Ugbuzz Gitsmasha
Mighty Bad Moon Bigboss



Ugbuzz Gitsmasha 55 points
Bad Moon Bigboss

Krickz & Jinkz 20 points
Gretchin Assitants

Total 75 points

Bad Moon Ork 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.

ProfileM WSBS ST WI ALd
Ugbuzz Gitsmasha 4645524 28
Krickz 4433314 16
Jinkz 4343313 17

Weapons:Ugbuzz - Bolt Pistol
Krickz - Spikez,Autogun, Knife
Jinkz  - Shoota, Frag Grenades

Armour:All - Flak Armour

Wargear: Ugbuzz may be equipped with any additional Wargear from the Armour, Assault, Special, Stikbomz and Transport sections of the Ork Wargear list. Ugbuzz may be equipped with up to two Wargear cards, one of which must be Ugbuzz's Snippaz.

Krickz and Jinkz may be equipped with up to one wargear card each, which must be Krickz's Spikez & Jinkz's Shoota respectively. In addition, their armour may be upgraded to Gretchin 'Eavy Armour (4+ save, -1 I) for +4 points each.

Da Boot: Ugbuzz is renowned for his ability to keep a unit together in the face of horrible losses with his uncanny leadership (not to mention good use of his big boot!). Any Ork or Gretchin mob within 6" of Ugbuzz may immediately retake any failed break or panic test.

Former Runtherd: Early in his life, Ugbuzz trained to become a Runtherd. He possessed the innate knowledge and patience for the job, but his true love was battle, which is more of a rare luxury for Runtherds. However, due to his unusual tolerance for Gretchin, Ugbuzz may join and lead mobs of them as if he were a Runtherd.




Wargear Cards

(And new Wargear Data)


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!

Ugbuzz Gitsmasha Only

Range To Hit Save Armour
ProfileShortLong ShortLongStrDmgMod. Pen.Special
Ugbuzz's SnippazClose Combat Only 9D6-6D20+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.

Krickz Only

Range To Hit Save Armour
ProfileShortLong ShortLongStrDmgMod. Pen.Special
Krickz's SpikezSpecial Rules 51-22D6+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.

Jinkz Only

Range To Hit Save Armour
ProfileShortLong ShortLongStrDmgMod. Pen.Special
Jinkz's Shoota0-88-16-- 41-1D6+4Sustained Fire 1D

Gretchin 'Eavy Armour

Ugbuzz is a Bad Moon Ork, which means he is naturally a rich Ork. Nothing but the best equipment will suit him, and that preference extends to his two little servants. They each own a suit of 'Eavy Armour tailor made for them by Ugbuzz's favorite Mekboy. The suits confer a 4+ saving throw, which is much better than the standard Gretchin Flak Armour. However, the sheer bulk of the Armour is quite enough to weigh down the little Gretchin. Due to this, they wearer of this armour suffers a -1 penalty to their Initiative value.


Return to Warhammer 40,000