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Hey all, this is a new Ork Klan I have been working on for a while. Hopefully there is enough fluff to keep you entertained for now, I'll keep working on furthering the depth of information over the coming weeks. Please, please, please feel free to comment on ANYTHING I have written, I need all the feedback I can get if I'm going to perfect these rules. Also feel welcome to help me playtest these rules, and if anyone wants to model Gorsnik, Fenrisian Squigs or Shovellaz, I would be overjoyed to critique imaginative work of these characters.
Enough talk, here is Ork Klan: Fenris Skullbashaz:
Upon the Ork-infested world of Charadon, many Ork leaders rise and fall, mostly unseen and unheard by Imperial records. These savage Warbosses lead their tribes on massive conquests, seeking land and ever more lethal weapons to use against their enemies and allies alike, before eventually being cast down and forgotten by a rival or other race.
However, at the start of the 34th millennium, a Warboss emerged who would eventually lead his warband deep into Imperial space, threatening their very control over an entire sector. His name was Gorsnik, after the Orkish glyphs of cunning and brutality.
A member of the Goff Klan, Gorsnik was educated in the art of cunning warfare. He also sported an impressive impulse to fight, even from a young age, and his childhood games usually consisted of murdering and eating puny men and children. As soon as he came of age, Gorsnik decided to make his life one to be remembered by future generations of Orks.
Rallying a large percentage of the upcoming Charadon empire to his cause, Gorsnik embarked on a holy quest - to cast down the Imperium single-handedly. Consumed by a lust for war, hundreds of thousands of enthusiastic Orks joined him, and together they rose into a mighty Waagh!.
Under his iron fist, Waagh! Gorsnik advanced into an all-consuming green tide, demolishing Imperial garrisons on countless worlds with reckless abandon. By the end of the millennium, Warlord Gorsnik’s Orks had claimed over 100 planets in the name of their powerful tyrant.
As the years passed, the Waagh!’s success swelled to an almighty crescendo. Inspired by their victories, several promising young Orks arose amongst its ranks, displaying the natural strength and tenacity needed to make a future Warboss. Unsettled by these new threats to his leadership, Warlord Gorsnik devised a sneaky plot to ensure that his word remained law for centuries to come.
With unusual cunning for an Ork, he planned to embark on a near-suicidal attack on the Fenris sector. Knowing that it was extremely heavily defended by the pathetic human armies, he would engage his troops in an impossible war, eliminating the aspiring Warbosses in one fell swoop, and rebuilding his Waagh! from more subservient individuals. Overjoyed by the promise of war, the Orks followed their master to Fenris without question or doubt.
The war on Fenris lasted almost two years, the innumerable Orkish tide commencing a valiant siege upon the fortified defenders, but as Gorsnik had predicted, their numbers quickly diminished. Within a few months, the Imperial Guard protecting the sector declared the war to be a complete success, and set about routing the last few pockets of resistance.
The Warlord’s plan had worked perfectly, all but destroying his Waagh! and leaving the survivors as shattered wrecks. Satisfied that his dominance over the tribe had been restored, Gorsnik readied his space hulk – Gork’z ‘Ammer – and prepared to leave the planet along with the remnants of his Waagh!.
It was at this moment that his scheme went remarkably awry.
Alerted to the fleeing Warlord’s presence by the sudden seismographic disturbances caused by the shuttle’s launch, an Imperial missile silo hidden nearby saw the opportunity to exterminate the troublesome Greenskin once and for all. Unloading an entire barrage of Titan-class rockets into the ships’ hull, they watched with joy as the ramshackle craft returned to the planet’s surface, blazing ferociously.
Disentangling himself from the wreckage of his hulk and nursing a killer headache, Gorsnik discovered that only a handful of Orks had survived the crash. Cursing the Imperials, he found his best-laid plans in tatters.
Presumed dead by his enemies, Gorsnik set about adapting to his new life on the inhospitable planet. Accelerated by a burning hatred of the Imperials who had ruined their lives, the greenskins began reproducing rapidly, and soon Gorsnik’s Waagh! - although diminished in number – was rebuilt, comprising of enthusiastic young Orks.
Separated from their Klan, Gorsnik renamed his tribe Gorsnik’s Fenris Skullbashaz in honour of their new homeworld. Though forever short of technology and few in number, the Skullbashaz remain to this day a constant thorn in the side of the Imperial dominance over Fenris.
