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Madboyz

 

   The Ork techno-gene allows Orks to inherit the knowledge and experience of their forebears and enables them to maintain a high level of technology.  Unfortunately it doesn't always work out.  There are always a few individuals whose genetic influences fail to mesh properly.  The Ork finds his mind full of distractions and contradictions.  Wild ideas about the universe buzz round his brain.  Curious bits of unconnected knowledge keep intruding upon his consciousness.  These disturbed Orks are called Madboyz.

Da Orks:

Warboss
Battle Standard
Bigboss
Freebooter Kaptin
Blood Axe Kommando Kaptin
Drillboss
Nobz
 

Da Boyz:

Da Boyz
Runtherdz
Painboyz
Mekaniaks
Madboyz
Weirdboyz
Weirdboyz Warpheadz
Snakebite Boarboyz
Bloodaxe Kommandos
Stormboyz Korps
Ogryns
Gretchin
Snotling

 

 
While some Madboyz are just plain crazy, others are inspired geniuses whose inventions and ideas are immensely valuable to the Orks.  All Madboyz are unpredictable and somewhat anarchic, so they live together and on the battlefield they fight as a single mob.  Other Orks have the utmost respect for Madboyz, whose crazed notions are seen as a sign of favor from the Ork gods Gork and Mork.
    M WS BS S T W I A Ld

10 pts. per model

Mad Mob

4

3

3

3

4

1

2

1

7

5-30 Madboyz

Flak Armor 6+, Bolt Pistol, axe, Frag Stikkbombz

       

Any Madboy may replace his boltpistol  for a bolter at a cost of 1 point.