 6, Athletics 12, Awareness 8 (Passive 4), Ballistic Skill 12, Stealth 10, Weapon Skill 12 BONUSES Champion: A Solitaire may use Ruin Actions and has 3 personal Ruin. Flip Belt: This Threat ignores Difficult Terrain and can hurdle obstacles up to 2m high or leap over gaps up to 2m in length as part of their standard movement. When this Threat makes a Long or High Jump as a Simple Action with an Athletics (S) Test, their Long Jump distance is equal to their Agility in metres (8m) and their High Jump is equal to half their Agility in metres (4m). Rising Crescendo: This Threat can Fall Back as a Simple Action. Second Strike: This Threat reduces the Multi-Attack penalty by 2DN, as though it had the Dual Wield Talent (Wrath & Glory, page 133). Solitaire’s Holo-suit: In addition to providing *2 AR, a Holo-suit increases the wearer’s Defence by +1 (included above). If this Threat moves, it gains additional Defence until the start of its next Turn, depending on the type of movement: Move: +1 additional Defence (total 9). Run: +2 additional Defence (total 10). Sprint: +3 additional Defence (total 11). Solitaire’s Mask: Whenever an opponent becomes Engaged with athis Threat, they must make a DN 3 Fear Test. ABILITIES ACTION: Solitaire’s Kiss: 13 +6 ED / AP -3 / Rending (3) Solitaire’s Caress: 12 +5 ED / AP -3 /Agonising, Rending (6) RUIN: Blitz: Spend 1 Ruin to Charge or Run at Speed 24, jumping over any characters or environmental obstacles in the way. DETERMINATION: Dodge: Spend 1 Ruin to roll 8d6. This Threat uses Agility instead of Toughness to roll Determination. Additionally, this Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 6 5 8 Avg


55 THE YNNARI A new kind of Aeldari has emerged in the Gilead System in recent years. Preaching of the faraway incarnation of the Aeldari God of the Dead, the faithful of Ynnead have discovered a new way to channel the spirits of fallen kin. The Ynarri use their own bodies as anchors, tying the souls of the departed to themselves, and so denying the hunger of She-Who-Thirsts. Though the swirling death energies of an Ynarri are terrifying to behold, they offer a morbid sort of hope to their people — that Slaanesh can be vanquished before the final extinction of the Aeldari species. Many survivors of the Ul-Khari disaster have adopted the creed of the Ynnari. Perhaps witnessing the deaths of so many kindred awakened something in their souls; perhaps it is only willing self-delusion, that their sacrifice could yet count for something. While fewer Greensteel Warriors, Drukhari raiders, or Harlequins of the Calamity have been recruited to the cause, many kindred still flock to this new hope. If the Ynarri can join these disparate Aeldari factions into one, their influence within the Gilead System would be enough to challenge Jakel Varonius himself. If a GM decides that an Asuryani, Corsair, Harlequin or Drukhari NPC is a follower of Ynnead, they gain the YNNARI and The Whispering God Battlecry ability. If they have the PSYKER, they also learn the Word of the Phoenix psychic power. BATTLECRY: The Whispering God For the duration of the battle, this Threat gains +1 bonus die on their next Test each time a living creature dies in their presence. They may gain no more than +3 bonus dice to any single Test in this way. Death Forestalled: DN 3, Action. An YNNARI ally within 5m regains 2 Wounds if they are an Agent, Elite, or Adversary; or regains 2 Troops if they are a Mob. Spend 1 Shift per additional 2 Troops resurrected, or additional 2 Wounds healed. DEATH JESTER Threat A|A|E|E|E AELDARI, HARLEQUIN, [MASQUE] S T A I Wil Int Fel 4 3 7 7 6 4 4 Defence Wounds Shock Resilience 7 11 10 8 (1 AR) SKILLS: Default 6, Athletics 8, Awareness 8 (Passive 4), Ballistic Skill 11, Deception 8, Intimidation 8, Weapon Skill 11 BONUSES Champion: A Death Jester may use Ruin Actions and has 2 personal Ruin. They may activate the Move Ruin Action during their own turn, jumping over any characters or environmental obstacles in the way. Death is Not Enough: When a Death Jester kills an opponent, all living opponents that saw the death must make a DN 3 Fear Test. Flip Belt: This Threat ignores Difficult Terrain and can hurdle obstacles up to 2m high or leap over gaps up to 2m in length as part of their standard movement. When this Threat makes a Long or High Jump as a Simple Action with an Athletics (S) Test, their Long Jump distance is equal to their Agility in metres (7m) and their High Jump is equal to half their Agility in metres (4m). Holo-suit: In addition to providing *1 AR, a Holo-suit increases the wearer’s Defence by +1 (included above). If this Threat moves, it gains additional Defence until the start of its next Turn, depending on the type of movement: Move: +1 additional Defence (total 8). Run: +2 additional Defence (total 9). Sprint: +3 additional Defence (total 10). Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Rictus Mask: Whenever an opponent becomes Engaged with this Threat, they must make a DN 3 Fear Test. Rising Crescendo: This Threat can Fall Back as a Simple Action. ABILITIES ACTION: Shrieker Cannon: 14 +2 ED / AP -2 / Range 15 – 30 – 45 / Salvo 4 / Agonising, Heavy (4), Rending (4) Jester’s Blade: 9 +4 ED / AP -1 / Parry DETERMINATION: Dodge: Spend 1 Ruin to roll 7d6. This Threat uses Agility instead of Toughness to roll Determination. Additionally, this Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 6 5 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


56 HARLEQUIN PLAYER Troupes form the core of Harlequin Masques, each player impeccably rehearsed to anticipate the actions of their co-performers. They dart around each other in a blur of multi-coloured motion, concealing their true location with holo-field illusions, and activating flip belts to achieve impossible acrobatic displays. Troupes may appear to toy with their enemies, enlisting them as unwilling participants in a dance they cannot understand. When a foe is close enough to behold a player’s shifting, unsettling mask, they are subjected to the Harlequin’s Kiss: a horrendous melee weapon that punctures the target’s flesh, and shreds their insides with a whip of monomolecular wire. A troupe of players may act as an independent threat, or appear as allies beside an Asuryani, Drukhari, or Corsair force. Their specialties are speed and misdirection — their armour is frail, but actually striking a Harlequin is difficult enough. They are sworn enemies of the Ruinous Powers, and high-Tier CHAOS Agents are right to dread their deadly attentions. HARLEQUIN PLAYER Threat A|E|E|E|T AELDARI, HARLEQUIN, [MASQUE] S T A I Wil Int Fel 3 3 6 6 4 3 4 Defence Wounds Shock Resilience 6 9 7 5 (1 AR) SKILLS: Default 6, Athletics 8, Awareness 6 (Passive 3), Ballistic Skill 8, Deception 8, Weapon Skill 8 BONUSES False Face: Whenever an opponent becomes Engaged with this Threat, they must make a DN 2 Fear Test. Flip Belt: This Threat ignores Difficult Terrain, and can hurdle obstacles up to 2m high or leap over gaps up to 2m in length as part of their standard movement. When this Threat makes a Long or High Jump as a Simple Action with an Athletics (S) Test, their Long Jump distance is equal to their Agility in metres (6m) and their High Jump is equal to half their Agility in metres (3m). Holo-suit: In addition to providing *1 AR, a Holo-suit increases the wearer’s Defence by +1 (included above). If this Threat moves, it gains additional Defence until the start of its next Turn, depending on the type of movement: Move: +1 additional Defence (total 9). Run: +2 additional Defence (total 10). Sprint: +3 additional Defence (total 11). Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Rising Crescendo: This Threat can Fall Back as a Simple Action. ABILITIES ACTION: Shuriken Pistol: 10 +1 ED / Range 6 – 12 – 18 / Salvo 2 / Pistol, Rending (3) Harlequin’s Blade: 7 +5 ED / AP -1 / Parry Haywire Grenade: 10 +10 ED / AP -4 / Range 12 / Can only target vehicles DETERMINATION: Dodge: Spend 1 Ruin to roll 6d6. This Threat uses Agility instead of Toughness to roll Determination. Additionally, this Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 4 3 8 Avg MOB OPTIONS Any number of individuals in a Mob of Harlequins may replace their Harlequin’s Blade with a Harlequin’s Kiss: 8 +6 ED / AP -2 / Rending (3) In a Mob of 5 or more Harlequins, they may make the following replacements to their wargear: Up to 2 Harlequins may replace their Shuriken Pistol with a Neuro Disruptor: 13 +2 ED / AP -3 / 6 - 12 - 18 / Salvo 1 / Agonising, Brutal, Pistol Up to 2 Harlequins may replace their Shuriken Pistol with a Fusion Pistol: 16 +2 ED / AP -4 / Range 3 - 6 - 9 / Salvo 1 / Melta, Pistol Up to 2 Harlequins may replace their Harlequin’s Blade with a Harlequin’s Caress: 7 +4 ED / AP -2 / Rending (6) Up to 2 Harlequins may replace their Harlequin’s Blade with a Harlequin’s Embrace: 8 +8 ED / AP -2


57 SHADOWSEER The role of Fate in Harlequin performances is played by a Shadowseer, masterful psykers who use illusory magics and hallucinogenic gas to enhance their shows with haunting mirages. Like Asuryani Farseers, Shadowseers can perceive the twisting course of the future, but they are not prideful enough to avert its course. Instead, they consider themselves agents of prophecy, willingly enacting their visions as reconstructions of ancient Aeldari mythology. Shadowseers are deadly battle-psykers — more directly combative than their Asuryani counterparts, and no less a master of witchcraft. Confronting them is as much a psychological battle as a physical one, as an Agent is assaulted by beguiling visions, struck by madness-inducing force weaponry, and confronted with their darkest secrets in the mirrored sheen of the Shadowseer’s mask. SHADOWSEER Threat A|A|A|A|A AELDARI, HARLEQUIN, PSYKER, [MASQUE] S T A I Wil Int Fel 3 3 6 6 8 5 4 Defence Wounds Shock Resilience 6 13 13 5 (1 AR) SKILLS: Default 7, Athletics 8, Awareness 10 (Passive 5), Ballistic Skill 10, Deception 10, Psychic Mastery 12, Weapon Skill 10 BONUSES Champion: A Shadowseer may use Ruin Actions and has 4 personal Ruin. They may activate the Move Ruin Action during their own turn, jumping over any characters or environmental obstacles in the way. Flip Belt: This Threat ignores Difficult Terrain and can hurdle obstacles up to 2m high or leap over gaps up to 2m in length as part of their standard movement. When this Threat makes a Long or High Jump as a Simple Action with an Athletics (S) Test, their Long Jump distance is equal to their Agility in metres (7m) and their High Jump is equal to half their Agility in metres (4m). Holo-suit: In addition to providing *1 AR, a Holosuit increases the wearer’s Defence by +1 (included above). If this Threat moves, it gains additional Defence until the start of its next Turn, depending on the type of movement: Move: +1 additional Defence (total 9). Run: +2 additional Defence (total 10). Sprint: +3 additional Defence (total 11). Intense Emotions: This Threat takes a penalty of +1 DN to all Resolve Tests. Mirror Mask: The DN of any Test made that targets the Shadowseer is increased by +1. Rising Crescendo: This Threat can Fall Back as a Simple Action. Shield from Harm: All allies with the <HARLEQUIN> Keyword within 6m of this Threat gain +1 Defence. ABILITIES ACTION: Phantasmancer: The Shadowseer may attempt to activate one of the following psychic powers: Smite (Wrath & Glory, page 272), Invoke Luck (page 269), Forewarning (page 274), Fog the Mind (page 279), Veil of Tears (below). Veil of Tears: DN Target’s Willpower, Action. A target within 20m cannot perceive or interact with anything more than 20m away, and gains the Hindered Condition, until the start of your next turn. Spend 2 Shifts per additional turn the Condition remains for. Neuro Disruptor: 13 +2 ED / AP -3 / 6 - 12 - 18 / Salvo 1 / Agonising, Brutal, Pistol Hallucinogen Grenade Launcher: Range 9 – 18 – 27 / Salvo 1 / Blast (6), Inflict (Fear 4), this weapon does not inflict Damage but applies the Fear Condition on any successful hit Miststave: 13 +5 ED / AP -1 / Brutal, Force RUIN: Spirit Guide: Spend 1 Ruin to activate a Psychic Power or Deny the Witch (Wrath and Glory page 267). DETERMINATION: Dodge: Spend 1 Ruin to roll 6d6. This Threat uses Agility instead of Toughness to roll Determination. Additionally, this Threat can roll Determination against Mortal Wounds. Conviction Resolve Speed Size 8 7 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


58 he Drukhari, to those unfamiliar, appear as lithe elegant humanoids, much like their Aeldari kin. Yet hidden behind the Drukharis’ facade of graceful beauty there is nothing but a black heartedness burning with merciless cruelty for each and every Drukhari can only sustain and prolong their accursed existence by revelling in the sadistic torture of others. The Drukhari reside within the ancient Aeldari webway itself, their home a sprawling city known as Commorragh, a long corrupted remnant of the fallen Eldar Empire. Within the Dark City they have honed their vicious nature to an artform, indulging gluttonously on suffering, and refining their cruelty over millenia. From the blood stained sands of the gladiatorial arenas of the Wych Cults to the darkened lairs of the torturous flesh carvers known as the Haemonculi, the Drukhari crave the anguish of other sentient beings like the famished crave sustenance. This dark thirst means Commorragh, and its foulhearted denizens require a continual stream of victims. Known and feared throughout the Galaxy as piratical slavers and raiders, the Drukhari strike from the labyrinthine paths of the Webway without warning. From simple Agri-Worlds to vast oribital Installations, they descend on shrieking anti-grav, crystalline blades flashing, striking terror into all who behold them.They are unafraid to employ a wide array of xenos creatures as mercenaries in support of their lightning raids. Some Drukhari have even marshaled warp-spawned beasts to their side as they pillage entire systems, condemning those unlucky enough to be taken captive to a life of endless suffering in order to maintain the withering souls of their new masters. DRUKHARI


