Da Odd Unz.
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK SHOOTA BOYZ
Clearance: Ordo Xenos — Ferrum
Purpose: Provide frontline operatives with identification markers, expected equipment, and engagement protocols for standard Ork ranged infantry.
1. IDENTIFICATION MARKERS.
Shoota Boyz are baseline Ork infantry who favour ranged combat over melee. Expect:
Height approx. 2 metres, heavily muscled
Loud, aggressive behaviour; constant firing of weapons
Crude armour plates, often mismatched or scavenged
Mob size typically 10–30 Orks, usually led by a Nob
Key Visual Cue: If an Ork is firing a large, automatic weapon with no regard for accuracy, it is likely a Shoota Boy.
2. ROLE & FUNCTION.
Shoota Boyz serve as the primary ranged infantry of Ork warbands. They provide:
Suppressive fire
Mob‑driven battlefield momentum
Screening for heavier Ork units
Volume‑based firepower rather than precision
They are psychologically conditioned to believe weapons only work if they make enough noise — expect constant, wasteful firing.
3. EXPECTED EQUIPMENT LOADOUT.
Based on current Ork wargear intelligence:
Primary Weapon:
Shoota — automatic solid‑shot rifle; high rate of fire, low accuracy
Secondary Weapons (occasional):
Big Shoota — heavy automatic weapon (one per ~10 Orks)
Rokkit Launcha — crude anti‑armour launcher (one per ~10 Orks)
Explosives (variable):
Stikkbombs (standard Ork grenades)
Smokey Stikkbombs (smoke)
Firey Stikkbombs (incendiary)
Krak Stikkbombs (anti‑armour)
Stunbombs (shock effect)
Armour:
Flak Armour (common)
Scrap plates scavenged from battlefield debris
Occasional ’Eavy Armour among veteran Boyz
Other Gear:
Trophies, glyph plates, crude comms (“Shouty Boxes”)
Ammo runts or Gretchin assistants (rare)
4. THREAT TO KILL‑TEAMS.
Shoota Boyz are dangerous due to:
Volume of fire, not accuracy
Mob mentality — they become more aggressive in groups
High durability — Orks absorb significant damage before incapacitation
Nob leadership — increases coordination and morale
Their firepower can pin or overwhelm lightly armoured units.
5. ENGAGEMENT PROTOCOL.
Priority: Low–Medium
Shoota Boyz are not specialists but become lethal in numbers.
Recommended Tactics:
Engage at long to mid‑range
Use cover to mitigate volume fire
Target Nob first to break mob cohesion
Avoid prolonged firefights; Orks escalate quickly
Employ precision fire to thin numbers before they close distance
Do Not:
Allow them to close to melee range
Underestimate their resilience
Assume they will retreat — Orks rarely do
6. ESCALATION RISK.
If Shoota Boyz are left unchecked:
They will saturate kill‑zones with fire
They will enable heavier Ork units to advance
They may be reinforced by Slugga Boyz, ’Ardboyz, or Mek‑supported units
Their presence increases WAAAGH! field intensity, boosting Ork aggression
7. SUMMARY CARD.
| Category | Details |
|---|---|
| Type | Standard Ork ranged infantry |
| Primary Weapon | Shoota (automatic rifle) |
| Mob Size | 10–30 + Nob |
| Threat Level | Low–Medium |
| Strengths | High volume fire, durability, mob aggression |
| Weaknesses | Poor accuracy, predictable behaviour |
| Best Response | Long‑range suppression, precision elimination of Nob |
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK ’ARDBOYZ
Clearance: Ordo Xenos — Ferrum
Purpose: Provide frontline Tempestus Scions with identification, threat assessment, and engagement protocols for heavily armoured Ork assault infantry.
1. IDENTIFICATION MARKERS
’Ardboyz are veteran Ork infantry equipped with significantly heavier armour than standard Boyz. Expect:
Bulkier silhouette due to thick scrap‑plate armour
Armour plates covering chest, shoulders, limbs
Confident, aggressive posture
Often positioned at the front of Ork advances
Mobs of 10–30, usually led by a Nob
Key Visual Cue: If an Ork looks like a walking heap of welded scrap metal and shrugs off small‑arms fire, it is an ’Ardboy.
2. ROLE & FUNCTION.
’Ardboyz serve as heavy assault infantry, fulfilling the same battlefield role as Slugga Boyz but with far greater durability. They:
Spearhead charges
Absorb incoming fire for the rest of the mob
Break defensive lines through brute force
Maintain pressure under sustained fire
They are typically drawn from Orks who have survived many battles and scavenged enough armour to elevate themselves.
3. EXPECTED EQUIPMENT LOADOUT.
Primary Weapons:
Slugga & Choppa — common loadout
Shoota — alternative loadout for ranged‑leaning mobs
Special Weapons (1 per ~10 Orks):
Big Shoota
Rokkit Launcha
Explosives:
Stikkbombs (standard)
Variants may appear depending on clan access
Armour:
’Eavy Armour — thick scrap plates capable of resisting most small‑arms fire
Often reinforced with scavenged battlefield debris
Other Gear:
Glyph plates
Trophies
Crude comms devices
Occasional Gretchin assistants
Glyph plates
Trophies
Crude comms devices
Occasional Gretchin assistants
’Ardboyz are dangerous due to:
High durability — significantly tougher than standard Boyz
Aggressive forward momentum
Mob synergy — they embolden nearby Orks
Nob leadership — increases discipline and brutality
Their armour allows them to close distance under fire, making them a priority threat in confined or defensive engagements.
Priority: Medium–High
More dangerous than standard Boyz due to armour and battlefield role.
