Grade 1b — included in Australis 2027

Source: Nemesis Crown Supplement · Setting: Nemesis Crown

Smarter, stronger, more vicious and better equipped than the normal Orc (and that’s saying something about Orcs), Black Orcs are amongst some of the worst foes anyone can face in single combat, and a band of them is certainly something to put the fear into the hearts of men. They do appear more built than born, and it is little wonder that there are many rumours regarding their origins.

Since the Storm of Chaos there are many, many more of these monsters now wandering the Empire, having followed Grimgor Ironhide in his Waaagh! Where once the forces of the Empire could have tracked down warbands in a matter of weeks, now there is no means or enough men to perform such a task and thus the Black Orcs roam freely.

What aims do the Black Orcs have? What is the point of a tornado? It is meaningless to ponder such matters because all the Orcs want is to fight — and that means attacking whoever crosses their path. Whatever they gain from such battling is simply that they get to fight. There is no logic from them nor can any be expected.


Special Rules

Let the goons do the work: Black Orcs rely on themselves to do the killing and do not ride mounts of any kind. Only normal Orcs may ride a boar or other such mount.

Da Boss is Dead!: If the Boss should be killed, a Black Orc will always assume leadership of the warband before any other type, irrespective of relative experience. The replacement will automatically acquire the “Oi Behave!” skill.

Animosity: Orcs and Goblins enjoy nothing more than a good scrap, unfortunately they’re not always very discerning about who they scrap with! At the start of the Orc player’s turn, roll a D6 for each Henchman who is either an Orc or a Goblin. A roll of 1 means that the warrior has taken offence to something one of his mates has done or said. Do not roll for models that are engaged in hand-to-hand combat. To find out just how offended the model is, roll another D6 and consult the following chart:

D6Result
1”I ‘Erd Dat!” The warrior decides that the nearest friendly Orc or Goblin Henchman has insulted his lineage or personal hygiene and must pay the price! If there is a friendly Orc or Goblin Henchman or Hired Sword within charge reach, the offended warrior will immediately charge and fight a round of hand-to-hand combat against the source of his ire. At the end of this round, the models immediately move 1” apart and no longer count as being in close combat. If there are no friendly Henchmen within charge reach and the warrior is armed with a missile weapon, he immediately takes a shot at the nearest friendly Orc or Goblin Henchman. In any case, the warrior in question may take no other action this turn, though he may defend himself if attacked in close combat.
2–5”Wud Yoo Say?” The warrior is fairly certain he heard an offensive sound from the nearest friendly Orc or Goblin, but he’s not quite sure. He spends the turn hurling insults at his mate. He may do nothing else this turn, though he may defend himself if attacked in close combat.
6”I’ll Show Yer!” The warrior imagines that his mates are laughing about him behind his back and calling him silly names. To show them up he decides that he’ll be the first one to the scrap! This model must move as quickly as possible towards the nearest enemy model, charging into combat if possible. This move is in addition to his regular move in the Movement phase, so he may therefore move twice in a single turn if desired. If the extra move takes him within charge reach of an enemy model, the warrior must charge into close combat during his regular movement.

Choice of Warriors

A Black Orc warband must include a minimum of three models. You have 500 Gold Crowns with which you can use to recruit your initial warband. The maximum number of warriors in the warband may never exceed 12.

  • Black Orc Boss: Each Black Orc warband must have one Black Orc Boss.
  • Black Orcs: Your warband may include up to 2 Black Orcs.
  • Young’uns: Your warband can include up to 2 Young’uns.
  • Orc Boys: Any number of models may be Orc Boys.
  • Orc Shootaz: You may only have as many Shootaz as the warband has Boyz.
  • Orc Nuttaz: Your warband may include up to 4 Orc Nuttaz.
  • Troll: You may include a single Troll in the warband.

Heroes

Black Orc Boss

Hero · Leader · 0–1 · 90 gc · Starting XP: 20

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Amongst some of the toughest of the tough, a Black Orc Boss has fought in numerous battles and proven to the gods just how truly powerful they can become. Taking a warband is the start of their ambitions — they will seek victories to meld the Boyz into larger and larger warbands until they have a Horde at their beck and call.