59 DRUKHARI CULTURE Descending from the malefic collapse of the ancient Aeldari Empire the Drukhari remain a baleful and malevolent threat throughout the Gilead System and the galaxy. Unlike their ancient kin, who learned to defend against the predations of She Who Thirsts via the use of the Spirit Stones, the psychoactive matrix of the Infinity Circuits, and the rigid discipline of the Asuryani Paths, the Drukhari, born of the original depravity and violence of The Fall, have found a much more nefarious means to sustain their souls.. By immersing themselves in the wanton cruelty and suffering of other sentient beings they discovered they could forestall Slaanesh’s claim, preventing their very essence slowly being leeched into the Immaterium at the expense of others’ anguish. Around this dark need, Drukhari culture flourished. Already long dedicated to the darkest pursuits, the Drukhari evolved into paragons of depravity, solely focused on inflicting and extracting the most intricate of agonies and tortured last gasps. Commorragh, the dark labyrinth, is dedicated to torturous suffering, unfettered excess and unending death — as the whole of Drukhari society is entirely focused on the cruellest, most base aspects of the Aeldari character. The most duplicitous and manipulative of their kind form great warring Kabals, built on deceit and suffering. Others turned to the refinement of excruciating poisons and agonising stimulants determined to prolong every moment of their victims’ agony. Even further in the depths of the Dark City, foul vat-grown monstrosities and terrible pain engines are wrought by twisted engineers, with the sole purpose of spreading fear and death. Having dedicated their unaturally long lives to torture, murder, and betrayal the Drukhari are now an abominable reflection of their Aeldari kindred — ann abhorrent society, in which the various Kabals, Covens, and Cults are held together by dark political machinations, eternal malevolence, and abject savagery. THREAT ASSESSMENT My opinions on the treacheries of the Aeldari are, of course, well noted, and plentiful. Deceitful and meddlesome they are nonetheless acutely aware of the precarious nature of Gilead and the multitude of threats spreading their foul tendrils across the sector. Yet even among the egotistical charades of the filthy pirate raiders of the Voidmire there is a worse still form of their kin lost to a darkness I cannot begin to comprehend. I speak of course of the vile Drukhari, an esoteric sub-culture of the Aeldari, known for their piratical raiding sorties and abducting Imperial citizens. Even among the filthy habits of other Aeldari, the Drukhari are especially worthy of our disgust. It is with greater worry that I bring to your attention increasing reports of the presence of these Xenos outside the relative control of our agreements with the Corsairs. Increasingly frequent incidences of lighting fast raiding parties appearing without warning. These acrobatic Xenos killers spread fear and panic as they dance bloody swathes among the ranks leaving nothing but broken armour and empty emplacements in their wake. The common Guardsmen whisper amongst themselves that it is better to make peace with the beloved Emperor and face the judgment of the commissars bolt pistol than it is to be taken alive by the Drukhari. While I have previously cautioned restraint in order to preserve the fragile peace with the Aeldari, I can make no such assertion here, for the Drukhari are a dark menace to all of the Emperor’s faithful and while this vicious Xenos menace is continued to exist, none are safe. Inquisitor Lucretia von Dalmere, Ordo Xenos, advisor to the Circlet Council BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


60 THE DRUKHARI IN GILEAD Like countless other systems with any significant settlements or presence of sentient life the Gilead system has long been plagued by the bloody incursions of the Drukhari as they raid and pillage. From the days of the first settlers to long after the relative peace that came after the crusade of M34, the Drukhari are a threat forever looming over Gilead. The unnumbered masses of Cruisers, Frigates, and Escorts locked in orbit and the multitude of smaller transports that ferry cargo up and down, prove easy pickings for the Drukhari. Their precision raiding sorties have caused pandemonium among the smaller and more isolated Imperial installations. As the Imperium struggles to respond adequately across the system these attacks have escalated from brazen raids to open engagement as the Drukhari continue their incessant quest for captives and slaughter. The Kabal of the Bloodied Claw long been known to conduct their vile raids across the Gilead System, striking without warning and leaving only destruction and the last dying screams of the innocent in their wake. It is impossible to know when the Drukhari will strike, and they often vanish before any serious opposition is met. Beyond these raids and incursions, The Kabal of the Bloodied Claw has been implicated in nefarious plots throughout the system, exploiting and abducting all manner of Imperial assets — from Adepts of the Administratum to Ecclesiarchial Priests all in order to funnel more victims back to their debased Archon. On the Agri-World Ostia, one of these conspiracies brought them into direct conflict with their Aeldari kin of the stricken Ul-Khari Craftworld. Though constantly warring with their disciplined cousins, the conflict has escalated as a precious Webway Portal has once again re-appeared, stirred into life by the storms of the Warp. The Ranger Ulthyr, has sworn to claim and protect it for her stricken Craftworld but the Kabal of the Bloodied Claw are not prepared to relinquish access to the tortured delights offered by the miserable Imperial souls present in the Ancra Valley. Those that enter dark covenants with the Drukhari inevitably outlive their usefulness. Even within the mighty hulls of the Varonius Flotilla, rumor persists of creatures that lurk in the darkest shadows. In FLASHPOINT: THE TIMELESS VOID Deep within the razor ice sheets and under the perpetual snowstorms that cover Trollius, a long forgotten evil has awoken, once more projecting its innate menace into the Galaxy. The Timeless Word, a colossal rune inscribed obsidian beacon, has drifted in the perpetual turmoil of the Warp since the fall of the Aeldari Empire and the birth of She Who Thirsts. Now, it has emerged from the Empyrean deep within the solid ice of Trollius. It remains buried, but pulsates with a foul and malevolent energy that has become a lure the Drukhari cannot resist. Warriors from various Kabals have begun to vie for control of this dread artifact, forming a sustained presence of bloody carnage around the site of the pulsing beacon. These warring factions only ally together to see off any who attempt to get close. They attack indiscriminately and without mercy going as far as to clash with the Greensteel Corsairs sworn to protect the stranded Aeldari of the devastated Ul-Khari Craftworld, much to the fury of Ferianwyr, The Emerald Princess. As the struggle for control of The Timeless Word escalates, its dark purpose remains unknown. Many Drukhari Archons view it as a source of great power, enough to unleash a level of atrocity to satisfy even the cruelest of the Drukhari. Or could it possibly be an ancient and terrible remnant from Mankind’s past as some within the Adeptus Mechanicus present on the planet believe? Interrogations of those who worship the Ruinous Powers, meanwhile, see them claim they can hear the call of their dark master’s in its eldritch pulses. Whatever the truth , Trollius is a world of sinister ice-locked Hive Cities, isolated research stations, and the stricken remnants of the once eminent Ul-Khari Craftworld, all of which stand between the Drukhari and their prize. They will not stop their slaughter until they get what they want, or a destroyed themselves.


61 Several of these former Drukhari have risen to become well regarded, even respected among the ranks of the Greensteel Corsairs. Their reputation for cruelty and deceit proving advantageous among the ambition driven ranks of the fleet. However, the Emerald Princess knows the Drukhari to be duplicitous by nature: some Corsair Fleets have fallen fully under the influence and eventual patronage of the Drukhari Archons via simple subterfuge, and knowing this, the Emerald Prince cannot trust even her most seemingly loyal Drukhari subjects. Throughout the rest of the Gilead System the Drukhari are an unspoken yet continual threat. As more and more of the long forgotten Webway Portals scattered throughout the system begin to flicker back to life the Drukhari, emboldened by the peril already running rampant across the system, continue to show no restraint in their violence. At a time when many throughout the Gilead System are isolated, alone, and at their most vulnerable the Drukhari pillage and murder without moderation. forgotten corridors, under the flickering amber light of glo-globes they emerge from the dark to lay claim to these unfortunate individuals. The ice locked landscape of Trollius has seen several Kabals slaughtering each other over the site of an ancient beacon. “The Timeless Word”, as it is known, has drawn the attention of several powerful Archons who would use its dark power to unleash cruelties beyond imagining. This powerful artefact has become the source of much death and deception among the powerful of the Dark City. Aeldari and Imperial factions have also detected the presence of the “The Timeless Word” and every day more arrive, turning the site into a protracted and bloody combat zone and bringing more victims face-to-face with the Drukhari. Far out in the never-ending swell of the Voidmire the fleet of the Greensteel Corsairs are known to count a handful of former Drukhari within their ranks. Some have sought out a life of piracy, keen to feast upon the pain that a life of violent plundering brings. Others have been forced from Commorragh, either as the victims of, or by the failure of their own schemes and assassination attempts. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


62 Alternatively, the Drukhari can serve as an unseen yet ever possible threat. With the limited resources of the Imperium stretched thinly across the Gilead System they have grown ever more brazen and opportunistic — no world or installation is truly safe. Drukhari have been known to fight alongside their Aeldari kin on occasion, or in the direst of circumstances, even alongside species they consider to be no more than cattle. These relationships are always short-lived however, driven purely by selfpreservation and tainted by their own narcissistic and treacherous nature. As such any interactions between the Drukhari and Agents should always eventually collapse into violence and scheming. USING THE DRUKHARI IN COMBAT Known for striking without forewarning, the Drukhari claim as many victims captive as they can while still indulging in wholesale slaughter. They then disappear back into the labyrinthine sprawl of the Webway long before any meaningful resistance can be orchestrated. From flesh wrought monstrosities of the dread Haemonculi to the roar of Warp-Spawned beasts, marshaled onward by their shamanic Beastmasters and the shrill screech of Helion piloted skyboards all Drukhari revel in the brutality of combat. These terrors fight alongside ranks of baleful Kabalite warriors and the deadly, combat drug fuelled acrobatics of the Wych Cults to form savage raiding parties, employing their natural dexterity and malice to accomplish their macabre endeavors. The Drukhari are masters of close combat, using twisted curved blades and hooks designed to inflict the maximum possible suffering before delivering the final, fatal incision. At range the multiple shards of their Splinter weapons are veneered in a diverse multitude of deadly poisons ensuring a slow and traumatic death for their targets. USING THE DRUKHARI IN YOUR GAME The Drukhari are a malevolent threat throughout the Galaxy and aside from the continual stream of victims to Commorragh: interactions with them are limited almost exclusively to situations where they intend to deceive and manipulate others for their own malevolent ends. In game the Drukhari can be used as the menace behind many of the dark machinations transpiring across the Gilead System. Their plots and carefully planned schemes often have far-reaching tendrils, and the Drukhari find the simplistic “Mon-Keigh” are easily manipulated into compliance, either by the promise of great power or unimaginable agony to those complicit in their abominable schemes.


63 ARCHON The Archons represents the highest echelons of Drukhari society. Ruling over the warring Kabals of Commorragh with a relentless malice they are the epitome of the ruinous barbarism at the heart of the Drukhari. Noble and elegant, yet unabashadley cruel, each Archon wields the power to capture and enslave without discrimination, able toput entire planets to the sword or lash at their whim, marshalling the combined forces of the Dark City alongside vicious mercenaries to unleash incomparable terror and suffering. As all Drukhari are vain and egotistical, craving power and influence, the Archons position is under constant threat from those beneath them. This means the Archons employ a vast retinue of the most deadly and loyal of their kin and trusted outsiders to stand vigilant by their side. Even with this protection, only the most cunning and ruthless survive to ascend to true positions of influence. Having long feasted on the suffering to sustain their millennia long existence, the Archons must launch more and more raids into Realspace as now only the most sadistic of atrocities can breathe life back into their withered souls. ARCHON Threat A|A|A|A|A DRUKHARI, [KABAL] S T A I Wil Int Fel 4 4 6 6 7 7 5 Defence Wounds Shock Resilience 5 14 12 8 (AR 4) SKILLS: Default 8, Awareness 6 (Passive 5), Ballistic Skill 10, Cunning 10, Intimidation 12, Leadership 102, Ballistic Skill 10, Weapon Skill 12. BONUSES Champion: This Threat may use Ruin Actions and has 4 personal Ruin. Court of the Archon: Whenever this Threat suffers Mortal Wounds they may instead allocate them to any ally within 10m with the <COURT OF THE ARCHON> Keyword. Power from Pain:Flensing Fury: If this Threat deals a Wound it gains +1 bonus dice to melee attack Tests until the end of its next Turn. ABILITIES ACTIONS: Splinter Pistol: 7 +1 ED / Range 6 - 12 - 18 / Salvo 1 / Inflict (Poisoned, 3), Pistol Power Sword: 9 +4 ED / AP -3 / Parry REACTIONS: No Escape: When this Threat makes a Reaction Attack with a melee weapon they do so with +2 bonus dice. Shadowfield: As a reaction to being attacked, this Threat can activate its Shadowfield to gain +8* AR. The Shadowfield cannot be used again until it is recharged over the course of an hour. RUIN: Overlord: Spend 1 Ruin. Until the end of the Archon’s next Turn, the Archon and all allied individuals with a matching [KABAL] Keyword within 5m may reroll all failing dice on any attack Test they make as though they had spent Ruin. DETERMINATION: Dodge: Spend 1 Ruin to roll 6d6. This Threat uses Agility instead of Toughness to roll Determination and can roll against Mortal Wounds. Conviction Resolve Speed Size 7 6 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


64 SUCCUBUS Held in awed reverence by the denizens of Commorragh for not only their unnatural beauty but also their unparalleled brutality and bloodletting in combat, the Ynnitach or “Brides of Death’’ are the ruling overseers of the deadly gladiatorial Wych Cults. Each Wych Cult is ruled over by one of these Succubi, balancing the gruelling agenda of the arena against offering their service to indulge in deadly Realspace raids. Each Succubus must also maintain her position, as her ‘sisters’ plot and scheme around her, most commonly with an authoritative decapitation, delivered in a single, cruel stroke. Vain and egotistical, even by the standard of the Drukhari, the Succubi actively seek out ways to prove their superiority, frequently joining their kin for raids into Realspace. In these raids the Succubi can indulge their murderous art without restraint, perfecting the most elegant of decapitating strikes to the uproarious approval of their kin.The Succubus revel in their kin’s awe of their artistry and the rejuvenating terror they wreak upon their unfortunate victims. WYCH In the Drukhari tongue these gladiatorial murderesses are known as the Hekatarii, and belong to the deadly Wych Cults of the Dark City. They delight in delivering brutal murder with elegant showmanship, much to the delight of uproarious and sadistic crowds of baying, bloodthirsty spectators. Ruled over by the most vain and vicious of their kind known as a Ynnitach, each Wych Cult maintains its own arena within the twisting spires of Commorragh. It is on these viscera saturated sands that the Wyches ply their deadly art. These nightly spectacles of wanton bloodletting against tortured captives, Warp spawned beasts, or even each other ensure a well-deserved reputation for depravity. When employed by the Archons and Kabals of Commorragh to join them in their raids into Realspace the Wych Cults easily stand out alongside their Kablite kin. With Haemonculi crafted elixirs and combat stimulants pulsing in their veins Wyches maim and murder indiscriminately. There are few who can match them in close quarters as they dance a balletic path through the enemy, blades flashing as they sever limbs and revel in the screams of the dying.


