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Table of Contents

Front Cover
Opening Salvo
New Releases
Jeremy Vetork
Waaagh! Da Orks
Sprooz 'n' Gloo
Big Meks Notes
Da Roolz
The End

31st May 2014

Editor: Jes Bickham
Assistant Editor: Matt Keefe
Senior Staff Writer: Adam Troke
Staff Writer: Daniel Harden
Production Lead: Rebecca Ferguson
Digital Editor: Melissa Roberts

Lead Designer: Matthew Hutson
Designer: Kristian Shield
Designer: Ben Humber
Photo Editor: Glenn More
Photographer: Erik Niemz
Photographer: Martyn Lyon
Distribution Lead: Andy Keddie
Publisher: Paul Lyons

Readers! I dont have long theyre here and breaching the office security measures. I
really hope you enjoy the issue, but be careful, its full of bloodthirsty warriors from
WAAAGH! Dats better. Bicksys takin a little nap by virtoo of a joodishus crump to the
ead, while me an da boyz take over da pages of White Dwarf to show yoo some well
cool new Orky bitz. Check out da Gorkanaut! Its ruddy brilliant. Eh? Wots dat,
Deffsnorta? Bicksys wakin back up? Lets see about dat, den
Emperor protect me Ive only got a minute before the Orks notice me again. Run for
your lives, readers! They live for nothing but war and bloodshed and theyre even
turning the red bits of the magazine green. Save yourselves and Ill see you next week. I

Jes Bickham - White Dwarf Editor

When the Orks go to war, it is invariably in the shadow of the Gorkanaut, an

armour-clad killing machine emblematic of the Orks and their gods. Big,
loud and horrifically destructive, the Gorkanaut is brutality personified.

As the Orks muster for conflict, their overriding lust for battle becomes a divine
fervour which finds expression in the construction of the Gorkanaut. This titanic
armoured war machine is nothing less than a tribute to and imitation of mighty Gork,
one of the Orks two all-powerful gods. To call the Gorkanaut a mere effigy, however, is
to overlook the fact that it is a truly terrifying engine of destruction, festooned with
highly-destructive weapons and all but impervious to the most powerful enemy
munitions. No self-respecting Ork Warboss would go into battle without one or,
indeed, outside one, as the Gorkanaut also serves as an impregnable battlefield
This is represented on the imposing new Gorkanaut model a plastic kit which stands
as high as a Riptide, but is considerably bulkier in its cavernous belly, which swings
open on two mighty hinged doors to reveal space for an Ork hero and his retinue to
travel in (relative) comfort. An Ork crewman, meanwhile, mans the 18-barrelled
deffstorm mega-shoota that takes the place of the Gorkanauts left arm, while two
twin-linked big shootas are bolted above the mighty Klaw of Gork (or possibly Mork)
on the other side of the monstrosity. A belly-mounted skorcha and a brace of rokkit
launchas round off the Gorkanauts fearsome armoury, and elsewhere on the kits
sprues youll find a pair of different faceplates, an array of extra klaws, horns, crewman
heads and Ork glyphs, and posable legs. If youre thinking of starting a Waaagh!,
theres no better place to begin than here. JB

Above - There are a number of fittings that can take the Gorkanauts weapons arrays.
Here you can see the big shootas bolted to the Klaw of Gork; you can also fix them to
the shoulders or to the side of the deffstorm mega-shoota. The same goes for the rokkit
launchas. The klaw of Gork itself can be assembled so that it moves and is posable.

Above - The armoured front of the Gorkanaut houses the transport area, which can
accommodate six Orks. The horns you see at the top and the bottom of the doors come
with a flat base and can be attached anywhere you like on the model. Likewise, a
number of Ork glyphs including the ears on either side of the doors can be glued
anywhere youve got space, so you can truly customise the look of your giant killing

Meks are the mad inventors behind the Ork war effort. They are ceaseless in
their creation of new and interesting ways of killing things, be it from afar
or up close. The Morkanaut is the ultimate expression of their kunnin.