Recommended Tactics:
Engage at long range with high‑penetration weapons
Use plasma, melta, or armour‑piercing rounds where available
Target Nob first to disrupt cohesion
Deploy grenades or flamers to break their advance
Avoid being overrun; maintain spacing and mobility
Do Not:
Rely solely on las‑fire to stop them
Allow them to reach melee range
Assume their armour is poorly maintained — it is crude but effective
If ’Ardboyz are left unchecked:
They will breach defensive lines
They will create openings for Nobs, Meganobz, or Warbosses
They will anchor Ork advances and absorb fire meant for specialists
Their presence increases WAAAGH! field intensity, boosting Ork aggression
| Category | Details |
|---|---|
| Type | Heavily armoured Ork assault infantry |
| Primary Weapons | Slugga & Choppa / Shoota |
| Mob Size | 10–30 + Nob |
| Threat Level | Medium–High |
| Strengths | Heavy armour, durability, shock assault |
| Weaknesses | Slow, predictable advance |
| Best Response | Armour‑piercing fire, eliminate Nob, maintain distance |
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK STORMBOYZ
Clearance: Ordo Xenos — Ferrum
Purpose: Equip Tempestus Scions with identification, threat assessment, and engagement protocols for Ork jump‑infantry assault units.
1. IDENTIFICATION MARKERS.
Stormboyz are Ork infantry equipped with crude jump packs, used to launch themselves rapidly into close combat. Expect:
Orks with large, unstable rocket packs strapped to their backs
Trails of smoke, fire, and exhaust during movement
High‑speed aerial or arcing approach vectors
Mobs of 5–20, often led by a Nob or aspiring Stormboyz officer
Key Visual Cue: If an Ork is screaming through the air with a rocket strapped to him, it is a Stormboy.
2. ROLE & FUNCTION.
Stormboyz serve as shock‑assault jump infantry, used to:
Close distance rapidly
Bypass defensive lines
Strike at elevated or entrenched positions
Disrupt firing lines and sow confusion
They are unusually disciplined by Ork standards, often drilling and marching in formation before battle
3. EXPECTED EQUIPMENT LOADOUT.
Primary Weapons:
Slugga — short‑range ballistic pistol
Choppa — heavy melee blade
Special Weapons (rare):
Big Shoota (occasionally carried by a supporting Boy)
Rokkit Launcha (rare; usually too heavy for jump troops)
Explosives:
Stikkbombs — common among Stormboyz
Variants possible depending on clan access
Armour:
Light scrap armour
Reinforced straps and harnesses for jump pack stability
Jump Pack:
Rokkit Pack — volatile, prone to misfire, but capable of rapid thrust
Produces heavy smoke and noise during operation
4. THREAT TO KILL‑TEAMS.
Stormboyz are dangerous due to:
Rapid approach speed — they can close distance before a squad can reposition
Unpredictable flight paths
High melee aggression once they land
Shock impact — their arrival can break firing discipline
Their jump packs make them difficult to track and engage during approach.
5. ENGAGEMENT PROTOCOL.
Priority: High
Stormboyz can bypass defensive lines and overwhelm isolated units.
Recommended Tactics:
Engage during ascent or descent, when movement is predictable
Use flak, autocannon, or high‑rate‑of‑fire weapons
Maintain elevated overwatch to track aerial movement
Target Nob to disrupt coordination
Avoid being caught in confined terrain where they can land directly on top of the squad
Do Not:
Allow Stormboyz to land within melee range
Underestimate their discipline — they are more coordinated than typical Orks
Assume their jump packs will fail; many survive repeated use
6. ESCALATION RISK.
If Stormboyz are left unchecked:
They will penetrate defensive lines
They will disrupt command and heavy‑weapon positions
They may coordinate with Kommandos for multi‑vector assaults
Their presence increases battlefield chaos and WAAAGH! field intensity
7. SUMMARY CARD.
| Category | Details |
|---|---|
| Type | Ork jump‑infantry shock troops |
| Primary Weapons | Slugga, Choppa |
| Mob Size | 5–20 + Nob |
| Threat Level | High |
| Strengths | Speed, aerial assault, melee aggression |
| Weaknesses | Volatile jump packs, exposed during flight |
| Best Response | Engage mid‑air, use high‑rate fire, eliminate Nob |
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK KOMMANDOS
Clearance: Ordo Xenos — Ferrum
Purpose: Provide Tempestus Scions with identification, threat assessment, and engagement protocols for Ork infiltration and sabotage units.
1. IDENTIFICATION MARKERS.
Kommandos are Orks who specialise in stealth, infiltration, and ambush tactics — an anomaly among Greenskins. Expect:
Orks wearing darker, muted colours
Crude camouflage (mud, soot, foliage, scrap cloth)
Reduced noise compared to typical Ork behaviour
Presence in flanking positions, ruins, or elevated terrain
Small teams of 5–15, often led by a Kommando Nob
Key Visual Cue: If an Ork is trying to be quiet — and succeeding more than expected — it is likely a Kommando.
2. ROLE & FUNCTION.
Kommandos serve as infiltration and sabotage specialists, used to:
Flank Imperial positions
Ambush isolated squads
Disable emplacements or vehicles
Create confusion before a main Ork assault
Eliminate sentries and forward observers
They are unusually cunning for Orks, capable of coordinated stealth manoeuvres and timed strikes.
3. EXPECTED EQUIPMENT LOADOUT.
Primary Weapons:
Slugga — short‑range ballistic pistol
Choppa — heavy melee blade
Special Weapons:
Burnas (occasionally carried for sabotage)
Rokkit Launchas (rare but possible for anti‑vehicle ambushes)
Explosives:
Stikkbombs — common
Krak Stikkbombs — used for breaching or vehicle attacks
Armour:
Light scrap armour
Camouflage cloth and improvised concealment
Other Gear:
Grapnels, climbing hooks, crude night‑fighting gear
Makeshift silencers (ineffective but symbolic)
4. THREAT TO KILL‑TEAMS.
Kommandos are dangerous due to:
Stealth capability — rare among Orks
Ambush tactics — they strike from unexpected angles
High melee aggression once contact is made
Ability to bypass defensive lines
Use of explosives for sabotage
They are often the first Orks encountered during a WAAAGH! and may already be in position before a battle begins.