65 WYCH Threat E|T|T|T|T DRUKHARI, [WYCH CULT] S T A I Wil Int Fel 3 3 3 5 3 2 1 Defence Wounds Shock Resilience 4 7 5 4 (AR 1) SKILLS: Default 3, Athletics 8, Awareness 6 (Passive 3), Ballistic Skill 4, Weapon Skill 11 BONUSES Power from Pain: Flensing Fury: If this Threat deals a Wound it gains +3 bonus dice to Weapon Skill (I) Tests until the end of its next Turn. ABILITIES BATTLECRY: Torturous Acrobatics: The Wych moves to their target then uses a Multi-Action to make an Athletics (S) Interaction Attack attempting to make them Vulnerable, followed by a melee attack with their Hekatarii Blade ACTIONS: Splinter Pistol: 7 +1 ED / Range 6-12-18 /Salvo 1 / Inflict (Poisoned 3), Pistol Hekatarii Blade: 7 +4 ED / AP -1 / Range 1 / Parry Plasma Grenade (1): 12 +5 ED / AP -1 / Range 8 / Blast (8), Inflict (Blinded) REACTION: No Escape: When this Threat makes a Reaction Attack with a melee weapon they do so with +2 bonus dice DETERMINATION: Dodge: Spend 1 Ruin to roll 3d6. This Threat uses Agility instead of Toughness to roll Determination. Conviction Resolve Speed Size 3 2 8 Avg SUCCUBUS Threat A|A|A|A|A DRUKHARI, [WYCH CULT] S T A I Wil Int Fel 4 4 6 7 7 6 5 Defence Wounds Shock Resilience 6 12 11 6 (AR 1) SKILLS: Default 7, Athletics 12, Awareness 10 (Passive 5), Intimidation 12, Leadership 12, Ballistic Skill 10, Cunning 8, Weapon Skill 14 BONUSES Champion: This Threat may use Ruin Actions and has 3 personal Ruin. ABILITIES ACTIONS: Agoniser: 8 +4 ED / AP -2 / Range 4 /Agonising, Inflict (Poisoned, 35) Archite Glaive: 10 +4 ED / AP -3 / Range 1 / Unwieldy (2) RUIN: Brides of Death: All Threats that share a <WYCH CULT> Keyword within 5 metres of the Succubus gain +2 bonus dice to any Weapon Skill (I) Tests until the end of the Succubus’ next Turn. REACTION: No Escape: When this Threat makes a Reaction Attack with a melee weapon they do so with +2 bonus dice DETERMINATION: Lightning Dodge: Spend 1 Ruin to roll 6 d6. This Threat uses Agility instead of Toughness to roll Determination, and can roll determination against Mortal Wounds. Conviction Resolve Speed Size 7 6 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


66 HAEMONCULUS Mutilated and twisted into a horrific mockery of their own kin the Haemonculi are among the most depraved of the Drukhari. Specializing in the arcane art of flesh carving and surgical augmentation, their bodies are twisted and contorted beyond compare. Their spines are reformed, elongated to better house relocated internal organs while bones are replaced or removed entirely. Various high-yield elixir injectors are arranged on disjointed mechanical and biological appendages that loom behind them, while secondary arms wield an array of vicious looking implements of surgery and torture. Their blood pulses with an opulent blend of stimulants and sense enhancing drugs and their arcane arts have even granted them a deranged form of immortality. They have dedicated their long dark existences to refining their malevolent vices. They are master torturers, capable of keeping captives in excruciating agonies for centuries, experts in in the pain that can be inflicted by the careful application of toxins and stimulants. Above all else they are insane crafters of flesh, creating untold horrors of vat grown biomass surgically blended with the machine, and given will by the dark alchemy of the Haemonculus themselves. When these creatures finally creak to awful un-life, they will wreak havoc wherever their masters desire. WRACK As the centuries pass and the blood-stained excess of the Dark City begins to bore its inhabitants, the Drukhari will seek out new and even more debauched experiences to indulge and savour. To this end, some Drukhari willingly give themselves up to the Covens of the Haemonculi to be torn apart and surgically rebuilt as instruments of suffering and death. These beings are known as Wracks and act as servants and bodyguards to their Haemonculi masters, surgically crafted to serve within the darkened lairs of the flesh crafting Covens.


67 HAEMONCULUS Threat A|A|A|A|A DRUKHARI, [COVEN] S T A I Wil Int Fel 3 5 5 5 7 8 3 Defence Wounds Shock Resilience 4 13 11 9 (AR 3) SKILLS: Default 8, Awareness 10 (Passive 5), Ballistic Skill 8, Medicae 12, Scholar 10, Tech 12, Weapon Skill 12 BONUSES Champion: This Threat may use Ruin Actions and has 3 personal Ruin. Fleshcraft: A Haemonculus twists their own flesh into a horrific and deadly warform, giving them 4 arms, each with a specific purpose on the battlefield. On its Turn, a Haemonculus may attack once with each of its 4 weapons without suffering a DN penalty. The Haemonculus can sacrifice its attack with its Haemonculus Tools to make a Medicae Test on a target it shares the [COVEN] Keyword with within 2m. Master of Pain: A Haemonculus has inflicted such violations upon their own flesh that enemy attacks are barely a cause for concern. The Haemonculus gains +2 Resilience (already included above). Additionally, whenever a Hameonculus heals another creature’s Wounds, the Haemonculus may choose to heal up to 4 additional Wounds by inflicting an equal amount of Shock damage. Torture Artist: this Threat gains +2 bonus dice to any Test made to torture an individual. ABILITIES ACTION: Stinger Pistol: - 6 + 2ED / Range 6 - 12 - 18 / Salvo 2 / Pistol / Inflict (Poison 2), Rending (4) Haemonculus Tools: 7 +3 ED / Range 3 / Inflict (Poisoned 2), Rending (4) Scissorhand: 6 + 2 ED / AP -2 / Range 1 / Inflict (Poisoned 14) Ichor Injector: 4 + 4 ED / Range 1 / Inflict (Poisoned 4), Rending (4) DETERMINATION: Insensible to Pain: Spend 1 Ruin to roll 5d6. Any Wounds negated by Determination are ignored instead of being converted to Shock. Conviction Resolve Speed Size 7 6 8 Avg They serve as both apprentices and living experiments to their masters. In battle they are willing to defend their foul overlords with their lives, in the vain hope of one day ascending to the inner circle of the Haemonculis coven. Wielding a plethora of terrifying instruments of torture, they are inured and oblivious to their own suffering. Each Wrack is a living example of their master’s foul “artistry” and the barbarous depths they seek to explore with their work. WRACK Threat E|T|T|T|T DRUKHARI, [COVEN] S T A I Wil Int Fel 3 5 3 3 3 2 1 Defence Wounds Shock Resilience 2 9 5 6 (AR 0) SKILLS: Default 4, Awareness 2 (Passive 1), Ballistic Skill 7, Weapon Skill 7 BONUSES Power from Pain: Inured to Suffering – If this Threat deals a Wound it gains +1 bonus dice to Determination Tests until the end of its next Turn. ABILITIES ACTIONS: Wrack Blades: 8 +2 ED / Range 1 / Parry DETERMINATION: Insensible to Pain: Spend 1 Ruin to roll 52d6. Any Wounds negated by Determination are ignored instead of being converted to Shock. Conviction Resolve Speed Size 3 2 7 Avg MOB OPTIONS For every 5 Wracks in a Mob, one may be equipped with either of the following: • Liquifier Gun: 10 +1 ED / AP -2 / Range 6 – 12 – 18 / Salvo 2 / Assault, Flamer, Melta • Ossefactor: 6 +3 ED ./ AP -3 / Range 12 - 24 - 36 / Salvo 1 / Agonising, Rad (4) BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


68 The Sslyth are particullarly suited for combat. Their humanoid-like torso has two independently functioning sets of arms, each capable of firing and reloading simultaneously or capable of carrying an array of deadly blades. This maelstrom of death is propelled on a hulking serpent-tailed lower half, their bodies encased in thick, armored scales that glisten with a slick pearlescence. Their combined reputation for savage violence and purchased loyalty guarantees the Sslyth are never far from the retinue of the Archons of Commorragh’s dark Kabals. KABALITE WARRIOR The Drukhari are born into a world of violence and cruelty — taught to fight, deceive, and murder from birth in order to survive on the blood-soaked streets of their home city. Those that prove themselves both devious and vicious enough to survive Commorragh quickly find themselves fighting for power among the ranks of the various Kabals. The cruelest of these Drukhari soon carve themselves a bloody path to being able to serve as Kabalite Warriors. Encased in the segmented, barbed armour of their Kabal and wielding a variety of instruments of death, these warriors serve as the main force in the Drukhari raids into Realspace. Formed into devastating raiding parties these Kabalite Warriors strike without warning and with merciless intent, butchering, and enslaving as their dark masters will. Like the rest of their Drukhari kindred the Kabalite Warriors are without forgiveness or remorse. Lead into battle by the cruelest among them, they are sustained by the torment of others and delight in the agonized screams of their victims. SSLYTH Threat A|A|E|T|T DRUKHARI, COURT OF THE ARCHON, [KABAL] S T A I Wil Int Fel 6 4 3 4 3 3 1 Defence Wounds Shock Resilience 2 8 5 6 (AR 3) SKILLS: Default 6, Athletics 8, Awareness 86 (Passive 3), Ballistic Skill 84, Weapon Skill 8 BONUSES Sslyth Limbs: A Slyth has 2 sets of limbs, reducing the Multi-Attack and Multi-Action penalty by 2 DN. ABILITIES BATTLECRY: Frightful Form: Anyone that can see this Threat must make a DN 1 Fear Test. ACTIONS: Splinter Pistol: 7 +1 ED / Range 6 - 12 - 18 /Salvo 1 / Inflict (Poisoned, 3), Pistol Shardcarbine: 7 +1 ED / Range 9 - 18 - 27 / Salvo 2 / Inflict (Poisoned, 6), Rapid Fire (2) Sslyth battle-blade: 9 +3 ED / Range 1 / Parry REACTION: Cold Blooded Bodyguard: When an Archon the Sslyth is the bodyguard of within 8m is targeted by an attack, this Threat may interpose themself as a reaction and become the new target for the attack. DETERMINATION: Resilient Species: Spend 1 Ruin to roll 4d6. Any Wounds negated by Determination are ignored instead of being converted to Shock. Conviction Resolve Speed Size 3 2 8 Large SSLYTH Within the darkened lair of the Drukhari Archon, loyalty and trust are rare commodities. Treachery and ambition are second nature to the ever-aspirant ranks of the Kabals, so to ensure their security and enforce their will the Archons turn to vicious serpentine mercenaries known as the Sslyth. The Sslyth are an intelligent serpent-like species of unknown origin. While not exclusively employed by the Drukhari, their reliable nature and willingness to accept slaves as payment ensures a constant demand for their services in Commorragh where they find easy employment as mercenaries and bodyguards among the Kabals.


69 KABALITE WARRIOR Threat E|T|T|T|T DRUKHARI, [KABAL] S T A I Wil Int Fel 3 3 4 4 3 3 2 Defence Wounds Shock Resilience 3 7 5 6 (AR 3) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 8, Weapon Skill 9 BONUSES Power from Pain: Eager to Flay – If this Threat deals a Wound it gains +3 Speed until the end of its next Turn. Prey on the Weak: This Threat gains +2 bonus dice to any Test targeting a Wounded individual. ABILITIES ACTIONS: Splinter Rifle: 7 +1 ED / Range 12-24-36 / Salvo 2 / Inflict (Poisoned, 3), Rapid Fire (2) Sword: 6 +2 ED / Range 1 / Parry DETERMINATION: Spend 1 Ruin to roll 2d6 Conviction Resolve Speed Size 3 2 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


70 With this dark ritual complete the broken stone is remade and set upon the newly elevated Incubus armour where it emanates a nascent aura of fear and evil. The Incubi are often employed by the Archons of the Kabals, their single-minded dedication, mercenary nature and uncharacteristic trustworthiness making them exceptional bodyguards against the constant stream of assassins and usurpers. This, combined with the considerable expense at which their services are bought, serves to enhance their employer’s reputation among the courts of the Dark City. MANDRAKE Drukhari society is founded, thrives upon, and reveres callous sadism. Yet within the abhorrent megalopolis of the Dark City the shadow skinned Mandrakes of the shadowed depths of Commorragh, known as the Aelindrach, command an unusual reverence. They are feared not only by the untold billions of denizens that inhabit the realms of Realspace but even by other Drukhari. The origins of the Mandrakes are unknown, although often speculated upon. Some believe they are the foul and cursed offspring of baleful unions involving ancient Aeldari, while others think they are spawned from a nightmarish shadow realm beyond the Webway. Their true origins may never be known, having long been lost to the passing millennia. With their shifting, shadow-like form pulsing with sickly green arcane runes and draped only in the tanned flesh of those who dare cross them, Mandrakes pull themselves from the shadows, capable of appearing and vanishing wherever the light fails to illuminate the darkness. Wielding baleful sickles and capable of turning the very life essence of their enemies against them, unleashed in wicked blasts of ice-cold spectral fire the Mandrakes are nightmares given shape, hungry to taste the suffering of others. INCUBI The Incubi of the Dark City swear no allegiance to the Kabals or Wych Cults of Commorragh. Inside their polished obsidian shrines, they dedicate themselves entirely to the icy focusing of their hatred and the perfecting of the killing strike in a malicious parody of the warrior paths of their Asuyrani kindred. Having witnessed the bodies of the weak burned before the altar of Khaine, the Aeldari God of War, aspiring Incubi must earn their place among the Dark City’s most fearsome and elite warriors. After a gruelling and extensive training period, aspiring Incubi wielding the deadly Klaives of their order, must seek out and murder an Aspect Warrior of their Asuryani kin and present their shattered Soulstone to the shrines Hierarch. INCUBI Threat A|E|E|T|T DRUKHARI, COURT OF THE ARCHON S T A I Wil Int Fel 3 3 5 6 4 3 2 Defence Wounds Shock Resilience 5 9 7 9 (AR 5) SKILLS: Default 5, Athletics 6 Awareness 8 (Passive 4) Intimidate 8, Leadership 6, Weapon Skill 11 BONUSES Champion: This Threat may use Ruin Actions and has 12 personal Ruin. Power from Pain: Mantle of Agony: If this Threat deals a Wound it gains +2 bonus dice to Intimidation Tests until the end of its next Turn. ABILITIES ACTION: Klaive: 8 + 7 ED / AP -3 / Parry, Brutal WRATH: Lethal Precision: When an Incubus successfully hits with a Wrath Critical in melee they deal +4 Mortal Wounds. RUIN: Tormentors: Spend 1 Ruin to target an individual or a Mob. The Incubus makes an Intimidation Test opposed by its target’s Leadership. If the Incubus wins, the target suffers the Fear Condition. DETERMINATION: Spend 1 ruin to roll 3d6 Conviction Resolve Speed Size 4 3 7 Avg


