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Orks Rules


Cavalry

See Cavalry in General Rules.

Carried by Snakebite Mob.


Charge Bonus

Tusks and hooves arrive with the full weight of the beast behind them. A Boarboy that Charges takes a +2 Combat Score Modifier in place of the +1 a charge ordinarily earns.

Carried by Snakebite Mob.


Fear

See Fear in Psychology.

Carried by Ogryn Mob.


Leadership

Holding an unwilling warboar to its course takes most of a rider's attention, so a mob of Boarboyz carries a -1 Leadership penalty. Every test taken against that Leadership is made at the reduced value.

Carried by Snakebite Mob.


Mad!

A Madmob fastens on one obsession at a time and drops it without warning. Roll a D6 before the first turn and read the chart below; the madness it names governs the mob from then on.

Roll a D6 again as each of the mob's later turns opens. A score of 6 sends the mob to a fresh madness, found by rolling once more on the same chart, and any lower score leaves the present one standing. A mob that has been Broken draws a new madness the moment it Rallies.

Mad Chart (D6)

1
Every enemy unit causes Fear in the mob. Nothing else in Psychology reaches it, Terror included; no weapon frightens it, and a hit from shooting calls for no test.
2
The mob is subject to Stupidity and tests for it as each of its turns opens. Nothing else in Psychology reaches it.
3
The mob bears Hatred for every enemy on the table. Nothing else in Psychology reaches it.
4
The mob is subject to Frenzy. Nothing else in Psychology reaches it.
5
The mob gains Immunity to Psychology and Never Breaks, passing without a roll every Leadership Test put to it.
6
The mob is as result 5 above, and one characteristic rises by +1 besides. Roll a D6: 1 gives Move, 2 Weapon Skill, 3 Ballistic Skill, 4 Strength, 5 Toughness and 6 Attacks. The gain holds until the madness changes.

Carried by Mad Mob, Weirdboy Warphead Mob.


Madmob

Madboyz keep their own company and take the field as one Mob. No other Ork may lead them, and no other Ork's Leadership is ever used for their tests.

Carried by Mad Mob.


Minderz

Minderz escort a Weirdboy wherever it goes and stay in base contact with it throughout the battle. They hold the Psyker steady, stop it wandering off and shield it from harm, and may fight as ordinary models while they do so.

Once every Minder attending a Weirdboy has been killed, the Weirdboy makes for the closest table edge at its full Move. It quits the table there and plays no further part.

Carried by Weirdboy, Weirdboy Warphead.


Runtherdz

A Runtherd may serve as the Champion of a Gretchin mob or a Snotling herd, and takes charge of it under the rules for Leading Squads. No Ork of any other kind will accept the duty, reckoning it time thrown away.

Carried by Runtherd, Runtherd Artillery.


Save

See Cavalry in General Rules.

A warboar takes a wound as an insult and fights the harder for it. Its rider improves the Armour Save by +2 rather than the +1 a Cavalry mount usually grants.

Carried by Snakebite Mob.