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Codex Atra Orkus The Complete Guide To The Black Ork Culture In The Forty First Millennium Version 1.1
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Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

May 07, 2023

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Page 1: Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

CodexAtra Orkus

The Complete Guide ToThe Black Ork Culture

In The Forty First MillenniumVersion 1.1

Page 2: Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

The Black Orks10/15/07

Page 3: Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

Armies of the 41st Millennium

Black Ork Rules

SocietyBlack Orks resemble normal Orks, but are larger, stronger, and more intelligent. They average six and a

half feet in height, and stand tall and straight compared to normal orks. They often sharpen and decorate

their large canine teeth with gems and gold. Their skins can vary in color from dark green to jet black.

Their eyes have a phosphorescent red glow which can be seen in dim light.

Black Orks are a military minded people, much more so than normal Orks. Their entire lives are oriented

around the military hierarchy, with the larger more powerful Black Orks at the highest levels. Black Orks

serve their military hierarchy to peruse glory, fame, trophies and slaves. Black Ork society is regimented,

following a complex system of laws and customs that call for loyalty and obedience. Leaders are respected

and obeyed. Black Orks would never consider backstabbing a leader to get ahead; all challenges to leaders

are done by formal combat.

While they may seem ruthless or brutal, the Black Orks behavior is actually controlled by a code of ethics.

This code appears similar to human warrior’s codes such as bushido and chivalry in that it promotes

bravery, martial skill, and loyalty to the Clan. They are fearless in battle and will eagerly attack any enemy

that approaches them. Once in close combat Black Orks are virtually unbreakable and will often fight to the

death even when faced with overwhelming odds. Most Black Orks will not bother killing a creature it

considers "weak" or unthreatening. When the Black Orks encounter their prey's females or young, they

more than often spare them, considering it dishonorable to shed the blood of those who cannot defend

themselves. They have also been known to spare a worthy opponent, preferring to take an item, like a

weapon or piece of armor as a trophy instead.

The first contact that Imperium had with the black orks was a series of lighting raids on outlying Imperium

worlds. All of these raids where the same no trace of the victims where left, living or dead and no trace of

the attackers. All that was known was that these attacks where so fast that the victims had no time to call

for help. Though still rare, the Imperium will unfortunately see much more of them in the future.

SlaverySlavery is a important element in Black Ork society. Periodic raiding expeditions are sent by Black Orks to

ravage Imperium space, bringing back valuables and slaves. Slaves were often bartered for objects of

various different kinds: they are exchanged for cloth, trinkets, mounts, weapons and armor. Skilled slaves

are a valued commodanty in black ork society, a slave with weapon or armor making skills may soon find

himself on a level in society as a Black Orks himself.

The treatment of some slaves could be said to be harsh, but not extremely brutal. Slaves actually have some

rights in Black Ork society, the unwarrented killing of a slave by a Black Ork is a crime. Depending on the

value of the slave, the punishment could be as light as rembursment to forced slavery for the Black Ork

himself. Generations of families have been born into slavery on Black Ork worlds. On these worlds about

60% of the population consisted of slaves.

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Battle HonorsThere are several special upgrades “Battle Honors” that can be bought for the Black Ork squads and

Characters. A sqaud may have one ability; no ability may be used more than once per army. Characters may

have one ability and may trade wargear for abilities 1 for 1. These upgrades are listed below.

Squad and Character abilities

Cost Description

Berserk Charge +5 When this model is charging, he may double his basenumber of attacks before adding any bonuses. However,the model may not make any parries that turn

Crazed +25 Make Break test only if 50% of squad is lost in single turn.

Deadeye Shots +25 Each model may re-roll To Hit die once each turn

Enemy Race +10 Immune to psychology induced by one race. May choose tofollow the rules for hatred against that race. Commandcharacters provide an additional +1 Strategy rating whenfighting against an army of that race.

Grizzled +15 Roll 3D6 for Leadership test, take the best two.

Gunfighter +10 May fire up to two Pistols weapons in the shooting phase.Alternately, the model may fire a single Pistol a number oftimes equal to his Attack characteristic. If the model is usinga pistol in close combat, double his Initiative value whendetermining ties.

Hardened Fighters +10 May re-roll any single die in hand-to-hand combat; theoriginal is ignored even if it's a fumble; opponents may notparry.

Massive Blow +10 +2 Strength in close combat; wins all ties in. Opponent maynot parry.

Rapid Fire +10 Provided that the model does not move in the MovementPhase, he may fire twice in the Shooting Phase. This skillonly works with one related group of pistols and basicweapons or a single heavy weapon.