71 GROTESQUE While some Drukhari willingly give their bodies over to the crazed machinations of the Haemonculi, to be reborn as winged Scourges or terrifying Wracks, a much more horrifying fate awaits those captured unwillingly from Realspace. Finding themselves laid out upon the Haemoncullis’ blood-slicked slab their bodies are broken and remade into wicked instruments of violence and death by the deranged Flesh Carvers of Commorragh. GROTESQUE Threat E|E|E|T|T DRUKHARI S T A I Wil Int Fel 6 7 2 4 2 2 1 Defence Wounds Shock Resilience 2 11 4 9 (AR 4) SKILLS: Default 3, Awareness 4 (Passive 2), Ballistic Skill 4, Weapon Skill 8 BONUSES Power From Pain: Inured To Suffering: If this Threat deals a Wound it gains +1 bonus dice to Determination Tests until the end of its next Turn. Lobotomized: This Threat is barely sentient and acts out the will of its dark master relentlessly. It ignores abilities that target the mind and never needs to make a Resolve Test to continue fighting. ABILITIES BATTLECRY: Frightful Form: Anyone that can see this Threat must make a DN 2 Fear Test. ACTION: Flesh Gauntlet: 11 +3 ED / Range 1 / Agonising Liquifier Gun: 10 +1 ED / AP -2 / Range 6 – 12 – 18 / Salvo 2 / Assault, Flamer, Melta Monstrous Cleaver: 11 +6 ED / Range 1 / Brutal DETERMINATION: Insensible to Pain: Spend 1 Ruin to roll 7d6. Any Wounds negated by Determination are ignored instead of being converted to Shock Conviction Resolve Speed Size 2 1 7 Large The Grotesque comes to reflect the twisted, execrable will of its creator, the madness of the Harmonculli rendered in a vile amalgamation of flesh and machine. Left with little will, they are mindlessly dedicated to their creators. These swollen monstrosities shamble morosely in a state of mindless compliance until ordered to kill by their dark masters. Once roused the twisted form of the Grotesque is flushed with a cacophony of potent elixirs, combat stimulants and worse, sending them into a frenzied bloodlust. Unleashed, they turn their unnatural strength and mechanically augmented blades to butcher until the will of their creator is satisfied. MANDRAKE Threat A|E|E|T|T DRUKHARI S T A I Wil Int Fel 5 3 4 4 4 2 1 Defence Wounds Shock Resilience 5 7 6 7 (AR 3) SKILLS: Default 3, Awareness 4 (Passive 2 ), Ballistic Skill 8, Intimidation 6, Stealth 9, Weapon Skill 8 BONUSES Power From Pain: This If this Threat deals a Wound, it gains +2 bonus dice to Weapon Skill Tests until the end of its next Turn. Shrouded From Sight: A Mandrake’s shadowy form gives them +2 Defence. ABILITIES BATTLECRY: From Out of the Shadows: The Mandrake emerges from the shadows. All opponents of the Mandrake must make a DN 2 Initiative Test or are Ambushed. Additionally, all opponents of the Mandrake must make a DN 2 Fear Test. ACTION: Baleblast: 10 +2 ED / Range 9 – 18 – 27 / Salvo 1 / Assault, , Rending (2), Spread Glimmersteel Blade : 9 +3 ED / AP -1 / Range 1 / Parry RUIN: Fade Away: Spend 1 Ruin. The Mandrake disappears into the shadows. At the start of its next Turn, the Mandrake may appear from any shadow within 1km using its BATTLECRY: From Out of the Shadows. DETERMINATION: Spend 1 Ruin to roll 3d6 Conviction Resolve Speed Size 4 3 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


72 BEASTMASTER Beastmasters can be found soaring high over the viscera-soaked blood sands of the Wych Cult arenas or weaving over Realspace raiding parties on their thrumming skyboards. Clad in ancient shamanic masks and wielding the excruciating lash of the Agonizer they drive forward a vile menagerie of beasts and other warp-spawned fiends. From the very earliest of days of the Dark City these Drukhari have long proved a favourite of its blood thirsty denizens and have remained a firm favourite of the arenas depraved crowds over the milenia. Beloved as the beasts they control main and kill to the bloodthirsty cheers of the Drukhari. Yet when not being showered with adulation in the skies above the arena the Beastmasters live a solitary existence, purposefully dedicated to the subjugation of the many horrors of the Galaxy. Blessed with a natural dominance and further enhanced by multitudes of sonic emitters and pheromone transmitters embedded in their ancient helms, they display mastery and control over a vast wide range of creatures, from screeching Razorwings to monstrous Clawed Fiends. Their ability to goad and provoke the many creatures they control on to acts of extreme violence ensures the swelling bloodlust of the Wych Cults coliseums is never left unsated.


73 CLAWED FIEND Threat A|A|E|E|T DRUKHARI, BEAST S T A I Wil Int Fel 6 6 5 5 2 1 1 Defence Wounds Shock Resilience 3 10 4 7 SKILLS: Default 4, Athletics 8, Awareness 6(Passive 3), Intimidation 6, Stealth 4, Survival 5, Weapon Skill 6 BONUSES Hunting Senses: This Threat suffers no penalty to Tests due to darkness. ABILITIES BATTLECRY: Fearsome Beast: Anyone that can see this Threat must make a DN 3 Fear Test. ACTIONS: Clawed Fists: 6 +3 ED / AP -1 /Range 2 / Brutal WRATH: Tail Spike: The Clawed Fiend makes an immediate attack with its Tail Spike at any target in range. 5 +2 ED / AP -1 / Range 4 / Rending (1) REACTION: Berserk Rage: Whenever this Threat suffers a Wound, roll 1d6. If you roll an Icon, this Threat gains 1 personal Ruin. If you roll an Exalted Icon, this Threat gains 2 personal Ruin DETERMINATION: Dodge: Spend 1 Ruin to roll 6d6. Conviction Resolve Speed Size 2 1 10 Large CLAWED FIEND These hulking forms of sinewed musculature and dense, lice-ridden fur boast heightened senses and a devastating array of poniard-like teeth and claws. Driven forward under the baleful glare of the Beastmasters the Clawed Fiend is a towering behemoth of death and destruction. Multiple eyes dotted across its thick, stunted skull can perceive the faintest movement across multiple spectrums whilst its prominent ears are capable of detecting any sound, regardless of the surrounding carnage.The swollen frame of the Clawed Fiend allows it to propel and maneuver at unnatural speeds for its hulking size, while its muscular front limbs are easily capable of tearing a man in half. If wounded they devolve into an uncontrollable rage, caused by the stench of their own foul blood filling their hypersensitive nostrils. Only by the considerable effort of their Drukhari masters or their demise can these creatures be brought to heel. BEASTMASTER Threat A|E|E|T|T DRUKHARI S T A I Wil Int Fel 3 5 6 4 4 3 2 Defence Wounds Shock Resilience 3 11 7 7 (AR 1) SKILLS: Default 5, Athletics 6, Awareness 6 (Passive 3), Ballistic Skill 8, Intimidation 8, Leadership 8, Pilot 8, Weapon Skill 8 BONUSES Champion: This Threat may use Ruin Actions and has 2 personal Ruin. Beastmaster: Allied creatures with the <BEAST> Keyword within 10m of the Beastmaster gain +2 bonus dice to Conviction, Resolve, and attack Tests. Power From Pain: Flensing Fury: If this Threat deals a Wound it gains +1 bonus dice to melee attack Tests until the end of its next Turn. Skyboard: Whilst mounted on a Skyboard the Beastmaster can Fly at Speed 12 and fire its Splinter Pods as though they were wielding them as a ranged weapon. If the Skyboard is damaged, the Beastmaster rolls a Complication, or attempts any kind of difficult aerial manoeuvre, he must succeed on a DN 4 Pilot (A) Test or the Skyboard crashes in a random direction according to the Scattering rules. Crashing deals a minimum of d3 Shock and may trigger falling damage. ABILITIES ACTION: Agoniser: 7 +4 ED / AP -2 / Range 4 /Agonising, Inflict (Poisoned, 3) Splinter Pods: 8 +2 ED/ range 9 - 18 -27 / Salvo 3 / Agonising, Assault, Inflict (Poisoned 3) RUIN: Whips of the Master: Spend 1 Ruin to target an allied creature with the <BEAST> Keyword within 4m. The target suffers 1 Shock damage, but gains +2 bonus dice to all melee attacks and +2 Speed until the end of its next turn. DETERMINATION: Spend 1 Ruin to gain 5d6. Conviction Resolve Speed Size 4 3 8 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


74 KHYMERAE Spawned as the raw energy of the Immaterrium coalesces around the psychic resonance from the nightmares of sentient beings, the Khymerae are the embodiment of the daemonic nature of the Warp. Being wrought from these sinister energies means that the Khymerae lack definitive form in Realspace, phasing between existence and the Warp at will and capable of appearing without warning. The beasts have a form vaguely reminiscent of felids of ancient Terra but covered in thick ropes of slick musculature which glistens as if wet with with blood. Sets of unblinking black eyes peer from their bare skeletal heads while reaching hinged arms of hardened bone and glistening sinew arc forward from their shoulder blades to snap at their prey. Drukhari Beastmasters embark on terrifying Dreamquests in order to tame these stalking predators. This psychic quest is a dangerous one, laden with portentous rituals required to finally tame a creature capable of phasing beyond the bounds of reality. RAZORWING FLOCK With curved beaks and blade sharp wings the vicious avian predator known as the Razorwing are widespread throughout the Galaxy. Famed for their hunger for flesh and bone alike they can devour every last morsel of their prey. Intelligent and vicious, they are a firm and well-known favorite of the Beastmaster hunts of the Wych Cults and great flocks of the creatures can often be seen accompanying their shamanic masters in Realspace raids. Possessed of an incredible speed, it is claimed that an adult Razorwing can boast a wingspan of up to thirteen feet. They are capable of descending on their prey with the lightning speed and ferocity of an Imperial fighter craft. The Razorwing is covered in iridescent feathers, each coming to a hard knifepoint at their tip. Their beaks and claws are equally sharp and capable enough to render armor and flesh with ease. Razorwing flocks descend on their prey with wanton ferocity, their initial impact splintering armor and tearing flesh as beak and claw rip their victim asunder. Holding blood-soaked viscera aloft the flock proudly displays their kill to their watching master before devouring them completely. RAZORWING FLOCK Threat T|T|T|T|T DRUKHARI, BEAST S T A I Wil Int Fel 1 1 3 3 2 1 1 Defence Wounds Shock Resilience 3 3 3 3 SKILLS: Default 4, Awareness 6 (Passive 3), Weapon Skill 3 ABILITIES ACTION: Razorfeathers: 3 +2 ED/ AP -1 / Range 1 DETERMINATION: Spend 1 ruin to roll 13d6. Conviction Resolve Speed Size 2 1 12 (Flight) Small KHYMERAE Threat A|A|E|T|T DRUKHARI, BEAST S T A I Wil Int Fel 5 5 5 6 2 1 1 Defence Wounds Shock Resilience 5 9 4 8 (Otherworldly: +2 AR*) SKILLS: 3, Athletics 7, Awareness 6 (Passive 3), Stealth 6, Weapon Skill 8 BONUSES Otherworldly: The Khymerae shifts between the physical world and the Warp with ease, blows passing straight through its incorporeal form. Khymerae have +2 AR* ABILITIES ACTION: Claws and Talons: 9 + 3 ED / AP -1 / Range 1 DETERMINATION: Phased Defence: Spend 1 Ruin to roll 5d6. This Threat can roll determination against Mortal Wounds. Conviction Resolve Speed Size 2 1 10 Avg


75 HELLION Screeching into battle atop their bladed skyboards the young delinquents and exiled outcasts that make up the Hellions of Commorragh are arrogant and violent in the extreme. These airborne killers form into marauding gangs and are regarded as little more than feral street scum by other Drukhari. With precise strikes from their brutal Hellglaives they maim while maniacally screaming foul taunts, goading each other to more extravagant and vulgar acts of violence. HELLION Threat E|T|T|T|T DRUKHARI, [WYCH CULT] S T A I Wil Int Fel 3 4 4 4 2 3 1 Defence Wounds Shock Resilience 3 10 5 7 (AR 2) SKILLS: Default 4, Awareness 8 (Passive 4), Ballistic Skill 9, Pilot 10, Weapon Skill 8 BONUSES Hit and Run: The Hellion does not provoke Reflexive Attacks when moving out of Engagement. Power From Pain: Flensing Fury: If this Threat deals a Wound it gains +1 bonus dice to melee attack Tests until the end of its next Turn. Skyboard: Whilst mounted on a Skyboard the Hellion can Fly at Speed 12 and fire its Splinter Pods as though they were wielding them as a ranged weapon. If the Skyboard is damaged, the Hellion rolls a Complication, or attempts any kind of difficult aerial manoeuvre, he must succeed on a DN 4 Pilot (A) Test or the Skyboard crashes in a random direction according to the Scattering rules. Crashing deals a minimum of d3 Shock and may trigger falling damage. ABILITIES ACTION: Helion Assault: Whilst mounted on a Skyboard a Hellion may charge as a Combat Action and Fall Back as a simple Action. Hellglaive: 8 +64 ED / AP – 4 / Range 2 Splinter Pods: 8 +2 ED/ range 9 - 18 -27 / Salvo 3 / Agonising, Assault, Inflict (Poisoned 3) RUIN: Whips of the Master: Spend 1 Ruin to target an allied creature with the <BEAST> Keyword within 4m. The target suffers 1 Shock damage, but gains +2 bonus dice to all melee attacks and +2 Speed until the end of its next turn. DETERMINATION: Spend 1 Ruin to roll 4d6. Conviction Resolve Speed Size 3 2 7 Avg On the blood-slicked streets of the Dark City these Hellion gangs maintain fierce rivalries, not only between themselves but with the Scourges and Reavers of the upper spires, whom they regard with bitter resentment. Hellions, like all Drukhari, are driven and motivated by the pursuit of power and their own egotistical vanity. While fiercely independent they are known to make deals to join Kabalite raiding parties or appear in the arenas of the Wych Cults to further their own ambitions. With a cacophony of combat drugs and sense heightening stimulants coursing through their veins Hellions engage and excel in blood-stained spectacle, daring each other into ever more spectacular acts of aerial carnage for their own perverse amusement. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


76 SCOURGES Acting as dark couriers, trafficking in the secrets of Commorragh’s ruling elites and as winged mercenaries equipped with the very best weapons, the Scourges of the upper spires form an integral part of both Drukhari society and raiding parties into Realspace. These most ambitious Drukhari seek out the scalpel of the twisted Haemonculi. If they are capable of paying the price, be it simple wealth or a much darker, esoteric demand, then the lengthy and excruciating process of transformation begins. The pain engine, known as the Talos, first hollows the bones of the aspiring Scourge, reducing their weight to near nothingness. Whipcord vat-grown muscles are grafted onto wings. Fiercely protective of their expensive augmentation and exquisite trappings, the Scourges soar far above the battlefield, unleashing their devastating weaponry as a hawk would, swooping down to savour each kill. SCOURGE Threat E|E|T|T|T DRUKHARI S T A I Wil Int Fel 3 3 6 5 4 3 1 Defence Wounds Shock Resilience 4 9 7 8 (AR 4*) SKILLS: Default 5, Awareness 10 (Passive 5) Ballistic Skill 8, Pilot 10, Weapon Skill 48 BONUSES Power of Pain: Eager To Flay: If this Threat deals a Wound it gains +2 Speed until the end of its next Turn. Winged: Scourges have wings, allowing them to Fly at Speed 14 using their movement. ABILITIES ACTION: Shardcarbine: 7 +2 ED / Range 9 - 18 - 27 / Salvo 2 / Assault, Inflict (Poisoned 3) Plasma Grenade (2): 12 +5 ED / AP -1 / Range 8 / Blast (8), Inflict (Blinded) BATTLECRY: Winged Strike: The Hellion descends from high in the sky. All opponents of the Hellion must make a DN 3 Initiative Test or are Ambushed. DETERMINATION: Spend 1 Ruin to roll 3d6 Conviction Resolve Speed Size 4 3 14 (Fly) Avg TALOS Of the multitudes of unhinged creations spawned by the flesh crafting Haemonculi, the most well known are a variety of gruesome Pain Engine known as the Talos. A twisted amalgamation of organic biomass and mechanical components and granted a semblance of sentience by its creator, these Talos are heavily armed and serve as surgical assistants, unforgiving torturers, and instruments of war. In combat the Talos is often employed as a bodyguard to their dark creator. Drifting forward under the droning hum of anti-gravitic engines, each Talos is adorned with a vast array of instruments of death. Its front section consists of two great armoured claw arms, lined with a nightmarish assortment of scalpels, barbed hooks, and toxin injectors. A great mechanical tail looms from its rear section encased in the same thick black carapace as the palid fleshy mass of its torso. The machine’s underside is lined with various surgical blades and tools, capable of dissecting and absorbing the very essence of those unlucky enough to be caught in its grasp in mere seconds, much to the amusement of the watching Haemaonculi.