Skullbashaz Army Selection:
Devoid of the many advances of Orkish technology, the Fenrisian Skullbashaz comprise mostly of footslogging infantry. They may only choose units from the list below, detailed in Codex: Orks or over the following pages:
HQ: 1+ Warboss, Big Mek, Warlord Gorsnik
Elites: Kommandos, ‘Ard Boyz, Skarboyz
Troops: Slugga Boyz, Shoota Boyz, Burna Boyz, Gretchin Mobs, 1+ Shovellaz mob
Fast Attack: 0-1 Warbuggies/Traks, 0-1 Warbike Squadron, Fenris Squig Pack
Heavy Support: Big Gun Batteries (Lobbas or Kannons only), Killa Kans, Ork Dreadnought, Big Squiggoth
Army Special Rules:
Backwards: Due to their separation from any supplier of weaponry or advanced tech, no Skullbashaz unit may take any of the following as an upgrade:
In addition, due to their liability to sink in the deep snow drifts, no Skullbashaz unit may take a transport vehicle as an option (Squiggoths are an exception to this rule, and Ork units may be transported in one as normal).
Stealthy: Clad in their customary white armour and daubed in warpaint, Skullbashaz can become almost invisible in their icy surroundings. As a result, every non-vehicle unit in a Skullbashaz force gains a +2 modifier to any cover save they might benefit from. While in the open, every non-vehicle unit receives a 6+ cover save. Note that their cover save while in the open does not apply in close combat, and they will revert to their original armour save for the duration of the combat.
Da Wheelz: Warbuggies/Traks and Warbikes in a Skullbashaz force are specially adapted to be able to plough their way through even the deepest snow. These units may move at full speed through difficult terrain and don’t have to take dangerous terrain tests. However, the hefty adaptations needed to make this possible weigh them down tremendously, restricting them to a maximum of 8” movement during each Movement phase. They assault and sweeping advance as normal.
Shovellaz: Skullbashaz quickly learned that they could traverse the treacherous grounds of Fenris much faster by using Grots to clear them a path before an assault. Any Skullbashaz force must take at least one unit of Shovellaz. This compulsory selection is free in terms of point cost, but may not take a Slaver unit upgrade.
HQ – Warlord Gorsnik
The original founding father of the Skullbashaz Klan, Gorsnik is as revered for his Orky intellect as he is for his combat prowess. Although now an old Ork, he continues to lead incursions into the Imperial-held regions of Fenris with mighty determination, and each raid earns him a stronger foothold on the world’s icy plateaus.
On one of his earliest excursions across the Fenrisian ice-plains, Gorsnik encountered a pack of durable herd beasts grazing around a clump of the sparse foliage growing on a submerged mesa. Out of curiosity, he drew his choppa, and swung it down onto the creature’s neck. A blow like this would have felled a Titan, but the beast just growled lightly and returned to its meal. Intrigued and infuriated, Gorsnik returned to his outpost, spouting incoherent commands to those around him. Confronting the camp’s predominant Mek, Gorsnik demanded to be made a choppa like no other, with the potential to slay one of these seemingly invincible creatures. Begrudgingly, the Mek complied.
The very next day, Gorsnik returned to the mesa, and after a fearsome duel with the angered beast, he shook its broken carcass from his blade. Tearing its sundered body apart, he discovered that its bones were extremely durable, the likes of which he had never seen before.
Clad in this new armour and wielding an almighty axe, he remains a force to oppose even the most stoic Imperial defences.
Pts WS BS S T W I A Ld Sv
195 6 2 6 5 3 4 5 9 3+
Gorsnik may be included in any Skullbashaz force of over 1500pts. He will count as the army’s Warboss.
Equipment: Bosspole, Bone Armour, Rammin’ ‘Orns, Gorsnik’s ‘Uge Snikka, Big Shoota, Kustom Jobs: More Dakka, Shootier
Independent: Gorsnik is extremely wary of those who he thinks may wish to overthrow him. As such, he may never take a bodyguard and may not join a unit. However, he has become adept at fighting solo, and so is always Fearless.
Bone Armour: Carved from the bones of a fallen Fenrisian pack beast, Gorsnik’s armour is light but surprisingly strong. It gives him a 3+ armour save that also allows him to ignore Instant Death. In any instance where he would normally suffer Instant Death, he loses a single wound instead.
Rammin’ ‘Orns: Cannibalised from the razor-sharp horns of a rare Fenrisian predator, Gorsnik’s helmet is a force to be reckoned with. The horns strike a single extra attack on the turn that Gorsnik charges into a combat. They are worked out at his regular WS, but a Strength of 8 and Initiative of 6. Saves are allowed against them as normal.
Gorsnik’s Big Snikka: Heavily modified from an ‘uge choppa recovered from the wreckage of Gork’z ‘Ammer, Gorsnik’s axe can effortlessly cleave through most armour. It counts as a power weapon that inflicts two wounds for every one it causes. However, it is slow and unwieldy, so on any turn that Gorsnik inflicts more than 8 wounds on his enemies in a single turn of close combat (this total includes wounds caused by his ‘Orns), he may not attack in the next round of combat (if the combat lasts for another turn).