Street Fighters +20 If the squad is in Soft Cover, enemy models are at -2 to hitthis unit; if the squad is in Hard Cover, opponents are -3 tohit. May not be taken by Rough Riders.

Strong +5 +1 Strength.

Tank Hunters +10 Immune to psychology induced by vehicles; May re-roll anyor all armor penetration dice once per shot.

Tough +10 +1 Toughness.

Character Only

Cost Description

Cruelty +10 If the model is within 12” of a squad that fails its break test,he can immediately shot at the closest model. If he hits andkills the model, the squad is regarded as if it hadsuccessfully passed the test.

Combat Master +10 When attacked by multiple opponents in close combat, add+1 to the model's Weapon Skill for each opponent after thefirst. Multiple attackers gain no bonus.

Hurl Opponent +10 If the model wins in close combat, he may throw hisopponent D6” + his Strength away in a chosen direction;instead of inflicting normal damage, the enemy model takesone hit with a Strength equal to half the distance rolled.

Page 5: Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

Mighty Strike +5 If the model scores 2 or more hits in close combat, you maytrade in the additional hits to increase the Strength of asingle blow by +1.

Psyker +30. Starts with a Mastery Level of 1. Increase Mastery Level by1 for an extra 25 points; max 4 Level. May also purchaseForce weapons

Waaagh +40. The model has the ability to release the power of theWaaagh once per battle, at any time. During the turn, allBlack Orks gain +1 WS and A and pass any LD test for theturn. Warboss only.

Army Organization

25%+ Troops Up to 50% Support Up to 50% Characters

Troops: Assault Squad, Nobs, Black Ork Squad, Heavy Weapons Squad, Infiltrators, Jumpers and

Slaver Squad.

Support: Allies, Field Artillery; Vehicles

Characters: War Master, Battle Standard, War Boss, Slave Master, Infiltration Master, Weapon

Master, Medic, Slaver, War Priest, Greater War Priest and Nob.

Black Ork armies have a Strategy Rating of 4

Page 6: Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

Black Ork Armory

Assault WeaponsModels picking from this list may select as many items as they wish.

Assault Weapon Cost

Chainsword 2

Power Axe 7

Power Fist (Nobz and characters only) 10

Power Sword 6

Sword or Axe 1

Autopistol 1

Bolt Pistol 2

Hand Flamer 6

Plasma Pistol 4

Stun Pistol 2

Chain-Axe 2

Power Claw (Nobz and characters only) 8

Special WeaponsModels picking from this list may select only one item.

Special Weapon Cost

Boltgun 3

Flamer 7

Meltagun 6

Plasma Gun 6

Stun Gun 3

Slaver WeaponsModels picking from this list may select only one item.

Heavy Weapon Cost

Power Maul 5

Suppression Shield 5

Web Pistol 6

Webber 9

Heavy Webber 30

Stun Pistol 2

Stun Gun 3

Heavy Stunner 15

Whip 5

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Heavy WeaponsModels picking from this list may select only one item.

Heavy Weapon Cost

Autocannon 16

Heavy Bolter 10

Heavy Flamer 25

Hydra Missile Launcher 35

Lascannon 30

Missile Launcher w/Frag & Super-Krak shells 30

MultiMelta 39

Heavy Plasma Gun 26

Heavy Stubber 7

ArmorModels picking from this list may select only one item. Can only be taken by Character models.

Armor Cost

Ork ‘Eavy Armor (4+ save) 7

Ork Mega-Armor (2+ save) 25

Ork Bionic Mega-Armor (2+ save) 30

Stikkbombz (Grenades)Models picking from this list may select as many items as they wish.

Stikkbombz Cost

Frag 2

Krak 3

Melta 5

Smoke 1

Transport

Transport Cost

Nobz Bike (including driver) 20

Page 8: Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

Black Ork Characters

Characters <50%War Master

85 points (0-1x)

Troop Type M WS BS S T W I A Ld

War Master 4 7 6 5 5 3 5 3 10

Wears ‘Eavy Armor (4+ save), carries a Bolt Pistol.

Any Ork units within 12” of the War Master may use his Leadership when making Ld-based tests.

Options

May have up to three Wargear Cards, and may pick equipment from the Armor, Assault, Special,

Transport, and Stikkbombz lists. May also have one Battle Honor and may trade up to 2 wargear for

two more.

Battle Standard38 points (0-1x)

Troop Type M WS BS S T W I A Ld

Ork Standard Bearer 4 5 4 4 4 1 3 1 9

Wears ‘Eavy Armor (4+ save), carries a Bolt Pistol.