5. ENGAGEMENT PROTOCOL
Priority: High
Kommandos can compromise defensive positions and eliminate key personnel.
Recommended Tactics:
Maintain 360‑degree security in all environments
Deploy auspex sweeps and motion sensors
Use elevated overwatch to counter flanking attempts
Engage at mid‑range before they close to melee
Eliminate Kommando Nob to disrupt coordination
Do Not:
Assume Orks cannot be stealthy
Leave flanks or rear positions unguarded
Pursue Kommandos into confined terrain without support
6. ESCALATION RISK.
If Kommandos are left unchecked:
They will disable heavy weapons or vehicles
They will eliminate sentries and forward observers
They will open breaches for main Ork forces
They may coordinate with Stormboyz for multi‑vector assaults
They will undermine defensive cohesion before the main attack
7. SUMMARY CARD.
| Category | Details |
|---|---|
| Type | Ork infiltration and sabotage infantry |
| Primary Weapons | Slugga, Choppa |
| Mob Size | 5–15 + Nob |
| Threat Level | High |
| Strengths | Stealth, ambush, sabotage |
| Weaknesses | Light armour, limited ranged capability |
| Best Response | Auspex sweeps, overwatch, eliminate Nob |
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK WARBIKERS
Clearance: Ordo Xenos — Ferrum
Purpose: Provide Tempestus Scions with identification, threat assessment, and engagement protocols for Ork fast‑attack bike units.
1. IDENTIFICATION MARKERS.
Warbikers are Orks mounted on crude, high‑speed attack bikes. Expect:
Large, loud, smoke‑belching bikes
Twin‑linked or dual‑mounted automatic weapons
Orks wearing goggles, masks, or scrap‑metal faceplates
High‑speed flanking manoeuvres
Units of 3–12, often led by a Boss Nob on an upgraded bike
Key Visual Cue: If you hear an engine that sounds like it’s exploding continuously — and it’s getting closer — it’s a Warbiker.
2. ROLE & FUNCTION.
Warbikers serve as fast‑attack shock cavalry, used to:
Flank Imperial positions
Harass infantry lines
Overrun light vehicles
Deliver rapid melee assaults
Screen heavier Ork units with dust, smoke, and noise
Their speed and aggression make them one of the most disruptive Ork frontline units.
3. EXPECTED EQUIPMENT LOADOUT.
Primary Weapons:
Dakkaguns — twin‑linked automatic weapons mounted on the bike
High rate of fire
Poor accuracy
Effective at close to mid‑range
Secondary Weapons:
Slugga (sidearm)
Choppa (for melee after dismount or drive‑by attacks)
Explosives:
Stikkbombs — occasionally carried
Krak variants for anti‑vehicle harassment
Armour:
Light scrap armour
Bike chassis provides partial cover
Dust and smoke clouds reduce visibility for enemy shooters
Other Gear:
Crude goggles, masks, glyph plates
Loudhailers or horns for intimidation
4. THREAT TO KILL‑TEAMS.
Warbikers are dangerous due to:
High speed — they can close distance before a squad can reposition
Drive‑by fire from twin‑linked guns
Shock impact when charging into melee
Smoke and dust clouds that obscure targeting
Durability — bikes absorb significant punishment
They excel at disrupting firing lines and isolating squads.
5. ENGAGEMENT PROTOCOL
Priority: High
Warbikers can break formations and overrun light infantry.
Recommended Tactics:
Engage at mid‑range where their speed is predictable
Use autocannons, plasma, or concentrated las‑fire
Target the bike, not the rider — easier to disable
Maintain tight formation discipline to avoid being isolated
Deploy heavy weapons to counter their momentum
Do Not:
Allow them to flank unobserved
Engage in melee — they excel at close‑quarters shock attacks
Assume they will break off; Warbikers rarely disengage voluntarily
6. ESCALATION RISK.
If Warbikers are left unchecked:
They will overrun light infantry
They will disrupt command and heavy‑weapon positions
They will screen Ork advances with dust and smoke
They may coordinate with Stormboyz or Kommandos for multi‑vector assaults
Their presence increases battlefield chaos and WAAAGH! field intensity
7. SUMMARY CARD.
| Category | Details |
|---|---|
| Type | Ork fast‑attack bike cavalry |
| Primary Weapons | Dakkaguns (twin‑linked) |
| Unit Size | 3–12 + Nob |
| Threat Level | High |
| Strengths | Speed, drive‑by fire, shock assault |
| Weaknesses | Predictable charge arcs, exposed during turns |
| Best Response | Mid‑range heavy fire, disable bikes, maintain formation |
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK SPEED FREEKS
Clearance: Ordo Xenos — Ferrum
Purpose: Provide Tempestus Scions with identification, threat assessment, and engagement protocols for Ork high‑speed assault mobs.
1. IDENTIFICATION MARKERS.
Speed Freeks are Orks obsessed with speed, engines, and vehicular combat. Expect:
Large mobs of Orks mounted on bikes, buggies, trukks, or improvised vehicles
Continuous engine noise, smoke, and exhaust plumes
Red paint, racing glyphs, and excessive decoration
Highly aggressive driving patterns
Units ranging from small biker packs to full mechanised mobs
Key Visual Cue: If the Orks are moving faster than they have any right to — and firing wildly while doing it — they are Speed Freeks.