77 CRONOS Threat A|A|E|E|E DRUKHARI, PAIN ENGINE S T A I Wil Int Fel 8 10 4 4 6 2 1 Defence Wounds Shock Resilience 2 20 11 14 (AR 3) SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic Skill 9, Weapon Skill 7 BONUSES Lobotomized: This Threat is barely sentient and acts out the will of its dark master relentlessly. It ignores abilities that target the mind and never needs to make a Resolve Test to continue fighting. Pain Engine: Drukhari constructs are immune to the Blinded, Fear, Poisoned, and Terror Conditions Power From Pain: Flensing Fury: If this Threat deals a Wound it gains +1 bonus dice to melee attack Tests until the end of its next Turn. Second Strike: This Threat reduces the Multi-Attack penalty by 2DN, as though it had the Dual Wield Talent (Wrath & Glory, page 133). ABILITIES BATTLECRY: Frightful Form: Anyone that can see this Threat must make a DN 3 Fear Test. ACTION: Spirit-Leech Tentacles: 11 +3 ED / AP -2 / Range 1 / Brutal, Inflict (Vulnerable) Spirit Syphon: 12 +2 ED / AP -2 / Range 6 – 12 – 24 / Salvo 1 / Assault, Brutal, Flamer RUIN: Reservoir Of Pain: Spend 1 Ruin to select one target with the DRUKHARI Keyword within 10m. That target recovers 1 Wound for every Wound the Cronos caused on its last Turn. DETERMINATION: Insensible to Pain: Spend 1 Ruin to roll 10d6. Any Wounds negated by Determination are ignored instead of being converted to Shock. ANNIHILATION: When this Threat dies, roll a d6. If you roll a Complication, the threat explodes using the following profile: 11 +4 ED / Blast (8) Conviction Resolve Speed Size 6 5 8 (Fly) Large TALOS Threat A|A|E|E|E DRUKHARI, PAIN ENGINE, [HAEMONCULUS COVEN] S T A I Wil Int Fel 10 10 2 4 6 2 1 Defence Wounds Shock Resilience 2 20 11 13 (3 AR) SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic Skill 7, Weapon Skill 9 BONUSES Lobotomized: This Threat is barely sentient and acts out the will of its dark master relentlessly. It ignores abilities that target the mind and never needs to make a Resolve Test to continue fighting. Pain Engine: Drukhari constructs are immune to the Blinded, Fear, Poisoned, and Terror Conditions Second Strike: This Threat reduces the Multi-Attack penalty by 2DN, as though it had the Dual Wield Talent (Wrath & Glory, page 133). Power From Pain: Flensing Fury: If this Threat deals a Wound it gains +1 bonus dice to melee attack Tests until the end of its next Turn. ABILITIES BATTLECRY: Frightful Form: Anyone that can see this Threat must make a DN 3 Fear Test. ACTION: Splinter Cannon: 9 +3 ED / AP -1 / Range 18 - 36 - 54 / Salvo 1 / Brutal, Inflict (Poisoned 3) Macro-scalpel: 15 +5 ED / AP -3 / Range 1. DETERMINATION: Insensible to Pain: Spend 1 Ruin to roll 10d6. Any Wounds negated by Determination are ignored instead of being converted to Shock. ANNIHILATION: When this Threat dies, roll a d6. If you roll a Complication, the threat explodes using the following profile: 11 +4 ED / Blast (8) Conviction Resolve Speed Size 6 5 8 (Fly) Large Holding its unfortunate victims in its vice grip the Cronos siphons its very lifeforce, before processing and dissipating the stolen raw energy outward. This excruciating process creates a revitalizing field for nearby Drukhari, who bask in the malevolent, rejuvenating energies emitted by the Cronos. Once drained the withered husk t of its victim is discarded before the Cronos drifts onward in search of fresh victims and life essence to plunder. CRONOS Like other Pain Engines, the Cronos is composed of an anemic, stimulant flushed organic biomass sutured to various mechanical components, constructed under the insane contrivances of the flesh carving Haemonculi. However, while the Talos is designed to function and serve in a variety of dark roles for their masters, the octopoid limbs of the Cronos engine are designed with a specific, twisted purpose… Semi-sentient, the Cronos follows its Haemonculi creator, drifting into battle on anti-gravitic motors and covered in a thick armored carapace. Below, mechanical tentacles trail behind it, bound together with sinew and nerve, ready to reach out and grab hold of its prey. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


78 gainst the cratered, blood-stained backdrop of the Galaxy there is not another single Xenos as widespread, belligerent, and mindlessly violent as those belonging to the green skinned hordes of the Orks. While other Xenos attempt to carve out a path to survival amidst the stars, these relentless warriors care only for brutal violence and the exhilarating joy of bloody combat. They swarm into great raucous warbands that leave nothing but smoldering ground and broken corpses in their wake. Rampaging across the entirety of the Galaxy the Orks are one of the greatest threats to the Imperium of Man. The Gilead system is no different as few can match the ubiquity, brutality, and passion for raw unbridled violence of these towering green monstrosities. Orks grow larger and stronger the more they indulge their natural proclivity for mindless brutality. Eventually the most muscled, burly, and cunningly violent of their number will rise to become a Warboss or Warlord, sometimes referred to simply as ‘Da Boss’. Around this barbarous figurehead a society of sorts develops — albeit one held together by rivets, cruelty, and a gleeful love of violence. From the Imperium’s perspective, it is a singular mercy that Orks will often turn to fighting each other to satiate their natural lust for carnage. For much of history this has prevented them from posing any form of unified threat to the Imperium. When they do gather in large numbers, they drive each other into a state of battle crazed frenzy. Initially little more than a lone rampaging warband, particularly successful Orks gather more of their kind to them. This process can grow exponentially as other warbands and even whole clans are absorbed until they form a great rampaging horde. Known among the Orks simply as a Waaagh! this relentless tide of ramshackle weaponry, snarling beasts and riotous violence spills forth across the void in search of bigger and more brutal fights. These disastourous events can leave entire worlds, and even whole systems devastated. ORKS


79 ORK KULTUR When assembled en masse the raucous hordes of Greenskins display an intelligence that surpasses what one might expect of such crude and aggressive creatures. The Orks form into large, war hungry Clans. Ramshackle settlements are raised, and towering war constructs assembled under the guidance of Orks who just seem to instinctively know what they are doing. This innate knowledge that certain Orks seem to have is known as their ‘Orky know-wotz’. Basic skills, such as how to hold a shoota or bash a grot, are simply instinctive. More complex ideas also exist, from the simple desire to paint things red and go fast to the understanding of complex mechanical feats. In the Ork vernacular these strange abilities are referred to as ‘kultur’, a complex and baffling knowledge that manifests in an innate understanding of engineering, medical care, and basic tactics. Orks who develop an affinity for particular technical speciality are known as Oddboyz, and are loosely grouped by the role they play in the wider Ork war machine. Mekboyz build technological devices for their fellow Orks, ranging from armor and weapons to absurd squig launching catapults. Painboyz practice a brutal form of medicine, which mostly involves stapling injured Orks back together. Oddboyz are often assisted by sneering Grots, an underclass of creatures much smaller than the typical muscular Ork. They function as pilots and assistants, helping alongside the experiments of the Painboyz or in raising (and occasionally being fed to) Squigs. Another poorly understood aspect of the Orks is their psychic potential. When they assemble in great numbers, Orks begin to generate immense psychic energy. While many incomprehensible aspects of the Orks have been attributed to this phenomena, it as at its most obvious when channelled into dangerous bursts of power by certain Orks dubbed Weirdboyz. The Orks rarely concern themselves with this or any other mystery, simply accept it as a blessing from one or both of the twin gods Gork and Mork. Despite their varying interests and diverse skills, all Orks share a love of violence and fighting. No matter an Ork’s speciality they apply their skills to a single end — getting into a good scrap. THREAT ASSESSMENT For a species so bent on destruction and mayhem, the Orks show a remarkable talent for their own preservation. The endurance of this Xenos menace truly represent a compelling biological curiosity. The sheer diversity among the Greenskins would be sufficient subject for a lifetime of study. Many noted Xenobiologists have done so, carefully cataloging the multiple varieties of vicious creatures known as Squigs or the irreverently functional constructs of crude Ork engineering. Others have looked to understand the nature of the Ork life cycle. Orks can infest a world or system for many standard years, posing little threat beyond the occassional, if brutal, raid. This is merely the calm before the storm, as if neglected an Ork population can explode without warning into a great horde bent on destruction. While there exist volumes on these observed behaviors and their primitive customs, I believe very few have seen the untapped potential of the Ork’s regenerative properties. A wounded Ork can continue to efficiently function in combat, even after suffering heinous injuries that officio medicae and xenobiologists alike agree should result in death. They are capable of healing naturally, or of integrating crude and brutal augmetics. I have recorded several eyewitness accounts from the ranks of the Astra Millitarium of specific Orks being torn asunder, only to be observed a few days later joyously engaged in combat once again. This displays a rate of recuperation beyond even that of the greatest warriors of the Imperium. This potential is what I find most fascinating about the physiology of the Ork and its salubrious implications are surely deserving of further study and analysis. — Magos Genetor Wot, Gadren Helix - Excommunicae and Burned as a Heretic M.41 BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


80 THE ORKS IN GILEAD To the loyal Imperial Citizens of the Heartworlds the Orks are a menace they had long ago consigned to memory. A common belief is that Saint Julyana, most holy protector of Gilead, sacrificed herself to gain the Emperor’s favor, keeping them safe from the rampaging greenskin tides. Yet with the coming of the Great Rift this delusion has been shattered wholesale, for where there was once peace and serenity, there is now the thunderous roar of the Orks. In the depths of the Voidmire the Warboss Vazdrok Spikey-Smasha has put his assembled hordes to work on Da Big Rok, a colossal combat moon he intends to hurl into a planet in the search of a worthy foe. Huge swarms of Orks flock to Vazdrok’s banner, but as construction on Da Big Rok appears to have stalled, frustration grows. Ignoring the orders of their commander, impatient Ork Kommandos, sneakily cunning, have infiltrated ahead of the gathering horde to spread their own unique brand of mayhem and destruction. Elsewhere the assembled forces of the Imperium have detected the huge Freebooter Fleets, congregating enmasse on the fringes of the System. Led by the charismatic Kaptin Goldteef, they are positioning themselves to loot and plunder Gilead of every valuable that isn’t nailed down. Since the victories of Saint Julyanna, Gilead has grown unused to the threat of the rampaging greenskin hordes. As a result, it has been easy for some to underestimate the threat they pose. In the face of Aeldari Corsairs, Drukhari raids, rumours of a T’au presence, and the lurking threat of the Ruinous Powers, it is a simple thing to ignore the crude Orks. This is a mistake, for even as the denizens of Gilead look at the many threats that face them and quiver, the Orks regard the same assortment of lethal enemies and look forward to the well good scrap to come. FLASHPOINT: DA BIG ROK Da Big Rok is a typical Ork construction — hopelessly ambitious, crudely made, ruinously dangerous, and yet somehow entirely functional. It is being constructed within the Voidmire under the brutal supervision of Warboss Vazdrok SpikeySmasha. Within the excavated caverns of the gigantic asteroid the Orks of Da Big Rok have divided into two basic areas of focus. Groups of Orks, overseen by Mekboyz work tirelessly preparing for their eventual launch, festooning the pock marked rock with a litany of rockets and boosters. The other Orks are busy working themselves into a fevered state of violence in the deep caverns within. The most brutal of the Orks are fed up with the tinkerings of the Mekboyz and want to smash the big red flashing start button now, while the most cunning Orks insist the more rockets strapped to Da Big Rok the bigger the resulting explosion will be, resulting in both groups frequently infighting. The Mekboyz, aside from a recent accident involving an unfinished Teleporta and some impatient Ork Kommandos, have been overseeing the collective Grot workforce Aside. Tunnelling deeper into Da Big Rok for resources while the bigger, more maniacal of the Mekboyz continue to weld even more haphazard and dangerous assortments of rockits to the surface of Da Big Rok in preparation for Operation: Big Crash! Da Big Rok is slowly nearing completion, and more and more Greenskins, drawn by the promise of violence flock to it threatening the potential for a great Waaagh!