As any right-thinking Ork knows, the Ork gods Gork and Mork are fundamentally
different deities. Gork is brutal but kunnin, while Mork, of course, is kunnin but
brutual. As such, the Ork Meks possessed, as they are, of an abundance of Orky
Know-wots tend to venerate Mork slightly more than Gork. Hence the creation of the
Morkanaut, as much a destructive war-effigy as the Gorkanaut, but one also brimming
with sparking energy weapons and mysterious Mek glowy gubbins.
An alternative war machine made from the Gorkanaut kit, the Morkanaut trades the
deffstorm mega-shoota for a kustom mega-cannon, the skorcha for a kustom megablasta, and it can also mount a kustom force field the quintessential example of the
Meks innate ability to create advanced technologies in the service of warfare. Like the
Gorkanaut, the Morkanaut also sports transport capacity in its belly area, the doors
adorned with a giant Ork glyph in the image of Mork (or possibly Gork). Of course, to
truly Morkify your Morkanaut youll want to attach the telescopic eye component (all
the better to see the enemies you want to zap to death). Perhaps even better than that,
if you reverse the Morkanaut head youll find a fitting and a component to create a face
with a metal-meshed lamp as a single, cyclopean eye the perfect embodiment of the
all-seeing gaze of Mork. Mek Boyz everywhere should rejoice; with a Morkanaut in
your ranks no-one will be able to withstand the relentless march of your destructive
Know-wots. JB

Above - Where the Gorkanaut sports a deffstorm mega-shoota, the Morkanaut hosts
the more kunnin kustom mega-kannon, a highly destructive marvel of Orky Knowwots. On the blind side of the gun is an ammo feed that runs through an aperture into
the body of the Morkanaut; you can build the Gorkanaut so that the arm remains
posable, and kunnin design by sculptor Colin Grayson means that the ammo feed will
move with the weapon arm if you do so.

Above, Left - Connector dots allow you to build the Morkanauts legs at a pre-posed
angle, but snip these off and you can pose them as you wish. There are also plenty of
spare klaws as seen here on the foot of the Morkanaut to put where you wish.
Above, Right - Dont like the rokkit launchas mounted on the back of the Morkanaut?
Then pop them on the klaw of Gork instead. Theres a huge amount of
interchangeability on the Gorkanaut/Morkanaut kit.

Above, Left - Cables route energy to the kunnin bits of the Morkanauts weapon
systems and its kustom force field.
Above, Right - The klaw of Gorks connector lugs can be snipped away so you can
mount it on either the left of the right side of the Morkanaut (or Gorkanaut). Note the
frayed cable Ork Meks are obviously not too worried about exposed wiring.

As the Emperors Praetorian prepares for the defence of Terra, the

Retribution Fleet finds its mark.

In the wake of the betrayal at Isstvan III and V, an Imperial Fists Retribution Fleet is
despatched to bring justice to the traitors. This novella focuses both on the fleet
commanded by Imperial Fists veteran Alexis Polux, and also the ongoing effort to
fortify the Emperors palace into the galaxys mightiest stronghold.
First published within the Shadows of Treachery omnibus, The Crimson Fist gives an
exceptional insight into the nature and character of Rogal Dorn, one of the Primarchs I
find most fascinating. If for nothing else than Frenchs sensational rendering of the
principle characters, this book is worth the price of admission but theres also the
matter of an epic space battle, which should not be missed. AT

A new spray for the age of the Ork. Basecoat your Boyz ready for their latest

Equally suited to basecoating metal, leather, khaki and, of course, green skin,
Mournfang Brown is the ideal basecoat for Orks (and Beastmen and Skaven), now
available in this handy spray. JB

Also available this week from Games Workshop Digital is a comprehensive guide to
painting the new Morkanaut in the colours of the Bad Moons clan. How to Paint
Citadel Miniatures: Morkanauts is available from the iBooks store for Apple computers
and iPad.

The latest issue of Warhammer: Visions takes a look at the Wood Elves in all
their ferocious glory its a photographic showcase of unparalleled
proportions. Youll also find a wealth of other hobby wonders to gorge your
eyes on.

Issue five also takes a deep look at Jamie Forsters amazing Ogre Kingdoms collection
in Army of the Month, which is followed by 50 belief-beggaring pages of German
Golden Demon entries. We also celebrate the release of the new edition of
Warhammer 40,000 with a selection of far-future forces from a gang of talented
hobbyists dont miss our very own Mel Robertss glorious Chaos Daemons
battlehost. (The Plague Drones, in particular, are truly beautiful and revolting at the
same time.)