2. ROLE & FUNCTION.
Speed Freeks serve as fast‑attack shock troops, used to:
Overrun infantry lines
Harass flanks and rear positions
Rapidly redeploy across the battlefield
Deliver melee units directly into enemy formations
Disrupt command and heavy‑weapon teams
They are the most mobile Ork infantry‑vehicle hybrid force and thrive in open terrain.
3. EXPECTED EQUIPMENT LOADOUT.
known Speed Freek patterns:
Primary Weapons:
Dakkaguns (bike‑mounted)
Twin‑linked shootas (buggies and trukks)
Big Shootas (common on all vehicles)
Secondary Weapons:
Slugga
Choppa
Drive‑by melee implements (chains, hooks, blades)
Explosives:
Stikkbombs
Krak variants for anti‑vehicle strikes
Improvised explosive devices mounted on vehicles
Vehicles Commonly Present:
Warbikes
Warbuggies
Trukks
Kustom Boosta‑Blastas (depending on clan)
Scrapjet‑style ram vehicles
Armour:
Light scrap armour
Vehicle plating provides partial protection
Speed acts as their primary defence
4. THREAT TO KILL‑TEAMS.
Speed Freeks are dangerous due to:
Extreme mobility — they can reposition faster than most Imperial units
Drive‑by fire from multiple weapon mounts
Shock impact when ramming or dismounting for melee
Ability to isolate squads by cutting them off
Durability of vehicles compared to infantry
They excel at overwhelming light infantry and disrupting firing lines.
5. ENGAGEMENT PROTOCOL.
Priority: High
Speed Freeks can break formations and overrun positions before reinforcements arrive.
Recommended Tactics:
Engage at mid‑range with heavy weapons
Prioritise vehicle destruction to reduce mobility
Use autocannons, plasma, melta, or krak grenades
Maintain tight formation discipline to avoid isolation
Deploy barriers, mines, or obstacles where possible
Do Not:
Attempt to outrun them
Engage in melee — they excel at close‑quarters shock attacks
Allow them to flank unobserved
Assume their vehicles are unstable — they are crude but effective
6. ESCALATION RISK.
If Speed Freeks are left unchecked:
They will overrun infantry and light vehicles
They will disrupt command and heavy‑weapon positions
They will encircle isolated squads
They may coordinate with Warbikers, Stormboyz, or Trukk Boyz for multi‑vector assaults
Their presence dramatically increases WAAAGH! field intensity
7. SUMMARY CARD.
| Category | Details |
|---|---|
| Type | Ork fast‑attack mechanised infantry |
| Primary Weapons | Dakkaguns, Big Shootas |
| Unit Size | Variable (bikes, buggies, trukks) |
| Threat Level | High |
| Strengths | Speed, firepower, shock assault |
| Weaknesses | Light armour, predictable charge arcs |
| Best Response | Mid‑range heavy fire, disable vehicles, maintain formation |
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK BURNA BOYZ
Clearance: Ordo Xenos — Ferrum
Purpose: Provide Tempestus Scions with identification, threat assessment, and engagement protocols for Ork flame‑weapon assault infantry.
1. IDENTIFICATION MARKERS.
Burna Boyz are Orks armed with volatile flame‑projectors and cutting torches. Expect:
Orks carrying large fuel tanks and crude flamers
Visible hoses, nozzles, and pilot flames
Heavy smoke, sparks, and fire trails
Burn‑scarring on armour and skin
Mobs of 5–15, often operating near Meks
Key Visual Cue: If an Ork is carrying something that looks like a welding torch the size of a child — and it’s on fire — it’s a Burna Boy.
2. ROLE & FUNCTION.
Burna Boyz serve as close‑range assault and breaching specialists, used to:
Clear trenches, bunkers, and enclosed spaces
Flush defenders from cover
Burn through barricades and bulkheads
Create panic and break firing discipline
Support Meks in technical operations
They are extremely dangerous in confined terrain.
3. EXPECTED EQUIPMENT LOADOUT.
Primary Weapon:
Burna — dual‑purpose weapon:
Flamer mode: sprays burning promethium
Cutter mode: acts as a heavy melee torch
Secondary Weapons:
None standard; Burna is both ranged and melee
Some may carry Slugga as backup
Explosives:
Stikkbombs (common)
Incendiary variants (unreliable but devastating)
Armour:
Light scrap armour
Fire‑resistant rags or plates (crude but functional)
Other Gear:
Fuel tanks (volatile)
Welding masks or goggles
Grot assistants carrying spare fuel (rare)
4. THREAT TO KILL‑TEAMS.
Burna Boyz are dangerous due to:
High lethality at close range
Area‑denial capability — flames force repositioning
Ability to clear cover and fortifications
Volatile fuel tanks — explosions possible when hit
Psychological impact — fire causes panic and disarray
They are one of the most dangerous Ork infantry types in enclosed environments.
5. ENGAGEMENT PROTOCOL.
Priority: High
Burna Boyz can wipe out entire squads if allowed to close distance.
Recommended Tactics:
Engage at long range — Burnas are short‑range only
Use precision fire to detonate fuel tanks
Maintain open terrain where flames are less effective
Deploy suppression to prevent them advancing
Eliminate Mek handlers if present
Do Not:
Fight them in confined spaces
Allow them to reach flamer range
Cluster together — Burnas punish grouped targets
Assume their fuel tanks are stable
6. ESCALATION RISK.
If Burna Boyz are left unchecked:
They will clear trenches, bunkers, and defensive positions
They will cause mass casualties in enclosed terrain
They may support Meks in breaching operations
They will disrupt firing lines and force repositioning
Their flames increase battlefield chaos and WAAAGH! aggression
7. SUMMARY CARD.
| Category | Details |
|---|---|
| Type | Ork flame‑weapon assault infantry |
| Primary Weapon | Burna (flamer/cutter) |
| Unit Size | 5–15 |
| Threat Level | High |
| Strengths | Close‑range lethality, area denial, breaching |
| Weaknesses | Short range, volatile fuel tanks |
| Best Response | Long‑range fire, detonate tanks, avoid enclosed spaces |
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK FLASH GITZ
Clearance: Ordo Xenos — Ferrum
Purpose: Provide Tempestus Scions with identification, threat assessment, and engagement protocols for heavily armed Ork elite shooters.