Weapons/Armour: A Black Orc Boss may be equipped with weapons and armour chosen from the Black Orc list.

Special Rules

Leader: Any warrior within 6” of the Boss may use his Leadership characteristic when taking Leadership tests.

Black Orc: Model starts with a natural 6+ Armour Black Orc Save. This save may be combined with other equipment to improve it.

Oi Behave!: If any Henchman fails his Animosity test within 6” of the Boss, the player may opt to have the Boss stamp his authority (and clenched fist) on the situation. The misbehaving Henchman will receive an automatic hit at the strength of the Orc player’s choosing. If the Henchman is still on his feet after his slap, he may add a number equal to the strength of the slap to his subsequent roll to determine the effects of Animosity.


Black Orcs

Hero · 0–2 · 60 gc · Starting XP: 8

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In it for the mayhem, maybe even some loyalty to the Boss of the warband, these Black Orcs lead the charge at every turn, knowing that killing is only at arm’s reach at all times — and they don’t care what the target is, some Imperial peasant, herd of Beastmen or even the Boyz in the warband. The Black Orcs just don’t care.

Weapons/Armour: Black Orcs may be equipped with weapons and armour chosen from the Black Orc list.

Special Rules

Black Orc: Model starts with a natural 6+ Armour Black Orc Save. This save may be combined with other equipment to improve it.


Young’uns

Hero · 0–2 · 25 gc · Starting XP: 0

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Keen, eager and, above all, green recruits to any warband, these lads haven’t seen anywhere near as much action as the others in the warband and they’re plenty keen to get in there and do some damage. Of course, one day they know it’ll be their warband.

Weapons/Armour: Young’uns may be equipped with weapons and armour taken from the Henchmen Equipment List.

Special Rules

Black Orc Blood: One Young’un may be upgraded to a Black Orc Young’un for 10 gc. This upgrade allows him to take the ‘Proven Warrior’ skill upgrade, thus making him a fully-fledged Black Orc Warrior.


Henchmen

(Bought in groups of 1–5)

Orc Boyz

Henchman · any number · 25 gc

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No warband would be complete without the warm bodies to make up the numbers, and thus the Boyz are essential — purely because the Black Orcs need someone to kick around when they can’t find anything else to do it to.

Weapons/Armour: Boyz may be equipped with weapons and armour chosen from the Henchman equipment list.

Special Rules

Animosity: At the start of every turn, every Orc Boy must take a test for Animosity.


Orc Shootaz

Henchman · limited to no more than the number of Boyz · 25 gc

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Not all Orcs enjoy getting into a fight straight away. Some are hunters, tracking prey and shooting it down from a distance; others recognise that sometimes you need to soften up a really tough foe from a distance before moving in to finish them off. This is the closest Orcs come to outright cowardice.

Weapons/Armour: Shootaz may be equipped with weapons and armour chosen from the Henchman equipment list.

Special Rules

Animosity: At the start of every turn, every Shoota must take a test for Animosity.

Uncommon: A warband may not hire more Shootaz than they have Boyz. If a Boy dies and the Shootaz outnumber the Boyz, the next hire must be a Boy so that the balance is restored.


Orc Nuttaz

Henchman · 0–4 · 40 gc

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These are Orcs who have been left a little bit… unstable by the Storm of Chaos. They ain’t right in the head, even by Orc standards. Eventually they’ll kill themselves, but only after they’ve killed everyone else.

Weapons/Armour: Nuttaz may be equipped with weapons and armour chosen from the Henchman equipment list.

Special Rules

Unstable: These Orcs do not suffer from Animosity, but instead have a host of their own issues to deal with.

Crazy: Nuttaz always pass any Leadership-based Tests they have to take. A side effect of this is that their minds are too far-gone and they may never learn Academic Skills should they become a Hero on an Advance Roll.

