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Games Workshop Warhammer 40k - Orks Zodgrod Wortsnagga,Black

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Zodgrod is now hired by Ork Warbosses and Warlords who are particularly desperate to make use of his Supa-Runtz in battle.

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 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. Their Runtherdz work tirelessly to keep these creatures and the klan's Grots in line on the battlefield. In times of war, the Grots are given crude weapons and herded into battle, often manning the batteries of Big Gunz and accompanying the tribe's Weirdboyz.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). Surprisingly, they have proved to be a potent force multiplier on the battlefield for whatever Greenskin force is willing to employ them without first laughing uproariously at the idea.

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. Among their many curious traditions, the one that stands out the most to other Orks and gives the klan their name is the tradition of using live, venomous creatures in their coming of age ritual. One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open). Most Runtherdz also exhibit curiosity, especially for the other sentient races of the galaxy. Where the average Ork Boy only sees a non-Ork as either a challenge or a nuisance to be killed in either case, the Runtherdz sees a non-Ork as a challenge to be mastered. When an Ork mob goes to war, the Runtherdz will claim the surviving enemies as their spoils, and start training them as slaves. A Runtherd sees barriers of language and behaviour as a challenge to his skill for control and command rather than to his authority, and will apply his skills to boosting the production of his hapless charges just as he would with a group of uncooperative Gretchin. Successful Runtherdz can handle Humans, Squats, Tau and most other sentient races of the galaxy (with the exception of Tyranids and Necrons), eventually learning enough of their language, mannerisms and culture to ensure his slaves are always working at peak efficiency.Want to be one of the first to find out when you can get your hands on these new releases? Sign up for our newsletter and get the latest news delivered right to your inbox, all ripe for the reading. 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. We are a small team of Warhammer Enthusiasts and miniature collectors, hoping to support and further promote the hobby. Snakebites prefer muted earth tones for their liveries, with an emphasis on greens and browns with dusty yellow and white highlights. Orks of this klan are covered in swirling red tattoos, like coiled snakes.

If your WARLORD is a WARBOSS, then once per battle, in your Command phase, you can call a Waaagh!. To do so, that WARBOSS must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. If your WARLORD is a SPEEDBOSS, then once per battle, in your Command phase, you can instead call a Speedwaaagh!. To do so, that SPEEDBOSS must be on the battlefield. If your WARLORD is GHAZGHKULL THRAKA, you can instead call a Great Waaagh!. To do so, GHAZGHKULL THRAKA must be on the battlefield or embarked on a TRANSPORT that is on the battlefield. After the expulsion, Zodgrod travelled the galaxy and learned several ancient Orkoid techniques to create enhanced Gretchin who were possessed of more aggression, intelligence and sheer ferocity than any of their counterparts, which he named "Supa-Runtz." 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: 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.

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. Zodgrod started off as a member of the Warboss Ugulhard Duffgrunta's "Chargerz," a tribe of Orks wholly drawn from the Snakebites klan who were normally determined to cling to the Orks' old ways, yet had managed to develop a relatively high level of technology. 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. 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: Zodgrod Wartsnagga is an infamous Ork Runtherd who was perhaps the greatest Runtherd in Ork history before being expelled from the Warboss Ugulhard Duffgruntas' Chargerz, an extremely fundamentalist band of Snakebites who rabidly rejected the use of advanced technology.

Beast Snagga leadership may be a violent and transient experience for most, but Zodgrod Wortsnagga has stood the test of time. The legendary Runtherd is more than just a force multiplier for his Super Runts – although he certainly is that too. Exiled from Ork society for being too nice to his Gretchin charges , there’s a reason he eventually found a home with the Beast Snaggas. After years of collecting, buying and selling, building and painting, we realised that we had amassed a small library of Build Instructions, Assembly Instructions and User Guides for various Games Workshop products. Zodgrod Wortsnagga has always had some funny ideas,* but by far his most outlandish is that the humble, downtrodden grot could be trained and enhanced into a productive member of Ork society. It’s definitely a strange theory, one for which he is mercilessly derided by his fellow greenskins, but perhaps strangest of all is that he’s right. WAAAGH! Hruk (855.M41) - The noted Snakebites Warboss Hruk Teefsplinta enslaved the entire population of his old stomping grounds, the binary system of Corva. Forcing his captives to build him spacecraft with holds cavernous enough to accommodate his beloved mega-menagerie, Hruk set off for the core worlds of the Imperium. He conquered the nine Shrine Worlds of Marlisanct and used the system's Basilica Imperator Majoris as a breeding pen to house his 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. The nearby Orks were highly impressed at how Zodgrod had managed to crunch the Mek down small enough to be launched through his own gun, but not impressed enough to save him from exile along with his surviving grots. Surprisingly, this turned out to be the best thing for the Runtherd, as now he embraces the freebooting lifestyle and sells the services of his powered-up grots to the highest bidder. 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. Covered in Tyranid trophies and using alien claws and talons as weapons, they joined up with other Orks, calling themselves the "Wyrm-Killa" tribe. Having had so much fun hunting the Tyranids in space, the tribe had kept some alive and released them on the first world they came to. Zodgrod went wandering throughout the galaxy, accompanied by his retinue of snotlings and living as a Freebooter on the fringes of Ork society. Somewhere on his travels he unearthed the philosophies of a Runtherd philosopher known only as ' Narflung'. Narflung had performed experiments with Gretchin, training them to become 'Super-Runts'. The techniques in question involved a great deal of bell ringing and the promise of a prime, juicy Squig. In no time at all Zodgrod had created his own Super-Runts, a new breed of Gretchin who outperformed their lesser brethren on the battlefield, displaying increased aggression, cunning, and bravery. [1]

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