1. IDENTIFICATION MARKERS.
Flash Gitz are wealthy, ostentatious Ork mercenaries obsessed with flashy gear and excessive firepower. Expect:
Orks wearing extravagant, over‑decorated armour
Gold, trophies, glyphs, and gaudy colours
Oversized, heavily customised guns (“Snazzguns”)
Loud, boastful behaviour
Units of 5–10, often accompanied by a Kaptin
Key Visual Cue: If an Ork looks like he’s trying to show off — and carrying a gun the size of a small child — it’s a Flash Git.
2. ROLE & FUNCTION.
Flash Gitz serve as elite ranged infantry, used to:
Deliver high‑volume, high‑calibre fire
Punch through heavy infantry
Provide mid‑range fire support
Intimidate foes with noise and spectacle
Act as mercenaries for wealthy Warbosses
They are unpredictable but extremely dangerous when their guns are working properly.
3. EXPECTED EQUIPMENT LOADOUT.
Primary Weapon:
Snazzgun — heavily customised, high‑calibre ranged weapon
Unstable rate of fire
High penetration
Loud, inaccurate, devastating
Secondary Weapons:
Choppa (ornate, oversized)
Slugga (decorated, unreliable)
Explosives:
Stikkbombs (common)
Flashy variants (unreliable but spectacular)
Armour:
Heavy scrap armour
Decorative plates and trophies
Often reinforced with looted gear
Other Gear:
Ammo runts
Grot assistants
Trinkets, charms, and trophies
4. THREAT TO KILL‑TEAMS.
Flash Gitz are dangerous due to:
High‑calibre firepower — Snazzguns can shred armour
Unpredictable rate of fire — bursts can overwhelm cover
Durability — heavier armour than standard Boyz
Aggressive swagger — they push forward while firing
Mob synergy — they fight harder when showing off
Their firepower can devastate squads caught in the open.
5. ENGAGEMENT PROTOCOL.
Priority: High
Flash Gitz can inflict severe casualties if allowed to fire freely.
Recommended Tactics:
Engage at long range to avoid Snazzgun bursts
Use precision fire to eliminate them before they close
Target ammo runts to reduce sustained fire
Maintain cover discipline
Deploy suppression to break their firing rhythm
Do Not:
Engage in prolonged firefights
Underestimate their armour
Assume their guns will malfunction — many work far too well
Allow them to dictate engagement distance
6. ESCALATION RISK.
If Flash Gitz are left unchecked:
They will tear through infantry and light vehicles
They will suppress firing lines with overwhelming noise and fire
They may coordinate with Nobz or Warbikers for combined assaults
Their presence boosts Ork morale and WAAAGH! intensity
7. SUMMARY CARD.
| Category | Details |
|---|---|
| Type | Ork elite ranged infantry |
| Primary Weapon | Snazzgun |
| Unit Size | 5–10 + Kaptin |
| Threat Level | High |
| Strengths | Heavy firepower, durability, intimidation |
| Weaknesses | Unpredictable accuracy, short–mid range focus |
| Best Response | Long‑range precision fire, eliminate early |
INQUISITION STORMTROOPER BRIEFING.
Subject: ORK NOBZ
Clearance: Ordo Xenos — Ferrum
Purpose: Equip Tempestus Scions with identification, threat assessment, and engagement protocols for elite Ork heavy infantry and mob leaders.
1. IDENTIFICATION MARKERS.
Nobz are the largest, strongest, and most aggressive Orks short of Warbosses. Expect:
Height and mass significantly greater than standard Boyz
Heavy muscle density and thickened bone structure
Distinctive armour, trophies, and glyphs denoting status
Loud, domineering behaviour
Often leading mobs of Boyz, ’Ardboyz, or specialists
Key Visual Cue: If an Ork looks like he could pick up another Ork and use him as a club — it’s a Nob.
2. ROLE & FUNCTION.
Nobz serve as elite assault infantry and battlefield leaders, used to:
Command Ork mobs through intimidation and violence
Break enemy lines through brute force
Anchor Ork assaults with superior strength and resilience
Act as lieutenants to Warbosses
Enforce discipline (Ork‑style) within the ranks
They are the backbone of Ork battlefield hierarchy and the most common elite threat encountered by Imperial infantry.
3. EXPECTED EQUIPMENT LOADOUT.
Primary Weapons:
Big Choppas — oversized melee weapons
Power Klaws — crude but devastating power‑field gauntlets
Choppas — standard melee weapons (less common among Nobz)
Ranged Weapons:
Slugga
Kombi‑weapons (Shoota/Skorcha or Shoota/Rokkit)
Twin‑linked shootas (rare)
Explosives:
Stikkbombs
Krak variants for anti‑armour strikes
Armour:
’Eavy Armour — thick scrap plates
Additional trophies, glyphs, and reinforced plating
Some Nobz may have cybork augmentations (Painboy‑installed)
Other Gear:
Grot assistants
Ammo runts
Personal banners or glyph poles
4. THREAT TO KILL‑TEAMS.
Nobz are dangerous due to:
Extreme melee lethality — especially with Power Klaws
High durability — significantly tougher than standard Orks
Leadership role — they enhance mob aggression and cohesion
Aggressive battlefield presence — they push forward relentlessly
Ability to absorb heavy fire before going down
A Nob leading a mob dramatically increases its combat effectiveness.