81 USING ORKS IN COMBAT Very few Orks approach combat with anything other than an exceptionally large Choppa and the desire to kill. While some among the species, like the brutally cunning Kommandos, are capable of forming crude plans of attack or setting rudimentary traps, such things run counter to most Orks instincts. Instead they rely on their natural inclination towards violence, the details of their approach typically in line with the kultur associated with their specific Clan. When fighting among other Orks they incite each other to greater and greater acts of brutality, the resulting frenzy only making them more dangerous and bloodthirsty. If wounded they can withstand incredible amounts of damage, carrying on through horrific injuries for the simple love of violent combat. Encountering Orks as a Threat will be a dangerous and distinctly challenging confrontation and Agents will have little time to react as the must raucous and violent Xenos known charge headfirst into vicious combat. USING ORKS IN YOUR GAME Orks are a widespread and constant menace to all other species throughout not just Gilead, but the Galaxy as a whole. Their brutal nature and love of a good scrap drives them to actively seek out bigger and more ferocious challenges. This ensures that as Agent’s progress and hones their own abilities more and more Orks will see them as a suitable challenge. Some Gretchin have been known to form great committees, using their sharp wits to ensure their survival and capable of forming rudimentary alliances or even attempting to explain nuanced situations to their larger brethren, however this talk of tactiks is usually meant with an abrupt and violent response. While on the very fringes of Ork society, the notorious captains of the Freebooterz sell the amassed savagery of their mercenary fleets to the whichever Warboss can offer the largest stash of Teef. These situations are however exceptionally rare among the Orks and almost all Agent encounters and interactions with Orks will inevitably result in bloodshed. The Ork approach to warp travel is, typically of their kind, both brutal and cunning in almost equal measure. They do not manufacture their own warp drives, but instead sieze any space hulk they can find, arm it to the teeth, then fling it into a warp storm in the hopes that it will emerge near a planet ripe for conquest. Though unimaginably hazardous, this process has worked often enough to spread the Ork menace across the galaxy. Their preferred means of planetary assault is similiar, for while they can and do build crude spacecraft of their own, the notion of slamming a massive rock full of boyz into a hostile world has the sort of appeal any Ork can appreciate. These Roks are constructed from hollowed out asteroids, and their flaming descent from the sky has herelded the destruction of countless worlds along with most, though critically not all, of the Orks within. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


82 WARBOSS Warbosses are the enormous, hulking brutes that rise to the position of leader among the Orks via the brutal application of cunning and the cunning application of brutality. Initially rising to lead mobz of Boyz and Nobz, the stronger and more renowned among the Orks a Warboss becomes induces more and more Orks to their banner, eventually swelling to the great system consuming WAAAGHS! Charging into battle, they carve a path of carnage and destruction to the delight of the fighting forces under their command. These masses of muscle rip through enemy lines barking orders and crushing any enemy unfortunate enough to come within reach. Warbosses insist on being equipped with the biggest, most brutal weapons and armour available. Many wear Mega Armour, an almost unnecessary compliment to their already incredibly tough hides. Such is their prodigious bulk that weapons are sometimes mounted a Warboss in Mega Armour, the indignity of a grot sitting atop ones shoulder more than outweighed by the torrents of fire that their Big Shootas are capable of. WARBOSS Threat A|A|A|A|A ORK, [CLAN] S T A I Wil Int Fel 12 8 3 5 6 2 3 Defence Wounds Shock Resilience 3 16 10 17 (AR 8) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill, Intimidation 10, Leadership 8, Weapon Skill 10 BONUSES Brutal Presence: All Orks that share a CLAN Keyword with the Warboss within 10m gain +2 bonus dice and ED to melee attack Tests. Champion: This Threat may use Ruin actions and has 4 personal Ruin. Dead Tough: This Threat has +1* AR ’Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Grot Gunner: A subservient Grot rides the Warboss’ Mega Armour and wields a mounted Big Shoota. The Grot Gunner fires the Big Shoota using its own action, but uses the Warboss’ Ballistic Skill. The Grot can be targeted separately to the Warboss. If a Grot is not riding the Mega Armour, the Big Shoota cannot be fired. ABILITIES ACTION: ‘Uge Choppa: 19 +6 ED / AP -3 / Range 2 Big Shoota: 12 +2 ED / Range 18 - 36 - 54 / Salvo 3 / Assault, Waaagh! RUIN: I’m Da WarBoss! Spend 1 Ruin. The Warboss and all allies with the ORK Keyword within 10 metres gain an additional +2 bonus dice to Weapon Skill (I) Tests until the end of the Warboss’ next Turn. REACTION: Orks Is Never Defeated Whenever a Threat with the ORK Keyword dies within 10 metres of the Warboss, the Warboss may sacrifice 1 Shock. If it does, the Ork Threat may make an immediate attack before it dies. DETERMINATION: Spend 1 Ruin to roll 8d6 Conviction Resolve Speed Size 6 5 5 (May not Run or Sprint) Lrg


83 BIG MEK When an Ork has proven their competence not only with the business end of a Choppa but with the spanner as well, they may have earned the title of Big Mek. These hulking, brutish engineers typically command the clan’s less accomplished Mek Boyz. They usually task their underlings with producing the shootas, trukks, and other sundries every Ork needs, while they concerns themselves with their own speshul projects. Stomping towards the fury of combat beneath a ramshackle arrangement of haphazardly welded plates looted from their last big fight the Big Meks of the Orks build their own kustom battle armor for distributing carnage. These surprisingly resilient armoured suits are loaded to excess with ‘eavy firepower and the unhinged inventions of their owner, that they gleefully unleash onto the battlefield. Most of the time it’s even pointed at the enemy! Displaying the pinnacle of Ork technology. Bolt rounds and Las fire frizzle and crack against powerful Kustom Force Field generators and several inches of solid metal plate and in response the Big Mek BIG MEK Threat A|A|A|A|A ORK, [CLAN] S T A I Wil Int Fel 9 6 3 3 4 2 1 Defence Wounds Shock Resilience 2 14 8 14 (AR 7) SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic skill 6, Weapon Skill 9, Tech 9 BONUSES ’Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Kombi-Rokkit: The Big Mek can Multi Attack with their Shoota and Rokkit Launcher. If they do, they make their Attack Test with an additional +1 DV penalty. Kombi-skorcha: The Big Mek can Multi Attack with their Skorcha and Shoota. If they do, they make their Attack Test with an additional +1 DV penalty. Grot Oiler: The Big Mek reduces the DV or a repair test by 2. This destroys the Grot Oiler. ABILITIES ACTION: Mekanik: A Big Mek can attempt to repair any damaged piece of equipment with the ORK Keyword within 1 metre as a Simple Action. They can also Reload a weapon as a Free Action. Kustom Mega-Blasta: 16 +1d6 ED / AP -3 / Range 12 – 24 – 36 / Salvo 1 / Blast (4), Heavy (5), Waaagh! Power Klaw: 15 +5 ED / AP -3/ Range 1 / Brutal, Unwieldy (3), Waaagh! RUIN: Orky Upgradez: As a Free Action, the Mek may spend 1 Ruin to tinker with a ranged weapon within 1 metre. The weapon gains +1d3 ED and +1d3 AP for its next attack. The next time the weapon is fired, a Complication triggers if the Wrath Die lands on a 1, 2, or 3. DETERMINATION: Spend 1 Ruin to roll 6d6 Conviction Resolve Speed Size 4 3 4 (May not Run or Sprint) Lrg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


84 NOB Ork society is built on violence, from the lowliest Grot to Ghazghkull Mag Uruk Thraka himself no Ork rises above his station without showing an understanding of cunning brutality and the heavy-handed application of violence. As Orks fight and gain experience of battle they grow larger and stronger. As a result, the most experienced and violent of the Orks become huge, rippling monsters, capable of crushing a mans head in the bare hands and known as the fearsome Ork Nob. Rising to defacto positions of power through simple brutality these Orks are only second to the Warboss, acting as an incredibly violent and offensive retinue. Entrusted to the warband’s most stubborn Nob, a Waaagh! banner serves as a rallying point and a place for the Warboss to display his favourite trophies, glyph plates and such. Should the ladz need some encouragement to get stuck into a scrap, the banner also doubles as a handy bludgeon to beat some ferocity into them. Should their Warboss fall in battle the largest Nob will quickly assume the role, however this is usually following a brutal restoration of the pecking order and dispatching any perceived threats. ORK NOB Threat A|A|E|T|T ORK, [CLAN] S T A I Wil Int Fel 6 6 2 4 3 1 2 Defence Wounds Shock Resilience 3 10 5 11 (AR 4) SKILLS: Default 3, Awareness 4 (Passive 2), Ballistic Skill 4, Weapon Skill 10 BONUSES Champion: This Threat may use Ruin Actions and has 3 personal Ruin. ‘Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. ABILITIES ACTION: Choppa: 9 +3 ED / Range 1 / Reliable, Waaagh! Slugga: 10 +1 ED / R Stikkbombz (2): 9 +5 ED / Range 24 / Blast (6) RUIN: I’m Da Boss! Spend 1 Ruin. All allies with the ORK Keyword within 10 metres gain +2 bonus dice to Weapon Skill (I) Tests. REACTION: Orks Is Never Defeated Whenever a Threat with the ORK Keyword dies within 10 metres of the Ork Nob, the Nob may sacrifice 1 Shock. If it does, the ORK Threat may make an immediate attack before it dies. DETERMINATION: Spend 1 Ruin to roll 64d6. Conviction Resolve Speed Size 3 2 5 Avg MOB ABILITIES Mob Rule: A Mob of Ork Nobz gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Nobz.


MEGANOB Bigger, more brutal, and especially violent Orks are known as Nobs. They become leaders among the ramshackle mobs of Boyz as they rampage across the battlefield. Ork Nobs that find themselves in possession of a considerable amount of Teef, or who are capable of bullying the right Mekboy, comission massive armored suits known among the Orks as Mega Armour. Mega armor comprises massive slabs of metal, bashed roughly into shape and powered by pistons and sheer brute strength. It is intimidatingly resilient and can mount an array of potent weaponry. It is also usually worn to battle by toof-rich Nobz who would be scary enough even were they not each wearing their own Ork-portable bunker. Leaving rancid plumes of black engine smoke in their wake the Mega Nobz stomp forward, eager to prove the value of their immense metal exoskeletons in bloody, gore-filled examples of destruction. MEGANOB Threat A|A|E|E|T ORK, [CLAN] S T A I Wil Int Fel 10 6 2 4 3 1 2 Defence Wounds Shock Resilience 3 10 5 15 (AR 7) SKILLS: Default 6, Awareness 2 (Passive 21), Ballistic Skill 4, Weapon Skill 10 BONUSES Champion: This Threat may use Ruin Actions and has 3 personal Ruin. ‘Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. ABILITIES ACTION: Kustom Shoota: 10 +1d3 ED / Range 9 - 18 - 27 / Salvo 2 / Kustom Power Klaw: 16 +5 ED / AP -3 / Range 1 / Brutal, Unwieldy (3), Waaagh! RUIN: I’m Da Boss! Spend 1 Ruin. All allies with the ORK Keyword within 10 metres gain +2 bonus dice to Weapon Skill (I) Tests. REACTION: Orks Is Never Defeated Whenever a Threat with the ORK Keyword dies within 10 metres of the Ork Nob, the Nob may sacrifice 1 Shock. If it does, the ORK Threat may make an immediate attack before it dies. DETERMINATION: Spend 1 Ruin to roll 4d6. Conviction Resolve Speed Size 3 2 6 (May not Run or Sprint) Lrg MOB ABILITIES Mob Rule: A Mob of Meganobz gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Nobz. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


86 PAINBOY As a species that is both highly resilient and displays extreme regenerative abilities the apparent need for any Ork to take the role of a physician may seem somewhat confusing at first to outside observers. Yet among the Orks some wounds simply can’t heal themselves and with lost limbs or bits of brain missing these unfortunate Orks find themselves with no other options than to seek the services of the Painboyz. A visit to the Painboyz surgery is a terrifying prospect for any Ork, and done willingly only out of necessity. Possessed of a crude understanding of anything that could be called proper medicae, most painboyz are casually indifferent to their patient’s concerns. They possess a bedside manner that extends (barely) to knocking their patients unconcious prior to beginning their work, though even this is done mostly to stop their subject from squirming about. The Painboyz will treat any injury, and many take great pleasure in using the opportunity grafting a variety of new and unwarranted Bioniks to their prone and often unwilling victim. This can be unfortunate for some Orks, who go in missing an arm and come out with Shootas for legs. Most Orks come around eventually, accepting that the extra dakka is probably worth the inconvenience of blasting a few holes in the odd pair of boots. PAINBOY Threat A|E|T|T|T ORK, [CLAN] S T A I Wil Int Fel 6 6 3 4 3 2 1 Defence Wounds Shock Resilience 3 10 5 8 (AR 1) SKILLS: Default 5, Awareness 4 (Passive 2), Ballistic Skill 5, Medicae 6, Weapon Skill 8 BONUSES ’Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Bionik Boyz: A number of ORK Threats equal to the Tier of the game that accompany the Painboy may have Bioniks (Wrath & Glory page 246). Champion: The Painboy may use Ruin actions and has 1 personal Ruin. ABILITIES ACTION: Wetwork: The Painboy uses their Dok’s Tools on an ally and makes an attack using one of its weapons, ignoring the Multi-Action DN penalty. Dok’s Tools: The Painboy makes a DN3 Medicae (Int) Test on an ally as a Simple Action. Every shifted Exhalted Icon causes the target to recover 1 additional Wound. If The Painboy rolls a Complication, the Test fails, and the target suffers an additional Wound Power Klaw: 11 +5 ED / AP -3 / Range 1 / Brutal, Unwieldy (3), Waaagh! ‘Urty Syringe: 8 +2 ED / Rending (6) DETERMINATION: Spend 1 Ruin to roll 6d6 Conviction Resolve Speed Size 3 2 6 Avg


87 WEIRDBOY Every Ork feels the nascent energies of the Waaagh! As they charge into battle, mercilessly pummeling their foes. However, only the Weirdboyz can channel it. However deliberate this action is a source of debate. As their Ork kin engage in acts of furious butchery around them Weirdboyz channel the building energy around battling Orks, unleashing it in bursts of terrifying psychic energy. Many Weirdboyz carry a copper staff as a primitive method of control. The staff acts as a release valve, letting out psychic pressure before the Weirdboy bursts. This process is horribly painful for the Weirdboy and can prove deadly for if too much energy builds before they can release it causes their head to explode leaving a smoldering stump atop the now ex-Weirdboyz shoulders. Since the gestalt vigour of the Orks builds up ar constantly, most Weirdboyz avoid other Orks as much as possible. This often includes during actual combat, and many Weirdboyz wind up dragged onto the battlefield kicking and screaming against their will. Of course, this only riles up the rest of the greenskins, which, in a vicious cycle, gives the Weirdboy more power and agitates them further. Most Warbosses are kunnin’ enough to give the Weirdboy room once sparks start flying. WEIRDBOY Threat A|E|E|T|T ORK, [CLAN] S T A I Wil Int Fel 6 6 2 3 5 1 1 Defence Wounds Shock Resilience 2 10 7 7 (AR 0) SKILLS: Default 4, Awareness 4 (Passive 2), Ballistic Skill 3, Weapon Skill 7 BONUSES ’Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. ABILITIES ACTION: Power of the Waaagh!: The weirdboy attempts to activate Smite or a Power of the Waaagh! psychic power below. Weirdboy Staff: 9 +1 ED / AP -1 / Range 2 / Force, Waaagh! DETERMINATION: Spend 1 Ruin to roll 6d6 Conviction Resolve Speed Size 5 4 6 Avg MOB ACTIONS Waaagh! Energy: While there are 20 or more Orks within 12 meters of the Weirdboy, if they successfully activate a psychic power, they may immediately attempt to active another. ORK PSYCHIC POWERS DA ’EADBANGER DN - Targets Defence Activation - Action Duration - Instant Range - 35m Multi Target - No The Weirdboy fixes their intended target with an intense stare, focusing the energy pulsing through them with a concentrated effort to make their head explode. Target one enemy within range and make a Psychic Mastery (Wil) Test against their Defence if successful the target suffer 1d3 Mortal Wounds. WARPATH DN - 5 Activation - Action Duration - Sustained Range - 20m Multi Target - Yes Those within a 25m radius of the Weirdboy are suddenly blessed with visions of the upcoming battle and erupt into a frenzied bloodlust. Pushing forward eager to spill blood all ORKS within the spells radius gain +1 bonus dice to melee tests. DA KRUNCH DN - 10 Activation - Action Duration - Instant Range - 35m Multi Target - Yes The Clouds part as the monstrous Green Foot of the Ork deity Mork (or Gork) descends, crushing those caught beneath it. Targets hit stomped by the enormous boot take 12+2ED damage and must make a successful DN4 Agility test to avoid being Pinned BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


