
| Ugbuzz Gitsmasha | 55 points |
|---|---|
| Bad Moon Bigboss |
| Krickz & Jinkz | 20 points |
|---|---|
| Gretchin Assitants |
| Total | 75 points |
|---|
Ugbuzz Gitsmasha is a well-known and respected (not to mention feared) Ork Bigboss. He lacks the basic strategic intelligence to lead his own warband as a Warboss, and is instead conent with his position. He is one of Ghazkgull Thrakka's chief Bigboss's, and has been since shortly after the battle for Armegeddon. During that elongated engagement, Ugbuzz lost his left arm to the battle claw of Commissar Yarrick. Ugbuzz was so impressed with the effectiveness of the commisar's enhanced weapon that he had his favorite Mekboy construct a special custom battle claw for his own use.
For a short time early in his life, Ugbuzz toyed with the notion of becoming a Runtherd. He had the leadership qualities and patience to do the job, but he realized that it would mean far less combat, and that was his true love and calling. During his brief stint, however, he came upon two very promising young Gretchin named Krickz and Jinkz, whom he trained as his own personal assistants. Since that time they have fought alongside Ugbuzz in many battles, always living to tell the tale.
You may take Ugbuzz instead of one of your normally allowed Bigboss's. If you choose Ugbuzz, you must also include Krickz and Jinkz as they never leave his side. Ugbuzz may not have any other Gretchin Assistants.
| Profile | M | WS | BS | S | T | W | I | A | Ld |
|---|---|---|---|---|---|---|---|---|---|
| Ugbuzz Gitsmasha | 4 | 6 | 4 | 5 | 5 | 2 | 4 | 2 | 8 |
| Krickz | 4 | 4 | 3 | 3 | 3 | 1 | 4 | 1 | 6 |
| Jinkz | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
| Weapons: | Ugbuzz - Bolt Pistol |
|---|---|
| Krickz - Spikez,Autogun, Knife | |
| Jinkz - Shoota, Frag Grenades |
| Armour: | All - Flak Armour |
|---|

| Ugbuzz's Snippaz | 20 points |
|---|---|
|
Ugbuzz wears a large power claw known as his Snippaz. A good Mekboy friend of his custom constructed this weapon to Ugbuzz's strict specifications. It contains a strengthened power field and features a roaring, motorized chian that Ugbuzz uses to slash and tear his enemies apart. The weapon, as well as it's weilder, cause Fear due to the nasty form and horrible roar of the chain
motor. The weapon has the profile given below. Also built into the Snippaz is a very small force field projekta, which allows Ugbuzz to use the claw as a shield. This grants him a 4+ unmodified save against any shooting hits that originate in his forward 90` fire arc. This save may not be used when Ugbuzz
is in Close Combat as he is far to busy trying to chop his enemy up! | |
| Range | To Hit | Save | Armour | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Profile | Short | Long | Short | Long | Str | Dmg | Mod. | Pen. | Special |
| Ugbuzz's Snippaz | Close Combat Only | 9 | D6 | -6 | D20+D6+9 | Causes Fear, Close Combat | |||
| Krickz's Spikez | 10 points |
|---|---|
|
Krickz is very close-combat oriented. His greatest pleasure is to stand beside his master and bash enemies with the butt of his autogun. Ugbuzz, seeing his little servant's enthusiasm, bought him a shoulder mounted pad of spikes that he can use when he charges enemy troops. Whenever Krickz charges, or when he
himself is charged, he gets a chance to hit the enemy with his spikez. On a roll of 4+, the hit strikes home and the enemy takes damage as described in the profile below. Note that he may only hit one enemy when he charges, but he may attempt to hit any number of enemies who charge him.
| |
| Range | To Hit | Save | Armour | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Profile | Short | Long | Short | Long | Str | Dmg | Mod. | Pen. | Special |
| Krickz's Spikez | Special Rules | 5 | 1 | -2 | 2D6+5 | See Above | |||
| Jinkz's Shoota | 10 points |
|---|---|
|
While Krickz is close-combat minded, Jinkz leans more towards big guns and ranged combat. His master Ugbuzz purchased him a special custom Shoota that was tailored to suit the needs of the small Gretchin. The shoota is prone to minor malfunctions from time to time, and Jinkz often gets frustrated, beating the gun against the ground to try and clear the jam quickly. This is not an altogether reccomended way of clearing jams, and it is not uncommon for Jinkz to clog it further. To represent these facts, any time that you roll a Jam on the sustained fire dice, roll a D6. On a roll of 1 or 2, the jam is cleared instantly and the gun may be fired again next turn. On a 3 or 4 the gun is jammed as usual, Jinkz's frustrated beating does little but scratch the casing of the gun. On a roll of 5 the weapon has been clogged with dirt and is jammed further by the rough treatment. It is jammed for D3 turns. On a roll of 6 Jinkz, in his frustration, bashes the gun too hard and it is damaged. The gun may not be used again for the remainder of the battle.
| |
| Range | To Hit | Save | Armour | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Profile | Short | Long | Short | Long | Str | Dmg | Mod. | Pen. | Special |
| Jinkz's Shoota | 0-8 | 8-16 | - | - | 4 | 1 | -1 | D6+4 | Sustained Fire 1D |