5. ENGAGEMENT PROTOCOL
Priority: Very High
Nobz are one of the most lethal Ork infantry threats short of a Warboss.
Recommended Tactics:
Engage at long range with high‑penetration weapons
Use plasma, melta, or concentrated las‑fire
Prioritise Power Klaw‑armed Nobz
Break the mob around them to isolate the Nob
Deploy grenades or flamers to disrupt their advance
Do Not:
Engage in melee — Nobz will overpower even elite Scions
Allow them to reach charge distance
Assume their armour is crude — it is crude and effective
Ignore a Nob leading a mob; he is the force multiplier
6. ESCALATION RISK.
If Nobz are left unchecked:
They will break defensive lines
They will rally Ork mobs and increase their aggression
They may coordinate with Warbosses or Meganobz
They will eliminate command elements and heavy‑weapon teams
Their presence amplifies WAAAGH! field intensity
7. SUMMARY CARD.
| Category | Details |
|---|---|
| Type | Ork elite heavy infantry & mob leaders |
| Primary Weapons | Big Choppa, Power Klaw, Kombi‑weapons |
| Unit Size | 1–10 (often leading larger mobs) |
| Threat Level | Very High |
| Strengths | Melee power, durability, leadership |
| Weaknesses | Slow, large target profile |
| Best Response | Long‑range AP fire, isolate and eliminate |
WAR BOSS — ORDO XENOS INTELLIGENCE DOSSIER.
A Warboss is the dominant organism within any Ork warband, a towering brute whose authority is enforced through sheer physical supremacy and the instinctive deference of lesser Greenskins. He is not merely a battlefield commander but the living embodiment of Ork aggression, ambition, and momentum; the WAAAGH! itself intensifies around him, amplifying the ferocity and coordination of every Ork under his command. A Warboss typically stands a full head taller than even the largest Nob, clad in layers of scavenged armour, trophies, and crude bionics that reflect both his victories and his personality. His weaponry is oversized, brutal, and often customised by Meks eager to curry favour — power klaws the size of bulkheads, shootas that roar like artillery, and choppas capable of cleaving ceramite. On the battlefield, a Warboss acts as a shock engine, driving directly into the thickest fighting, smashing aside infantry and vehicles alike, and rallying his Boyz through sheer presence. His strategic thinking is crude but effective: overwhelming force, relentless pressure, and the pursuit of ever‑greater foes. The death of a Warboss can collapse a WAAAGH! in moments, but while he lives, he is the single greatest threat an Imperial kill‑team is likely to face — a creature of unstoppable momentum, brutal cunning, and an instinctive understanding of war that borders on genius in its own savage way.
Inquisitorial Addendum — Clearance Ferrum Only.
In the unlikely event that you lay eyes upon a Warboss and somehow retain the presence of mind to report it, you will refrain from attempting anything resembling heroism. Tempestus personnel are reminded that such creatures are far beyond the capabilities of even your better‑trained number, and your continued breathing is of marginal strategic value at best. Should a Warboss be located, you will immediately transmit your findings to the presiding Inquisitor, who will dispatch a kill‑team composed of individuals properly equipped, adequately augmented, and—unlike yourselves—sufficiently important to engage such a foe. Your role in this process is simple: observe, report, and avoid dying so quickly that your data becomes unusable.
BIG MEK — ORDO XENOS INTELLIGENCE DOSSIER.
A Big Mek is the technological lynchpin of any Ork warband, a deranged savant whose crude genius allows the Greenskins to field weapons, vehicles, and wargear far beyond what their brutish culture should logically support. Equal parts engineer, inventor, and pyromaniac, a Big Mek operates at the centre of a whirling storm of sparks, smoke, and half‑functional machinery, surrounded by grots, tools, and volatile contraptions that defy Imperial understanding. His creations range from ramshackle walkers and roaring gun‑wagons to force‑field generators and teleportation rigs that work only because Orks believe they should. On the battlefield, a Big Mek acts as both armourer and artillery, repairing vehicles mid‑charge, unleashing experimental weaponry, and deploying kustom force fields that can turn mobs of Boyz into shock‑resistant juggernauts. Though physically imposing in his own right, his true danger lies in the unpredictable lethality of his inventions; a Big Mek’s workshop is a breeding ground for catastrophic escalation, and his presence within a warband dramatically increases its destructive potential. Eliminating him can cripple Ork logistics, but doing so often requires navigating a labyrinth of unstable machinery, explosive traps, and the Mek’s own gleefully homicidal ingenuity.
Within Orkoid society, the distinction between a Mekboy and a Mekboss is one of scale, authority, and the sheer audacity of their creations. A Mekboy is a naturally occurring Ork engineer, a tinkerer whose instinctive grasp of machinery allows him to maintain weapons, patch vehicles, and produce the endless stream of crude but functional devices that keep a warband moving. A Mekboss, by contrast, is a Mekboy whose talent, ambition, and explosive success rate have elevated him to a position of dominance over other Meks. He commands workshops, dictates the construction of war engines, and often accompanies the Warboss directly, providing battlefield support with kustom force fields, teleport rigs, or experimental weaponry of dubious stability. Where a Mekboy fixes things, a Mekboss builds monstrosities—and the presence of one dramatically increases the technological threat posed by an Ork force.
PAINBOSS — ORDO XENOS INTELLIGENCE DOSSIER.