88 FLASH GIT Certain Ork Nobs become obsessed with the notion of more Dakka. Becoming single mindedly focused on constantly improving upon and upgrading the amount of Dakka available to them, they carry the biggest and bestest Shootas they can. These varied weapons are known as Snazzguns among the Orks for their garish and over the top appearance and needless decoration. The Orks who wield them are called Flash Gitz, and tend to form into mobs of like-minded individuals. Other Orks generally despise Flash Gitz, seeing them as self-important show offs too good to make do with an honest shoota or reliable choppa. As a result, many Flash Gitz leave their clans behind, finding a home in the Freebooter Warbands. These Orks usually live admittedly brief lives of violent piracy, but there is never a shortage of opportunities for a Flash Git to put his ostentatious weaponry to use. Sucecssful Freebooters typically accumulate quite a few teef, which the Flash Gitz inevitably expend on even more over-the-top additions to their beloved snazzguns. KOMMANDO While most Orks are not inclined to practice anything more subtle than sneaking up on an unexpecting squig or grot to deliver a swift kick, much to the amusement of the onlooking Boyz, a few take the art of stealthy kickings far more seriously. These Orks become known as Kommandos, and are quite exceptional in that most pause to consider other options before they run headlong at the nearest available foe. Employing the kunnin’ of the Ork God Mork to infiltrate ahead of the main warband, these Orks excel in acts of subtle sabotage, scouting out enemy positions and leaving them strewn with crude but effective explosives and tripwires. Their love of bringing stealthy death to their enemies, combined with the patience required to set traps and launch ambushs, means that no right-thinking Ork would ever trust a Kommando. They sneak up on the enemy rather than charging in headlong and have an unhealthy fascination with their very big knives and their violent application to people’s backs, throats, and guts. To most Orks such behavior is contemptible. That said, having a band of Kommandos ambush the enemy midbattle is both effective and, to an Ork, highly amusing to witness. As a result many Warbosses employ Kommandos, but few would ever willingly turn their back on them. FLASH GITZ Threat A|A|E|T|T ORK, [CLAN] S T A I Wil Int Fel 6 6 2 3 3 1 2 Defence Wounds Shock Resilience 2 10 5 11(AR 4) SKILLS: Default 5, Awareness 4 (Passive 2), Ballistic Skill 6, Weapon Skill 9 BONUSES Addicted to Dakka: This Threat always counts as an Adversary for the purposes of determining how much Ammo it has. ’Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. ABILITIES ACTION: Slugga: 10 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol. Waaagh! Snazzgun: 12 +2 ED / Range 12 – 24 – 36 / AP −2 / Salvo 3 / Heavy (4), Kustom Choppa: 9+3 ED / Reliable, Waaagh! Stikkbombz (2): 9 +5 ED / Range 24 / Blast (6) DETERMINATION: Spend 1 Ruin to roll 6d6 Conviction Resolve Speed Size 3 2 5 Avg MOB ACTIONS MORE DAKKA!: For every ten Flash Gitz in the Mob one may have Gitfinda Squig: The Flash Git gains a +4 bonus dice to ranged attack tests. The Gitfinda Squig uses the same statistics as a Squig, but cannot attack. MOB ABILITIES Mob Rule: A Mob of Flash Gitz gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Flash Gitz.


KOMMANDO Threat A|A|A|A|A ORK, [CLAN] S T A I Wil Int Fel 4 4 4 3 2 2 1 Defence Wounds Shock Resilience 2 6 3 5 (AR 0) SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 4, Cunning 6, Stealth 8, Survival 7, Weapon Skill 7 ABILITIES BATTLECRY: Sneaky Gitz During the first round of combat in which a Kommando ambushes their opponent, they may use their Stealth dice pool of 8 for any Test. ACTION: Slugga: 10 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol, Waaagh! Choppa: 7 +3 ED / Reliable, Waaagh! Stikkbombz (2): 9 +5 ED / Range 24 / Salvo – / Blast (6) DETERMINATION: Spend 1 Ruin to roll 4d6. Conviction Resolve Speed Size 6 5 5 (May not Run or Sprint) Lrg MOB ACTIONS MORE DAKKA!: For every ten Kommandos in the Mob, one may have one of the following options (while keeping their Choppa and Slugga): Burna: 10 +1 ED / Range 4 – 8 – 12 / Salvo 1 / Assault, Flamer Big Shoota: 12 +2 ED / Range 18 – 36 – 54 / Salvo 3 / Assault, Waaagh! Rokkit Launcher: 16 +1d3 ED / AP -2 / Range 12 – 24 – 36 / Salvo – / Blast (4) Mob Rule: A Mob of Kommandos gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Kommandos. MOB ABILITIES Kunnin’ Infiltraters: When a Mob of Kommandos makes a Stealth (A) Test, add +1 Icon to the result. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


90 STORMBOY Orks are, by nature, violent and aggressive. They are happiest when wildly swinging a Choppa and as a society they care very little for rules or the establishment of any social order beyond might iz right. Orks age rapidly, growing into the hulking brutes capable of ripping a man apart in an exceptionally short period of time. Yet while most Orks quickly find their place in society at the end of a well-placed punch or kick, the most rebellious and anti-Ork thinking of these rebels seek out the training of the Stormboyz camps. Here these young Orks learn to embrace their rebellious ways, much to the wanton disdain of most Orks. Stormboyz are frequently mocked for their acts of juvenile rebellion, from taking orders and shining their boots to marching about, discussing strategy and even following a battleplan. Yet when that plan is ‘strap on a high powered rokkit and hurtle into the enemy bellowing WAAAGH!’, most Orks would agree that it may have some merit. STORMBOY Threat E|E|T|T|T ORK, [CLAN] S T A I Wil Int Fel 4 6 3 3 2 1 3 Defence Wounds Shock Resilience 2 8 3 6 (AR 0) SKILLS: Default 5, Awareness 4 (Passive 2), Ballistic Skill 5, Pilot 6, Weapon Skill 7 BONUSES ‘Ere We Go! If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Full Throttle: When the Stormboy uses a Rokkit Pack to move, they can choose to activate Full Throttle to fly at triple their Speed for the rest of their Turn. They also gain +Rank bonus dice to Intimidation, Leadership, and Weapon Skill Tests whilst Full Throttle is active. If the Stormboy crashes whilst Full Throttle is Active they suffer a minimum of 1d6 Shock and 1 Mortal Wound, plus falling damage (Wrath & Glory, page 201). ABILITIES ACTION: Slugga: 10 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol, Waaagh! Choppa: 7 +3 ED / Reliable, Waaagh! Stikkbombz (2): 9 +5 ED / Range 16 / Blast (6) DETERMINATION: Spend 1 Ruin to add 6d6 Conviction Resolve Speed Size 2 1 6 (Fly) Avg MOB ACTIONS MORE DAKKA!: A Mob of 10 or more Stormboyz can be led by a Boss Nob with a Power Claw instead of a Choppa Power Klaw: 10 +5 ED / AP -3 / Range 1 / Brutal, Unwieldy (3), Waaagh! MOB ABILITIES Mob Rule: A Mob of Stormboyz gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Stormboyz.


91 TANKBUSTA As Orks become hyper fixated on the root cause of mayhem they enjoy the most they band into mobs with similar thinking greenskins. Huge swarms of Orks form together, utterly focused on some precise method of destruction that makes sense to them alone. A classic example of these hyper focused mobs are the Ork groups known as Tankbustas. Addicted to the sheer thrill of watching enemy tanks and war machines explode and delighting in the ensuing chaos these Orks are used by their Warboss as anti-armour troops, keeping the deadliest of their enemies guns away from the hordes of rampaging Boyz. Tankbustas stalk enemy vehicles like game hunters. Making liberal use of numerous Rokkit launchas to blast targets from range; high explosive tank hammers swung by true short-term thinkers; short-fused bomb squigs strapped with explosives; all combine to help the Tankbustas to bring down their targets before ripping oily trophies from the still blazing wrecks. Stripping what they can from the slain wreckage before putting the looted scrap to use, turning it into more makeshift explosives and hunting out even bigger and deadlier targets. TANKBUSTA Threat A|E|T|T|T ORK, [CLAN] S T A I Wil Int Fel 5 6 2 3 2 2 1 Defence Wounds Shock Resilience 2 8 3 7 (AR 0) SKILLS: Default 5, Awareness 4 (Passive 2), Ballistic Skill 4, Weapon Skill 7 BONUSES ‘Ere We Go! If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Tank Hunters: This Threat gains +2 bonus dice to any Test related to the destruction of vehicles. ABILITIES ACTION: Rokkit Launcher: 16 +1d3 ED / AP -2 / Range 12 – 24 – 36 / Salvo – / Blast (4) RUIN: Tankhammer: 14 +5 ED / AP -2 / Range 1 / Blast (6) DETERMINATION: Spend 1 Ruin to roll 2d6 Conviction Resolve Speed Size 2 1 6 Avg MOB ABILITIES Mob Rule: A Mob of Tankbustas gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Tankbustas. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


92 Standing both taller and wider than the average human, protected by their naturally thick, calloused green hides and utterly transfixed on causing brutal mayhem. Huge slabs of rippling muscle give the Ork an almost unnatural strength, capable of ripping an enemy apart with their bare hands. They are incredibly resilient, capable of carrying on through the loss of a limb, limbs and on noted occasions even their own head. This combined with their natural penchant for unrestricted and bloody violence make the common Ork Boy a formidable threat Banded together into unruly mobs and often led by the larger, more brutal Nobz, these raucous hordes of snarling greenskins rush into battle bearing crude Choppas, smoldering Shootas, and a handful of special weapons. Most simply stampede headfirst into whatever opportunity for a good fight presents itself, while others hitch a ride on Trukks and Battlewagons so as to get stuck in all the faster. Whether smashing through the massed ranks of the Astra Militarum or krumpin’ haughty Aeldari, most Ork Boyz view their enemies in the same way — as a good time just waiting to happen. BEAST SNAGGA BOY Unique to the feral hordes dedicated to Da Old Ways these Orks spend their lives hunting down bigger and more deadlier beasts of other species. While some Orks come to have an innate knowledge of Mekanikz or medicine, others come to reject this wisdom, preferring instead to focus on what they see as traditional Ork kultur. Riding and hunting fearsome beasts, fighting a decent enemy, and spreading general mayhem are the only things these Orks truly care for. While some of these Boyz ride into battle upon snarling, drooling Squigs they’ve beaten into subservience, they are just as likely to form huge angry throngs, single mindedly rushing forward to bring Choppas into their enemies. Big, brutal, and belligerent, Beast Snagga Boyz are a force to be reckoned with. From the cannonball-like shells of their thump guns, to the inescapable hooks of their choppas, Beast Snaggas excel in softening up their prey, dragging them down, then ripping them bodily to bits. ORK BOY Known throughout the Galaxy as an undisputed force of carnage and destruction, capable of turning whole worlds into nothing more than an endless, smoke clouded warzone and reveling in the ensuing destruction the Ork Boy is the most common and widespread of the Greenskin menace. ORK BOY Threat E|E|T|T|T ORK, [CLAN] S T A I Wil Int Fel 4 4 2 3 1 1 1 Defence Wounds Shock Resilience 2 6 2 5 (AR 0) SKILLS: Default 5, Awareness 4 (Passive 2), Ballistic Skill 4, Weapon Skill 7 BONUSES ‘Ere We Go! If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. ABILITIES BATTLECRY: Get Stuck In! The Ork Boy Charges the nearest enemy, firing their Slugga wildly. Make a Ballistic Skill (A) Test against the target’s Defence as part of the Charge; if it hits, it does not deal damage, but all enemies within 30m of the Ork Boy must make a DN3 Fear Test. ACTION: Slugga: 10 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol, Waaagh! Choppa: 7 +3 ED / Reliable, Waaagh! Stikkbombz (2): 9 +5 ED / Range 16 / Blast (6) DETERMINATION: Spend 1 Ruin to roll 4d6. Conviction Resolve Speed Size 1 1 6 Avg MOB ACTIONS MORE DAKKA!: For every ten Ork Boyz in the Mob one may have one of the following options (while keeping their Choppa and Slugga): Big Shoota: 12 +2 ED / Range 18 – 36 – 54 / Salvo 3 / Assault, Waaagh! Rokkit Launcher: 16 +1d3 ED / AP -2/ Range 12 – 24 – 36 / Salvo – / Blast (4) MOB ABILITIES COMPLICATION: Anarchy Whenever the Mob rolls a Complication, the Mob starts infighting and inflicts 1d3 Shock on itself. Add 1d3 Shock to this damage for every ten Boyz in the Mob. Mob Rule: A Mob of Ork Boyz gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Boyz.


BEAST SNAGGA BOY Threat E|T|T|T|T ORK, [CLAN] S T A I Wil Int Fel 5 5 2 2 2 1 1 Defence Wounds Shock Resilience 1 7 3 7 (AR 1) SKILLS: Default 2, Awareness 3 (Passive 2), Ballistic Skill 3, Intimidation 4, Weapon Skill 6 BONUSES Beast Snagga: This Threat gains +2 bonus dice to attacks on targets with the BEAST or SQUIG Keywords. ‘Ere We Go! If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. ABILITIES ACTION: Slugga: 10 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol, Waaagh! Choppa: 8 +3 ED / Range 1 / Reliable, Waaagh! DETERMINATION: Spend 1 Ruin to roll 5d6. Conviction Resolve Speed Size 2 1 6 Avg MOB ACTIONS Snagga Mob: A mob of 10 or more Beast Snagga Boyz can be led by a Beast Snagga Nob, who has +1 Toughness, Wounds, and Resilience, and replaces their Choppa with a Power Snappa: 10 +5 ED / AP -2 / Range 1 / Waaagh! Additionally, one Beast Snagga Boy in the Mob may be equipped with the following: Thump Gun: 13 +2 ED / AP -1 / Range 9 – 18 – 27 / Salvo 1 /Spread, Waaagh! MOB ABILITIES Mob Rule: A Mob of Beast SNagga Boyz gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Boyz. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


