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Games Workshop Warhammer 40k - Orks Zodgrod Wortsnagga,Black

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Hruk Teefsplita - In 855.M41 Hruk Teefsplinta enslaved the entire population of his old stomping grounds, the binary system of Corva. Hruk forced his slaves to build huge spacecraft with holds cavernous enough to accommodate his beloved mega-menagerie. Once built, Hruk set off to conquer the core worlds of the Imperium of Man. He went on to conquer the nine Shrine Worlds of Marlisanct, using its Basilica Imperator Majoris as a breeding pen for his famously incontinent Squiggoths. The Snakebites are also known to be a wandering klan that rarely settles in one place for long. They only stay on a planet long enough to get into a fight and then they're off again.

Through a combination of shiny objects, enticing fungal treats, and a few vials of the Painboys’ ‘special brew’, Zodgrod succeeded in creating a new breed of ‘super runt’, possessed of greater strength, intelligence, and frankly alarming levels of problem-solving ability. Our goal is to build upon and consolidate the great work already being done by other community members across various forums, reddit threads, and hobby blogs, and bring together a comprehensive library of all these useful Build Instruction booklets. The Runtherdz make a good living by selling well-trained Gretchin and Snotling servants and workers to other Orks. Runtherdz often become quite wealthy and naturally invest their earned teef (teeth, the Ork currency) in solid weaponry and other wargear. On the battlefield they tend to either fight alongside the machines crewed by their Gretchin where they can keep a close eye on things, or lead a large mob of Gretchins forward, using the smaller Orkoids as diversion, living shields or living mine detectors for the other bands of Boyz. Power them up with the Monster Hunterz Stratagem, and for 2 Command points, these lumbering symbiotes can take down far larger prey. During the course of his wanderings, Zodgrod came across the writings of another Ork Runtherd named Narflung who had performed experiments upon his Gretchin until they displayed increased intelligence, aggressiveness and coolness under fire, becoming a formidable military force when they worked in concert.

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The Ork Beast Snaggas are coming , and they’re ‘ready ta krump’ anything that stands in their way. But how will they krump it? And why? Let’s take a look at some characterful and brutally effective rules for the Beast Snaggas to find some answers. Narflung called these Gretchin "Super-Runtz" and the techniques he had used to produce these results were actually what Humans call "Pavlovian conditioning," involving a lot of bell-ringing and the reward of a fat, juicy Squig when the Gretchin did as required. With this information at hand, Zodgrod soon created his own breed of Super-Runtz and he began to hire them out as an effective combat force to many Ork tribes and WAAAGH!s. Through this ritual, and subsequent bites received when handling venomous creatures, the Snakebites build up a natural immunity to all but the most potent venoms. Grak da Mighty - Known as the Bearer of Da Great Klub, Grak da Mighty is the Chieftain Supreme of the Snakebites Warclans of Feral Orks on the jungle world of Kongjaro. In late 999.M41, when the infamous Ork Warlord Ghazghkull Thraka's mighty Great WAAAGH! fleet prepared to embark upon the mass exodus towards Octarius, Ghazghkull had an inexplicable urge to visit the verdant planet of Kongajaro in a nearby star system. Strangely tattooed and bearing unusual piercings, the primal Orks greet Ghazghkull as if he were a god. After a ceremonial beast hunt, Chieftain Supreme Grak da Mighty, pledges all his warriors to WAAAGH! Ghazghkull. Cyboar Riders, Squiggoths and hordes of Orks with wild squig-hair board the voidships of Ghazghkull's great fleet. Beast Snagga Boyz can run in units between 10 and 20 strong, which means they play a slightly more specialised role than ordinary Boyz. These fighters may mob together in smaller numbers, but they make up for it in brute hitting power.

In fact, Snakebites are never without a lethal serpent, arachnid, or other small beast about their person when moving from planet to planet, just in case the world to which they are travelling has a disappointing paucity of venomous fauna. As far as a Snakebite Ork is concerned, snakes make the best pets –- obviously, the more aggressive the better. The Ork dice set comes in a snazzy green, while there are 52 datacards in total, encompassing general and clan-specific Stratagems, 13 psychic powers, and all the core Stratagems for good measure. In addition to all these models that are perfect for starting a Beast Waaagh! of your own, the new army box offers a chance to get your hands on the full Ork codex early. The standalone book’s release is arriving a short time later – you know when the vanguard approaches, the rest of the Waaagh! isn’t far behind. They are also known to cultivate Hair Squigs so they can decorate themselves with extravagant crests and topknots. Other common features are wolfskin headgear and wolf pelts, which add to their wild and primitive appearance.

First up this week we have the meanest, greenest Orks codex in history, which sees the greenskins roar into the latest edition of Warhammer 40,000 in fearsome fettle. This huge volume contains 61 new and revamped datasheets, and includes new rules for Crusade campaigns, Relics, Stratagems, Psychic Disciplines, and seven clans, including the piratical Freebooterz. With upgrades including new Dakka weapons and that all-important boost to Toughness 5 across the board, Orks are a terrifying prospect on the tabletop – as they should be. Zodgrod took to the spacelanes with his beloved Gretchin as an Ork Freebooter, selling his services as an unparalleled Runtherd to any Greenskin Warboss or Warlord who could pay his fees and existing on the margins of what passes for Ork society. Zodgrod Wortsnagga - Zodgrod was perhaps the greatest Runtherd in history before being expelled from the Warboss Ugulhard Duffgruntas' Chargerz, an extremely fundamentalist band of Snakebites who rabidly rejected the use of advanced technology. After the expulsion, Zodgrod travelled the galaxy and learned several ancient Orkoid techniques to create Gretchin who were possessed of more aggression, intelligence and sheer ferocity than any of their counterparts, which he named "Supa-Runtz." Zodgrod is now hired by Ork Warbosses who are particularly desperate to make use of his Supa-Runtz in battle.

Beast Snaggas are all about the squigs, from Zodgrod’s living wig to the giant tramplasquigs that lug their Kill Rigs into battle. Squighog Boyz are partial to a medium variety of squig, all the better to blitz headlong at whoever they’re fighting and duff them up on the charge. This set, again available on its own for the first time, contains five models – three regular boys, a Nob on a Smasha Squig, and a Bomb Squig (whose grot rider appears not to appreciate the imminent explosion he’s riding towards, and indeed on top of).During the Declare Battle Formations step, for each Leader in your army, if your army also includes one or more of that Leader’s Bodyguard units, you can select one of those Bodyguard units. That Leader will then attach to that Bodyguard unit for the duration of the battle and is said to be leading that unit. Each Bodyguard unit can only have one Leader attached to it. Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons: You then make a Charge roll for the charging unit by rolling 2D6. The result is the maximum number of inches each model in that unit can be moved if a Charge move is possible. For a Charge move to be possible, the Charge roll must be sufficient to enable the charging unit to end that move: The Snakebites' klan sigil is a venomous serpent, typically green on a yellow banner, and they like to festoon themselves in venomous serpents, hides, and furs as they trundle exuberantly into battle. Once you have selected an eligible unit to declare a charge, you must select one or more enemy units within 12" of it as the targets of that charge. The targets of a charge do not need to be visible to the charging unit.

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