A Painboss is the apex of Orkoid “medical” practice, a towering butcher‑surgeon whose crude expertise in biology, surgery, and cybernetic augmentation makes him one of the most dangerous non‑combatants in any warband. Equal parts doctor, torturer, and enthusiastic vivisectionist, a Painboss presides over mobs of Painboyz and orderlies, directing their efforts with a mixture of bellowed commands and gleeful experimentation. His workshop is a charnel house of bone saws, grafting rigs, and half‑successful cybork conversions, each one a testament to the Orks’ instinctive understanding of flesh and metal. On the battlefield, a Painboss acts as both battlefield medic and force multiplier, dragging wounded Nobz back into the fight, bolting on improvised limbs, and administering “treatments” that often leave the patient more dangerous than before. His presence dramatically increases the resilience of Ork mobs, and his ability to create cybork elites or resurrect near‑dead warriors makes him a strategic threat far beyond his personal combat ability. Eliminating a Painboss can cripple Ork regeneration and morale, but doing so requires navigating a haze of pain‑stim fumes, frenzied orderlies, and the Painboss’s own enthusiastic willingness to test his latest surgical improvements on any nearby foe.
While all Ork medics share the same instinctive grasp of crude surgery, the difference between a Painboy and a Painboss is one of authority, ambition, and the scale of their butchery. A Painboy is a battlefield sawbones, patching up Boyz with staples, squig‑salves, and whatever metal happens to be lying around; dangerous, certainly, but ultimately a technician. A Painboss, however, is a master of the craft — a surgeon‑warlord who commands multiple Painboyz, oversees cybork augmentation programs, and performs large‑scale “improvements” on Nobz and Warbosses alike. Where a Painboy keeps Orks fighting, a Painboss rebuilds them, often into something far more lethal than they were before. His presence indicates a warband with both the resources and the brutality to sustain prolonged conflict.
Inquisitorial Addendum — Clearance Ferrum Only
It should be noted, for the benefit of Tempestus personnel who persist in underestimating Ork “medical” practitioners, that the most infamous example of a Painboss’s handiwork is the so‑called Mad Dok Grotsnik, whose enthusiastic butchery was directly responsible for the creation of the Ork warlord Ghazghkull Mag Uruk Thraka. What began as a routine cranial excavation somehow resulted in the rise of one of the most destructive xenos commanders in recorded history — a useful reminder that Ork surgery, while crude, is catastrophically effective when applied with sufficient enthusiasm. Should you encounter a Painboss engaged in similar “improvements,” do not assume the subject will remain conveniently dead. Report the activity immediately; the Inquisition has no desire to see another galactic‑scale menace stumble off an operating slab because a stormtrooper thought a half‑dismantled Ork was no longer a threat.
WARPHEAD — ORDO XENOS INTELLIGENCE DOSSIER.
A Warphead is the most dangerously unstable manifestation of Orkoid psychic potential, a Weirdboy whose connection to the empyric energies of the WAAAGH! has swollen far beyond the limits of safety, sanity, or physical containment. These individuals act as living lightning rods for the collective psychic pressure generated by nearby Orks, drawing in raw warp‑energy until their bodies crackle, bulge, and distort under the strain. A Warphead’s presence on the battlefield is heralded by ozone, flickering light, and the spontaneous detonation of nearby objects — or individuals. Their powers are wildly unpredictable: they may unleash arcs of green lightning, teleport mobs across impossible distances, or simply explode in a catastrophic discharge that annihilates friend and foe alike. Despite this volatility, Orks treat Warpheads with a mixture of awe and amusement, often shoving them into the thickest fighting in the hope that something spectacular will happen. From an Imperial perspective, a Warphead represents a severe warp‑contamination hazard, capable of destabilising local reality and triggering uncontrolled psychic events. Eliminating one is a priority, but doing so requires extreme caution; the death of a Warphead can release the very energies he was struggling to contain.
While all Ork Weirdboyz act as conduits for the psychic pressure generated by nearby Greenskins, a Warphead is a Weirdboy who has survived — or at least endured — repeated overcharging, allowing his powers to grow to grotesque proportions. A Weirdboy channels the WAAAGH! with barely controlled instability, often requiring handlers or restraints to prevent premature detonation. A Warphead, by contrast, has embraced the overload, riding the psychic surge with reckless enthusiasm and unleashing effects far beyond the capabilities of a standard Weirdboy. Where a Weirdboy is dangerous, a Warphead is catastrophic — a walking warp‑storm whose powers are as likely to obliterate his own warband as the enemy. Their presence indicates a warband operating at peak WAAAGH! intensity, and their elimination should be prioritised before the battlefield becomes an uncontrolled psychic hazard.
RUNTHERD — ORDO XENOS INTELLIGENCE DOSSIER.
A Runtherd is the Orkoid equivalent of a slave‑master and animal handler, responsible for driving mobs of Grots, Snotlings, and other sub‑Orkoid creatures into something resembling usefulness. Brutal, loud, and perpetually irritated, a Runtherd maintains control through a mixture of threats, beatings, and the liberal application of shock‑prods, grabba‑sticks, and whatever other implements of coercion he has fashioned from scrap. Though physically smaller than Nobz, Runtherds possess a mean streak that far exceeds their size, and their authority over the lesser breeds is absolute; Grots obey them out of sheer terror, and even Snotlings respond to their bellowed commands with frantic, panicked energy. On the battlefield, a Runtherd ensures that ammunition is carried, artillery is loaded, traps are sprung, and disposable bodies are thrown into the line of fire as needed. Their presence is a key indicator of organised Ork logistics, as no warband can maintain its supply chain or artillery without a cadre of terrified Grots being driven forward by a suitably unpleasant overseer.