Troops – Shovellaz
Gretchin armed with massive shovels, Shovellaz are often “employed” by a Skullbashaz force to clear a path for their main charge. It is an incredibly dangerous job, as the Grots tend to be exposed to a hail of enemy fire, and Shovellaz have known to be expended by the hundred before the main assault is launched.
Although equally as cowardly as any Gretchin, the presence of a large shovel clenched between their bony fingers gives them no short measure of confidence, and Shovellaz are generally quite willing to risk their miserable lives on the off-chance of getting to wallop a few ‘oomies.
Pts. WS BS S T W I A Ld Sv.
Gretchin 4 2 2 2(3) 2 1 2 1 6 -
Slaver 9 4 2 3 4 1 2 2 7 6+
Mob: The mob consists of one Slaver and between ten and thirty Gretchin.
Weapons: The Gretchin are armed with hefty shovels.
Character: The Slaver may be given any equipment allowed from the Ork armoury, excluding the wargear and weaponry restrictions as detailed in the Skullbashaz army rules.
Shovellaz follow the Living Shield and Mine Clearance special rules as detailed in the Ork Codex.
Really better footing: If a Shovella mob is at least partly in difficult ground, any Ork mob passing through the same difficult ground may treat it as if it were open ground.
Big ‘urty stick: The shovels wielded by these Gretchin are capable of inflicting serious damage if used correctly (or, in the case of Grots, misused in such a way that they’re more deadly than anyone ever expected). They count as two-handed weapons that add +1 to the user’s Strength in close combat. If he wishes, the Slaver may be armed with a shovel for +1 point.
Fast attack – Fenris Squigs
When the original Waagh! assailed Fenris, it brought with it a multitude of ravenous Squigs. Although these creatures have long since died out, their distant ancestors still remain today, incorporated into Skullbashaz mobs as a powerful shock troop.
Heavier-built than regular Squigs, and covered in hunks of matted grey fur, Fenris Squig herds can scythe apart infantry formations with their diamond-tipped claws and teeth, and have even been known to penetrate the armour of light vehicles. In large concentrations, Fenris Squigs can decimate an entire army, often returning to the battlefield once every enemy is dead to feast on the flesh of the fallen.
Pts. WS BS S T W I A Ld Sv.
14 4 0 4 3 1 3 2 6 6+
Mob: The mob consists of between 5 and 30 Squigs.
Weapons: Razor sharp claws and teeth.
Ferocious: Evolved to suit the harsh life of a Fenrisian, these Squigs are especially savage in combat. Fenrisian Squigs have the Rending special rule on all their close combat attacks. In addition, they are incredibly agile on snow, and may make a 12” charge into close combat, although they do not become Beasts.
Cowardly: Little more than killing machines, Squigs certainly do not have the courage of truly intelligent life, and will soon retreat in the face of danger. Instead of following the normal rules for Leadership, every time a Fenrisian Squig unit is called upon to take a Leadership or Morale test, it loses 2D6 models with no saves allowed (this represents the Squigs burrowing hastily into the snow, and generally not returning for the remainder of the battle). Any models lost in this way count as casualties for victory point purposes.
That's all for now guys. Hope you enjoyed it and have some excellent feedback for me, I'm sure you won't disappoint me there.
Have fun using my house rules, maybe one day you'll see them in an expansion for Codex: Orks.
Has it appeared to you that there is no Imperial Guard on Fenris but a space marine Chapter that's supposedly (much?) bigger than normal Chapters. The Fang, the SW fortress monastery, is I think one of the strongest fortresses in the Imperium. I find it
Secondly, the world itself. How much do you know about it?
For the sake of fluff, it is most likely impossible for there to be an Ork horde amassing an army on Fenris. Buzz kill, I know.
Karmoon: "well.. any kore = good kore" 12:35pm PST 23 May 2007
About The Rammin' 'Orns, how does a helmet make someone strike faster? I dunno if its just me, but that doesnt make sense. I can understand how itll give him extra strength, but im not sure about the Initiative.
The Fenris Squigs: About the cowardly rule, I think 2D6 is a bit much. What if you have a small numbered squad and you rolled really high? Youd lose the whole squad. Id make it just something like D6 + 1 or something.
Other than those things, well done. I think youve written some good rules and background story.
Space Wolves (Under Construction) | Circle of Orboros (Under Construction)
Actually this would be quite easy to justify. You know how when Orks paint their vehicles red, they tend to go faster? Same thing. The horns won't actually make him faster, but he himself will think he is faster and due to the telekinetik properties of Orks, it will work.About The Rammin' 'Orns, how does a helmet make someone strike faster? I dunno if its just me, but that doesnt make sense. I can understand how itll give him extra strength, but im not sure about the Initiative.