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Games Workshop Warhammer 40k - Orks Zodgrod Wortsnagga,Black

£9.9£99Clearance
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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. Oh, and in case you were wondering if he’s the only Snakebite Character arriving in the new codex, he’s definitely not. After all, the squig-riding side of the Beast Snaggas can’t just have a few Nobs on Smasha Squigs (which we saw during Warhammer Fest Online) leading them around, can they?

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.

Looking for a game near Grenoble / à la recherche de parties près de Grenoble ?

Of all the Ork klanz, the Snakebites remain closest to the wild, uncivilised state of their Feral Ork ancestors. Although they use and understand technology as well as any other Orks, their natural inclination leads them to shun much that is technologically sophisticated in favour of familiar ways.

Zodgrod Wortsnagga - Zodstrog Wortsnagga 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. 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." Zodgrod is now hired by Ork Warbosses and Warlords who are particularly desperate to make use of his Supa-Runtz in battle. 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). 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. Beast Snagga Boyz can run in units between 10 and 20 strong, which means they play a slightly more specialised role than ordinary Boyz. These fighters may mob together in smaller numbers, but they make up for it in brute hitting power. If your army is Battle-forged, it can take advantage of this updated Snakebites Clan Kultur. Da Old Ways will dial that already ’ard-as-nails Beast Snagga survivability up to 11, while also lending further credibility to that most ancient Orkish adage, ‘squigs iz good for bitin’ fings’. Though, as we’ve already learned, squigs can also do so much more . Zodgrod WortsnaggaSurprisingly, 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. Snakebites are extremely tough, and rely on their innate resilience and the distraction of countless charging Orks, Squigs, and Grots to keep their adversaries from cutting them down with fire as they close to melee. 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. Ironically, the more sophisticated weapons that fall into the hands of the Snakebites usually find their way into the hands of their Grots, as the runts of the klan are left to figure out how they work.

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