While Runtherds can be found in any sizeable Ork force, it is worth noting that most—though not all—hail from the Snakebite clan, whose traditionalist culture places great value on the old ways of Orkoid husbandry. Snakebites pride themselves on their ability to raise, break, and weaponise the lesser greenskin breeds, and their Runtherds are particularly notorious for their cruelty, stubbornness, and deep‑rooted belief in “proper Orky discipline.” That said, any Ork with a talent for bullying Grots into obedience may rise to the role, and non‑Snakebite Runtherds are not uncommon in mixed‑clan warbands. The Snakebite association simply reflects a cultural preference, not an absolute rule.
ORK ARTILLERY CREWS — ORDO XENOS INTELLIGENCE DOSSIER.
Ork artillery crews are a chaotic assemblage of Meks, Grot loaders, and assorted hangers‑on who collectively operate the ramshackle but alarmingly destructive guns that form the long‑range backbone of many warbands. These batteries range from crude lobbas and kannons to unstable shock‑attack weapons and improvised siege pieces that defy both logic and safety. The Orks themselves provide the muscle and enthusiasm, hauling ammunition, kicking jammed components back into alignment, and bellowing firing orders that bear only a passing resemblance to coordination. The true labour, however, falls to the terrified Grots who scurry between ammunition piles, loading trays, and firing levers under the threat of immediate violence should they falter. Despite the apparent disorder, Ork artillery is brutally effective: their guns fire with staggering power, and their crews possess an instinctive knack for adjusting aim through trial, error, and gleeful over‑correction. The presence of a functioning artillery line indicates a warband with both the resources and the discipline—Ork discipline, at least—to sustain prolonged bombardment, and their guns can reshape a battlefield long before the Boyz arrive to finish the job.
WORKSHOP MEKS — ORDO XENOS INTELLIGENCE DOSSIER.
Workshop Meks are the industrial heart of any Ork warband, the grease‑stained engineers who toil behind the front lines to keep the Greenskin war machine belching smoke and spitting fire. Operating from sprawling, hazardous workshops filled with half‑assembled engines, sparking generators, and volatile fuel tanks, these Meks spend their days hammering, welding, and improvising repairs with a level of instinctive mechanical intuition that defies rational analysis. Their creations range from ramshackle trukks and roaring warbikes to jury‑rigged weapons platforms and unstable power sources that should not function by any sane standard. Yet function they do — often explosively, but always with enthusiasm. Workshop Meks rarely see frontline combat, but their influence is felt everywhere: they keep vehicles running long past the point of structural failure, churn out ammunition in terrifying quantities, and constantly tinker with new designs that may or may not detonate on activation. A warband with a well‑organised Mek workshop can sustain a campaign far longer than Imperial strategists expect, and the destruction of these facilities is often the key to collapsing Ork momentum.
AMMO GROTS & GROT DOGSBODIES — ORDO XENOS INTELLIGENCE DOSSIER.
Ammo Grots form the lowest rung of Orkoid logistical support, a scurrying mass of terrified, overworked creatures responsible for hauling munitions, fetching spare parts, and generally ensuring that Ork guns continue to roar without interruption. These diminutive xenos are driven relentlessly by Runtherds and Meks alike, forced to carry shells larger than their own bodies, reload artillery under fire, and retrieve misfired ordnance with a level of desperation that borders on suicidal. Their small size, quick reflexes, and overwhelming fear make them surprisingly efficient at navigating the chaotic sprawl of an Ork battlefield, darting between craters and wrecks to deliver ammunition where it is needed most. Though individually insignificant, Ammo Grots are essential to maintaining Ork firepower; without them, even the most enthusiastic gun crews would quickly find themselves out of munitions. Their presence indicates a warband with functioning logistics — crude, brutal, and wildly unsafe, but undeniably effective.
Beyond ammunition duties, Grots serve as the general‑purpose labour force of any Ork encampment, performing every menial task that no self‑respecting Ork would be seen dead doing. These jobs include cleaning workshops, retrieving unstable explosives, testing experimental weapons, carrying messages, digging latrines, and acting as unwilling bait for traps, predators, or enemy fire. Grots are bullied into these roles through constant threats, beatings, and the ever‑present risk of being volunteered for “field testing” by an over‑enthusiastic Mek. Despite their miserable existence, they are indispensable to the functioning of Ork society; without their ceaseless toil, the warband’s machinery, camps, and supply lines would collapse into unusable chaos. Their ubiquity and expendability make them the invisible backbone of Ork operations — a fact the Orks themselves remain blissfully unaware of.
Inquisitorial Closing Note — Clearance Ferrum Only
For the avoidance of further embarrassment, Tempestus personnel are reminded that the operation, identification, or attempted “inspection” of Ork heavy engines—such as Gargants, Stompas, Deff Dreads, Morkanauts, Gorkanauts, or any other ambulatory scrap‑heap the xenos consider a vehicle—is strictly prohibited. These monstrosities are to be left to specialists with the appropriate training, armour, and survival prospects, none of which apply to you. Should such a construct appear within your theatre of operations, you will not approach it, you will not attempt to flank it, and you will certainly not attempt to “disable” it with small‑arms fire. Instead, you will report its presence immediately and retreat to a safe distance, allowing those of higher clearance—and considerably greater value—to address the matter. Your continued enthusiasm is noted; your continued existence is optional.
+++ Incoming Addendum: Orkoid Cultural Analysis Pending +++
With the operational hierarchy of the Greenskin war machine now established, further intelligence will be disseminated regarding the major Ork klanz and their distinct behavioural patterns, battlefield tendencies, and cultural eccentricities. Each klan brings its own brand of mayhem to the wider WAAAGH!, and understanding these crude subcultures is essential for predicting their strategic priorities — or as close to “strategy” as the xenos ever manage. Expect a full breakdown of colours, customs, and characteristic lunacy in the next briefing.
Until The next Hunt!!


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