94 RUNTHERDS The majority of Orks rarely display any form of patience, seeing anything that requires careful consideration or long-term planning as both an affront to Gork and Mork and as a needlessly futile exercise — especially when a well-placed Choppa can garner similar results. Runtherds are a notable exception to this, capable of taking on the tiresome task of managing a warband’s grots and snots. While the vast majority of Orks are destined for a life of fightin’, it is the Runtherds that ensure a warbands continued survival. The most basic and essential tasks in Ork society, such as cultivating fungus or rearing Squigs, fall to Gretchin and Snotlings. However, neither are particularly inclined towards productivity, so it falls to the Runtherdz to squeeze some work out of them. Through painstaking effort the Runtherdz train their charges to perform the sort of tasks that any Ork could complete, but almost none want to. Of course, Runtherdz don’t refrain from battle entirely — they are Orks after all. When war looms the Runtherdz gather up their favourite Grabba Stikk and prod their dimunitive charges into action. Brimming with something akin to pride, the Runtherdz arm the Gretchin they have trained, point them towards the enemy, and send them off to almost certain death. They are driven forward ahead of the other Orks, where en-masse they can easily overrun emplacements, scrabbling over defenders with clawing hands and simple daggers as their cackling overlord watches on. GRETCHIN Gretchin – also called Grots – are the diminutive subclass of Orks that function as the lowest tier of Orkoid society. They may be unwashed, ill-tempered, and foul, but that hardly makes them odd amongst the Orks. What does is their much smaller stature, abject cowardice, and low-level cunning. These traits lead to Orks in general having great disdain for their smaller cousins. When not being worked relentlessly Grots are frequently used for makeshift target practise. Gretchin scrape together a meagre existence by taking on tasks no self respecting Ork would bother with. They roast squig meat, brew lethally potent fungus beer, and otherwise struggle to be too useful to stomp on out of hand. Gretchin are hardly well suited to combat, but in large numbers they can sometimes contribute. RUNTHERD Threat E|T|T|T|T ORK, [CLAN] S T A I Wil Int Fel 4 6 2 2 3 1 3 Defence Wounds Shock Resilience 1 10 5 7(AR 0) SKILLS: Default 5, Awareness 4 (Passive 2), Ballistic Skill 4, Cunning 6, Intimidation 6, Persuasion 5, Weapon Skill 7 BONUSES ‘Ere We Go! If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Fight, Ya Runts!: If the Runtherd makes a successful melee attack against a Mob of Grots, that Mob gains +3 bonus dice to their next attack Test. ABILITIES ACTION: Grabba Stikk: 7 + 3 ED / Range 2 / Waaagh! Grot-Prod: 7 + 2 ED / AP -1 / Range 2 / Agonising, Unwieldy (2), WAAAGH! Grot Lash: 5 +1 ED / Range 4 / Agonising DETERMINATION: Spend 1 Ruin to roll 6d6. Conviction Resolve Speed Size 3 2 6 Avg GRETCHIN Threat T|T|T|T|T ORK, [CLAN] S T A I Wil Int Fel 1 1 3 3 2 2 1 Defence Wounds Shock Resilience 3 2 3 2 (AR 0) SKILLS: Default 3, Awareness 4 (Passive 2), Ballistic Skill 5 ABILITIES ACTION: Grot Blasta: 7 +1 ED / Range 6 – 12 – 18 / Salvo 1 / Pistol Combat Knife: 3 +2 ED / Range 1 DETERMINATION: Spend 1 Ruin to roll 3d6. Conviction Resolve Speed Size 2 1 5 Small MOB ABILITIES Surprisingly Dangerous in Large Numbers: In Mobs of ten or more, Gretchin reroll all die results of 1 on Ballistic Skill (A) Tests, excluding Complications.


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96 SQUIGHOG BOYZ Hurtling towards enemy lines atop vicious, snarling, and thick skulled Smasha Squigs, these Orks have chosen tooth, claw, and muscle over anything as fancy as a Trukk or Shoota. Squighog Boyz are usually found at the frontlines, smashing through enemy defenses with a ferocious impact that shatters armour and bone alike. If a foe should sensibly choose to flee, the Squighog Boyz are only too happy to use their mount’s speed to run them down. Due to the pugnacious nature of their chosen mounts only the most aggressive and thick skinned of the Beast Snaggas can wrangle these beasts under control, but when they do they employ them to devastating effect wielding an array of brutally sharp Choppas and crude explosives to puncture through enemy lines and armour with ease. With their mounts snorting and saddlegitz hanging on for dear life, Squighog Boyz thunder into the fight. They fling rokkitpropelled stikkas, hitting with enough force to pierce plate armour, then employ muscle, weight, momentum and sheer belligerence to squash those foes still standing to a paste. SQUIGHOG Threat E|T|T|T|T ORK, SQUIG S T A I Wil Int Fel 6 6 1 3 1 1 1 Defence Wounds Shock Resilience 2 10 3 8 (AR 1) SKILLS: Default 4, Athletics 5, Awareness 4 (Passive 2), Weapon Skill 8 BONUSES Furious Charge: When the Squighog Charges, it gains an additional +1 bonus dice to melee attack Tests, as do any individuals riding it. ABILITIES ACTION: Saddlegit Weapons (Melee): 7 +3 ED / AP -1 Saddlegit Weapons (Ranged): 9 +1 ED / Range 4 - 6 - 12 / Salvo 2 Stikka (2): 9 +3 ED / AP -2 / Melee Range 2, Thrown 6 - 12 - 18 / Waaagh! Squighog Jaws: 9 +3 ED / AP -2 / Range 1 / Brutal DETERMINATION: Spend 1 Ruin to roll 6d6. Conviction Resolve Speed Size 1 1 10 Avg SQUIGHOG BOYZ Threat A|E|E|T|T ORK, [CLAN] S T A I Wil Int Fel 6 6 2 3 2 1 2 Defence Wounds Shock Resilience 2 10 4 8 (AR 1) SKILLS: Default 3, Awareness 4 (Passive 2), Ballistic Skill 4, Pilot 6, Weapon Skill 8 BONUSES ‘Ere We Go! If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. ABILITIES ACTION: Stikka (2): 9 +3 ED / AP -2 / Melee Range 2, Thrown 6 - 12 - 18 / Waaagh! DETERMINATION: Spend 1 Ruin to roll 6d6. Conviction Resolve Speed Size 2 1 6 Avg


97 SQUIGS Violence and aggression, combined with an unbridled enthusiasm makes these rotund balls of claws and teeth a distinct menace. Known by the Orks as Squigs, these creatures are thought to be the most basic form of Orkoid life. Their presence is seen by those informed enough to recognise them as the beginnings of an Ork infestation. Typically tended to — and sometimes fed on — Snotlings, Squigs serve a number of purposes. Some are simply eaten, a dangerous game that provides a temporary distraction for the larger Orks, while others are used as mounts or trained to accompany their masters into combat. The variety found among squigs is truly vast, and those Imperial scribes who have attempted to document it have largely given up or been driven mad. While Squigs are bred and raised for specific purposes, all are vicious and aggressive by nature. With rows of bladed teeth, razor sharp claws, and an insatiable hunger, herds of Squigs are often set loose upon an enemy. While they do occasionally devour their handlers in a flurry of gnashing teeth, most Orks consider either outcome highly entertaining. SQUIG Threat T|T|T|T|T ORK, SQUIG S T A I Wil Int Fel 2 2 1 2 1 1 1 Defence Wounds Shock Resilience 1 4 2 3 SKILLS: Default 5, Athletics 4, Awareness 2 (Passive 1), Ballistic Skill 3, Weapon Skill 4 ABILITIES ACTION: Bitey Squig Bite: 5+4 ED / AP −3 / Range 1 /Brutal Bile Squig Vomit: 10 +3 ED / Range 8 / Salvo 0 / Flamer, Inflict (Poison 2) DETERMINATION: Spend 1 Ruin to roll 2d6. Conviction Resolve Speed Size 1 1 5 Sml MOB ACTIONS A Swarm of Teeth and Claws: A Mob of Squigs gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Squigs. MOB ABILITIES COMPLICATION: Vicious by Nature Whenever the Mob rolls a Complication, the Squig attacks the nearest Ork and inflicts 1d3 Shock on itself. SMASHASQUIG Threat E|T|T|T|T ORK, SQUIG S T A I Wil Int Fel 7 7 1 3 1 1 1 Defence Wounds Shock Resilience 1 4 2 3 SKILLS: Default 4, Athletics 6, Awareness 4 (Passive 2), Weapon Skill 9 BONUSES Mount: A Smasha Squig may be ridden by any Ork that can keep it under control, typically a Nob. The Smasha Squig and any rider take their Turn together using the Smasha Squig’s movement, and each have their own Action. The rider and Smasha Squig can each be targeted separately. Smasha ‘Ead: When the Smasha Squig Charges, it gains an additional +2 bonus dice to melee attack Tests, as do any individuals riding it. Additionally, if he Smasha Squig successfully its someone with a Charge, they must succeed on a contested Strength Test or be knocked backwards 7m and be knocked Prone. ABILITIES ACTION: Smasha Squig Jaws: 13 +3 ED / AP -1 / Range 1 / Brutal COMPLICATION: Rampage: The Smasha Squig immediately becomes Frenzied, and focuses all its efforts on killing and eating the nearest individual. If an individual is Mounted on the Smasha Squig they may make a DN 3 Pilot Test to prevent the Smasha Squig from going Frenzied. If they fail, they may become its first target, but may use their Action to repeat the Test on their Turn. DETERMINATION: Spend 1 Ruin to roll 7d6. Conviction Resolve Speed Size 1 1 10 Avg MOB ACTIONS A Swarm of Teeth and Claws: A Mob of Squigs gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten Squigs. MOB ABILITIES COMPLICATION: Vicious by Nature Whenever the Mob rolls a Complication, the Squig attacks the nearest Ork and inflicts 1d3 Shock. Add 1d3 Shock to this damage for every ten Squigs in the Mob. BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


98 LOOTA Lootas grub together every toof and fistful of scrap they can, then use the former to pay the Meks to turn the latter into very, very large guns. These haphazard assortments of barrels and drums of bullets are called Deffguns by the Lootas. They turn these Deffguns on the enemy with gleeful abandon, unleashing such prodigious – if erratic – hails of fire that they can stop a battletank in its tracks or scythe down squads of infantry with devastating ease before swooping in and taking anything that might be of value or use that isn’t welded to the floor. Opting to employ as much Dakka as they can wrangle together, via any means they see fit often results in other members of Ork society taking a dim view on the Loota and they tend to gravitate towards Warbands led by a Big Mek or among the hordes of the Death Skulls Clan, both of which appreciate and accept their lightfingered approach to the acquirement of more Dakka. LOOTA Threat E|E|T|T|T ORK, [CLAN] S T A I Wil Int Fel 5 6 2 2 1 2 1 Defence Wounds Shock Resilience 1 7 2 6 (AR 0) SKILLS: Default 5, Awareness 4 (Passive 2), Ballistic Skill 3, Weapon Skill 6, Tech 3 BONUSES ‘Ere We Go! If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Gubbinz Grabba: The Loota gains +2 bonus dice to any Tests to loot or salvage. ABILITIES ACTION: Deffgun: 15+2 ED / Range 24 – 48 – 72 / AP -1 / Salvo 2 / Cumbersome, Bulk (1), Heavy (5), Waaagh! DETERMINATION: Spend 1 Ruin to add 2d6 Conviction Resolve Speed Size 1 1 5 Avg MOB ABILITIES Mob Rule: A Mob of Lootas gains +1 bonus Icon to any Resolve Tests. This increases by +1 for every ten lootas.


99 MEK Blessed with an innate knowledge of how Ork technology is both constructed and functions, Mekaniks — or just Mek Boyz — form the industrial backbone of Ork warbands and Clans. From simple Choppas and Shootas to the shambling, smoke spewing roar of the Speed Freeks engines and the gravity defying FightaBommers that soar across the skies the Mek Boyz are responsible for the technological needs of the Orks. Able to look beyond simple immediate violence the Mek Boyz are often attended to by a skittering horde of Grotz, eager to appease, or at least avoid a well-aimed spanner from their engineer overlords as they toil on whatever deranged creation they are working on. Any Mekboy worth his spanners knows how to patch and repair greenskin vehicles, artillery pieces and the like even amidst the furore of combat. Meks are also handy for a spot of good old-fashioned dakka and close-quarters violence, taking to the field armed to the teeth with kustom weaponry that they invented themselves. MEK Threat E|T|T|T|T ORK, [CLAN] S T A I Wil Int Fel 5 6 3 3 2 2 1 Defence Wounds Shock Resilience 2 10 4 7 (AR 0) SKILLS: Default 4, Awareness 6 (Passive 3), Ballistic Skill 6, Tech 7, Weapon Skill 8 BONUSES ’Ere We Go!: If this Threat is Engaged at the start of its Turn, it gains +2 damage to melee attacks. Grot Oiler: The Grot Oiler can be sacrificed to add +3 bonus dice to any Tech Test. ABILITIES ACTION: Mekanik: A Mek can attempt to repair any damaged piece of equipment with the ORK Keyword within 1 metre as a Simple Action. They can also Reload a weapon as a Free Action. Kustom Mega-Slugga: 10 +1d3 ED / AP -3 / Range 6 – 12 – 18 / Salvo 1 / Blast (4) Pistol, Waaagh! Choppa: 87 +3 ED / Reliable, Waaagh! RUIN: Orky Upgradez: As a Free Action, the Mek may spend 1 Ruin to tinker with a ranged weapon within 1 metre. The weapon gains +1d3 ED and +1d3 AP for its next attack. The next time the weapon is fired, a Complication triggers if the Wrath Die lands on a 1, 2, or 3. DETERMINATION: Spend 1 Ruin to roll 6d6 Conviction Resolve Speed Size 2 1 6 Avg BATTLEZONE: GILEAD AELDARI DRUKHARI ORKS GENESTEALER CULTS NECRONS THE T’AU EMPIRE


100 KILLA KAN The smallest of the Ork war machines most commonly seen is the Killa Kan. In spite of their haphazard apperance, these shambling assemblages of metal plates, shootas, claws, shootas, rusted saw blades, and more shootas are a brutally effective killing machines. Named for its almost comical appearance. Yet the unleashed fury of these Grot piloted killing machines is far from a source of comedy to those in range of its mounted weapons or buzzsaw blades. Belching thick plumes of black smoke, small mobs of these Kans stomp forward, spraying blood and viscera while the enraged Gretchin inside screams obscenities. Being hard wired into a 10-foot-tall, heavily armed metal tube is an exhilarating propect for the muchmistreated sub-class of the Ork species and competition to become the Mekboyz chosen pilot is fierce. However, surgically wiring grots into combat walkers is risky: the runty loons tend to go on a bit of a power trip, hazardous to every Ork that ever treated them badly. On the other hand, their ability to shoot straight renders their hails of rokkits, bullets and high-speed scrap-shrapnel even more hazardous to their enemies... KILLA KAN Threat A|A|E|T|T GROT, ORK S T A I Wil Int Fel 6 6 3 3 2 2 1 Defence Wounds Shock Resilience 2 10 4 13 (AR 6) ABILITIES SKILLS: Default 5, Awareness 6 (Passive 3), Ballistic Skill 7, Weapon Skill 7 ACTION: Big Shoota: 12 +2 ED / Range 18 - 36 - 54 / Salvo 3 / Assault, Waaagh! Kan Klaw: 12 +5 ED / AP -3 / Range 2 / Brutal, Unwieldy (3) REACTION: Kanned Rage: Whenever a Killa Kan is Exhausted or fails a Resolve Test, roll 1d6. If you roll an Icon, the Killa Kan becomes Frenzied, ignoring any penalties and continuing to fight. DETERMINATION: Spend 1 Ruin to roll 6d6. ANNIHILATION: Explosive: When a Killa Kan dies, roll a d6. If you roll a Complication, the Killa Kan explodes. Killa Kan Explosion: 12 +5 ED / Blast (10) Conviction Resolve Speed Size 2 1 6 Lrg MOB ABILITIES Scrag ‘Em: When a Mob of Killa Kans makes a melee attack Test, it gains a number of bonus dice equal to the Tier of the game. Mob Confidence: A Mob of Killa Kans gains +1 bonus dice to Resolve Tests for every individual in the Mob.


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