In addition to items described in Codex Orks, the Feral Orks have some unique items of their own, which function as follows. Bangstikk: Bangstikks are long poles with explosives strapped to the end. Used exclusively while mounted on a boar, they are not the most precise of weapons as they are woefully unbalanced. The bangstikk is used just like a krak grenade to attack vehicles and bunkers. However bangstikks double the D6 roll for penetrating armour, giving them an Armour Penetration of 6+(D6x2). Boar: Rider counts as cavalry - see page 93 of the Warhammer 40,000 rulebook. Cyboar: The rider counts as cavalry - see page 93 of the Warhammer 40,000 rulebook. A Cyboar is extremely tough, reinforced with steel plates and bionic limbs, has its tusks replaced by blades and has an injection device which pumps it full of stimulants. Because of the toughness of the Cyboar and its value as cover, the rider counts as being in 'eavy armour and gets a 4+ armour save. The bionic augmentation makes the Cyboar a potent additional weapon granting the rider an additional close combat attack. During assaults and sweeping advances, models mounted on a Cyboar that pass through difficult terrain are killed on 1-3, as the Cyboar has a tendency to butt rocks and trees. Super Cyboar: A Warboss can instruct a particularly skilled Pigdok to upgrade his Cyboar into a monstrous combination of beast and machine. A Super Cyboar follows the same rules as a Cyboar, but it gives the Warboss a 3+ save due to the massive amount of metal and armour plate. In addition, the Cyboar is fitted with what is commonly known as Da Big Red Knob. This is essentially an injector system which pumps stimms into the Boar's system causing it to hurtle forward at an alarming rate. The Warboss will have the system linked up with all other Cyboars in his unit, so that when he presses the knob all the models in the unit advance with him. This allows the Cyboar riders to use the Fleet of Foot rules, advancing D6" instead of shooting during each Shooting phase. flash Furs, Skull Trophies, Toof Necklace: Huntas who have managed to stalk and kill particularly powerful or dangerous prey will wear its pelt, or take its skull as a badge of honour. These count as two models when calculating mob size for Mob Size tests only. Grot Styboy: A Grot Styboy is adept at tending to Boars and Cyboars and can provide valuable assistance for a Pigdok. When a Pigdok attempts to dope a unit he may add 1 to his dice roll for each Styboy assisting him. Shiny Bitz: Feral Orks are superstitious in the extreme and will sometimes get the idea that an otherwise useless object is really a powerful talisman. An Ork with shiny bitz may re-roll one failed Armour save once in the game. Warpaint: Feral Ores often daub themselves in dyes and paints that the Wyrdboy has prepared in the hope that some of his latent psychic powers are absorbed in the mix. A model protected by warpaint is not affected by psychic powers on a 06 roll of 6+. The power still works, but any character that makes his save will be unaffected. Wyrdboy Stikk: Wyrdboyz frequently carry copper staves to give themselves some protection against 'Eadbangs. When a Wyrdboy with a Wyrdboy Stikk suffers an 'Eadbang he may re-roll the Strength of the attack. |