Any Ork units within 12” of an Ork Battle Standard may re-take any failed Break test once per phase.

Options

May have up to one Wargear Card, and may pick equipment from the Armor, Assault, Special,

Transport, and Stikkbombz lists.

War boss50 points

Troop Type M WS BS S T W I A Ld

War boss 4 6 5 5 5 2 4 2 9

Wears ‘Eavy Armor (4+ save), carries a Bolt Pistol.

May lead armies of up to 1000 points or less. If so any Ork units within 8” of the War Boss may use

his Leadership when making Ld-based tests.

Options

May have up to two Wargear Cards, and may pick equipment from the Armor, Assault, Special,

Transport, and Stikkbombz lists.

Slave Master50 points

Troop Type M WS BS S T W I A Ld

Slave Master 4 6 5 5 5 2 4 2 9

Wears ‘Eavy Armor (4+ save), carries a Stun Pistol.

Options

May have up to two Wargear Cards, and may pick equipment from the Armor, Assault, Special, Slaver

and Stikkbombz lists.

Infiltration Master60 points (0-1x per Infiltration Squad)

Troop Type M WS BS S T W I A Ld

Infiltration Master 4 6 5 5 5 2 4 2 9

Page 9: Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

Wears ‘Eavy Armor (4+ save), carries a Bolt Pistol.

The Infiltration Master may infiltrate, and – if attached to an Infiltration Squad – may use the rules for

dispersed formation as well.

Options

May have up to two Wargear Cards, and may pick equipment from the Armor, Assault, Special, and

Stikkbombz lists.

Weapons Master28 points (0-1x, +1 per Heavy weapons squad)

Troop Type M WS BS S T W I A Ld

Weapon Master 4 5 4 4 4 1 3 1 9

Wears ‘Eavy Armor (4+ save), carries a Bolt Pistol.

You must include at least one Weapons Master if there are any vehicles (other than bikes) or any field

artillery in your army.

Options

May have up to three Wargear Cards, and may pick equipment from the Armor, Assault, Special,

Transport, and Stikkbombz lists.

Medic (need a different name)28 points (0-1x)

Troop Type M WS BS S T W I A Ld

Medic 4 5 4 4 4 1 3 1 9

Wears ‘Eavy Armor (4+ save), carries a Bolt Pistol.

You must include at least one Medic if there are any Dreadnaughts.

Options

May have up to two Wargear Card, and may pick equipment from the Armor, Assault, Special,

Transport, and Stikkbombz lists.

Slaver28 points (0-1x, +1 per Slaver Squad)

Troop Type M WS BS S T W I A Ld

Slaver 4 5 4 4 4 1 3 1 9

Wears ‘Eavy Armor (4+ save), carries a Stun Pistol.

Options

May have up to one Wargear Card, and may pick equipment from the Armor, Assault, Special,

Transport, Slaver and Stikkbombz lists.

War Priest120 points (0-1x)

Troop Type M WS BS S T W I A Ld

War Priest 4 4 4 4 4 1 3 2 7

Body Guards 4 4 3 4 4 1 2 1 7

Page 10: Black Ork Codex 1.1 Warhammer 40k 2nd edition - baixardoc

Includes one War Priest and two Body Guards. All wear Mesh Armor (5+ save); War Priest and Body

Guards each carries a Bolt Pistol and an Axe.

The War Priest is a psyker of Mastery Level 2.

Options

The War Priest may have up to one Wargear Card. Any of them may replace their Bolt Pistol with a

Boltgun for +1 point per model.

Greater War Priest240 points (0-1x)

Troop Type M WS BS S T W I A Ld

Greater War Priest 4 7 6 5 5 4 5 3 9

Body Guards 4 4 3 4 4 1 2 1 7

Includes one Greater War Priest and four Body Guards. All wear ‘Eavy Armor (4+ save); Greater War

Priest and Body Guards each carries a Bolt Pistol and an Axe.

The Great War Priest is a psyker of Mastery Level 4.

Options

The Greater War Priest may have up to 3 Wargear Cards. Any of them may replace their Bolt Pistol

with a Boltgun for +1 point per model.

Nob20 points

Troop Type M WS BS S T W I A Ld

Nob 4 5 4 4 4 1 3 1 9

Mesh Armor (5+ save), carries a Bolt Pistol.

A Black Ork Squad may include one Nob to lead it. Nobz are treated as being part of the Mob they

lead, and may not leave it during battle. Not that Nobz characters must be attached to a squad.

Options

May pick equipment from the Armor if equipped with mega armor may select 1 armor upgrade,

Assault, Special, Transport, and Stikkbombz lists.