Savage: Nuttaz must always run or charge their maximum distance towards the nearest opponent they can see. Friendly models do not block line of sight. They also fight with an extra attack whilst in combat (not on profile; does not count towards racial maximum). They can never use any form of armour or ranged weapons. Nuttaz are also too unstable for other Boyz and can never have the Leader ability or use their Ld stat for rout tests, excepting them as being the only models left on the board. If no enemy is visible they are moved under the player’s control.


Troll

Henchman · 0–1 · 200 gc

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Trolls are not intelligent enough to recognise the value of gold, but large amounts of food can often instil a certain loyalty in them. Black Orc Bosses like having Trolls in their bands because it’s good to have someone who’ll follow any order, no matter how stupid or suicidal.

Weapons/Armour: Trolls do not require weapons to fight but often carry a big club. In any event, Trolls can never be given weapons or armour.

Special Rules

Fear: Trolls are frightening monsters which cause fear.

Stupidity: A Troll is subject to the rules for stupidity.

Regeneration: Whenever an enemy successfully inflicts a wound on a Troll, roll a D6 — on a 4 or more the wound is ignored and the Troll is unhurt. Trolls may not regenerate wounds caused by fire or fire-based magic. Trolls never roll for Injury after a battle, unless they were taken Out of Action by a Flaming weapon or spell.

Dumb Monster: A Troll is far too stupid to ever learn any new skills. Trolls do not gain experience.

Always Hungry: A Troll requires an upkeep cost of 20 gold crowns after every game. If a warband lacks the gold to pay the upkeep, the Boss has the option to let him count as 2 members, letting the Troll cost only 5 crowns — but this effectively drops the maximum warband size down to 11 models.

Vomit Attack: Instead of his normal attacks, a Troll can regurgitate his highly corrosive digestive juices on a hand-to-hand combat opponent. This is a single attack that automatically hits with a Strength of 5 and ignores armour saves.

Large Target: Trolls are Large Targets as defined in the shooting rules.


Equipment Lists

Black Orc List

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Axe5 gc
Sword10 gc
Choppa (counts as a Morning Star)10 gc
Spear10 gc
Double-handed weapon15 gc

Missile Weapons

ItemCost
Bow10 gc
Crossbow25 gc

Armour

ItemCost
Buckler5 gc
Shield5 gc
Helmet10 gc
Light armour20 gc
Heavy armour50 gc

Henchmen List

* Boyz and Nuttaz only. ** Shootaz only.

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Axe5 gc
Sword10 gc
Choppa (counts as a Morning Star)10 gc
Spear10 gc
Double-handed weapon*15 gc

Missile Weapons

ItemCost
Bow10 gc
Crossbow**25 gc

Armour

ItemCost
Shield5 gc
Helmet10 gc
Light armour20 gc

Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Black Orc Boss
Black Orc
Young’uns

Black Orc Special Skills

Proven Warrior

This young warrior has proven himself worthy of his Black Orc heritage. This skill may only be taken by a Young’un with the Black Orc Blood ability and 25 experience. Once he gains this skill, the model is now considered a full Black Orc Warrior (yet still retains the title of Young’un). He follows all the rules for Black Orcs and uses their equipment list and has access to the same skill lists as a Black Orc.

‘Ard ‘Ead

The warrior has a thick skull even for an Orc. He has a special 3+ save on a D6 to avoid being stunned. If the save is made, treat a stunned result as knocked down instead. If the Orc also wears a helmet, this save is 2+ instead of 3+ (this takes the place of the normal helmet special rule).

Waaagh!

Orcs are aggressive creatures and some are experts at bulldozing charges. The warrior may add +D3” to his charge range.

‘Ere We Go!

Orcs often charge even the most fearsome opponents. The model may ignore fear tests when charging.

Da Cunnin’ Plan

Only the Boss may have this skill. The warband may re-roll any failed Rout tests as long as the Boss is not out of action.

‘Eadbasher

Orcs have massive physical strength and some of them even learn to aim their blows at the heads of their opponents. Any knocked down results which the Orc causes in hand-to-hand count as stunned results instead.