Theres also Armies on Parade and a truly inspiring Helbrute Kit Bash, sporting no less
than seven blood-crazed killing machines lovingly converted by members of Games
Workshops Miniatures department. Thrilling stuff. JB

This month, longtime grudge-holder Jeremy Vetock espouses the joys of a

good hobby rivalry and talks about how grudges can spur new hobby

Whether you are talking about getting together for a big game, building up your
miniature collection, making a new tabletop battlefield, or painting a new regiment for
your armies, setting some realistic goals and achievable deadlines will help make it
happen. Thats all common sense organisational stuff and, frankly, thats not really my
strong suit. There is, however, another method that I have found to be even more
effective in helping me get stuff done. Im talking about grudges and a strong rivalry.
When speaking of grudges here Im not on another Dwarf kick (well, okay, I am, but
this article isnt about that). I am also not speaking about jealously resenting those
more skilled or talented. What Im talking about is developing some full hobby rivalries
and cultivating your very own hobby nemesis.
How will a rivalry help? As any sports fan knows, there are regular games and then
there are derby matches. These are marquee games between especially known
opponents with a history of rivalry. In these contests, victory is sweeter and defeat
more agonising. In the world of comic books, these classic match-ups are against archvillains. A hero beating on humdrum bad guys is hardly memorable, but its always a
slugfest to remember when that same hero squares off against his true nemesis.

As the story goes, when Rome defeated Carthage they sowed salt upon its ruins.
Historians amongst you can debate whether or not this actually happened, but thats
not my point. Im more interested in the kind of vendetta it takes to inspire such a
gesture. Only a true grudge match could evoke that kind of passion!
Losing a close-fought game against a great opponent makes me want to play again. If
that opponent is one of my long-standing rivals, this urge is magnified to a powerful
degree. Such match-ups make me want to tinker with my army list, add new units and
so on. For me, it ramps up the hobby to a joyfully obsessive pitch, so that I find myself
rehashing troop choices or mulling new deployment ideas while I should be doing
something else.
Nothing whets my competitive appetite for destruction like facing a great rival. Im not
knocking playing pick-up games or a swiss-system that assigns opponents in a
tournament. Ive had many enjoyable battles using such methods. However, no matter
how many onlookers are watching, no matter how impressive the winners trophy
might be, I find those experiences still cant hold a candle to the intensity of playing
against your best frienemy! If you have a great gaming rivalry, you know what Im
talking about.
The best rivalries Ive ever had established a sort of back-and-forth mentality. What I
mean is that for a period I might hold the upper hand, but that was overcome and then
my foe seemed to have all the advantages. This see-sawing propels both sides into a
frenzy. And the long history might drive you, but youre only as good as your last battle.
Of course, this isnt all just about gaming. I was talking about hobby rivalries, and to
my mind gaming is only a part of that. To me, a true hobby rivalry is more than just
who wins a game. That doesnt mean Im one who gets competitive about painted
models. As a hobbyist, I enjoy seeing award-winning models, but deep down I find my
time painting models is its own reward its something I like to do. However, I would
be lying if I said that a rival turning up with newly-painted models didnt act as a
thrown gauntlet. When theyre especially well painted or lovingly converted it acts as a
goad as subtle as a Runtherds shock-prod. Some of my rivals have been better painters
than I, some have not, but all have inspired me to push myself in terms of quality and
And it isnt just painting, either. Gaming terrain is its own category for me. My
constant battlecry is great terrain sets the scene for a great battle. I take pride in
putting on a game i.e., hosting a battle at my house. Whether it is a straight meeting
engagement, or one of my favoured invent-your-own-scenario-and-house-rules
contraptions, I want the tabletop battlefield to be evocative, a slice of grim darkness
made real, the underground caverns of a fallen Dwarf realm, or a recognisable part of
Competition is a little bit more abstract when it comes to aesthetics after all, it is
much easier to fixate on who won the battle than it is to decide who came up with the
more evocative scenario. But here is my thing with competition my enjoyment isnt
necessarily tied to winning and losing to me it is more in the striving, in the

competition itself. It is the hobby gaming, painting, terrain-making, and army

building that I enjoy. It is an excuse to hang out with my friends (and to bring down
thunder upon them!). My best efforts at all the different aspects of the hobby have
always come when I am engaged with rivals capable of inspiring me to yet greater acts.
It takes a lot of things to make a great rivalry: history, a balance of talents, proximity
and regularity of meeting, and, most of all, a shared passion. The right mix of armies
helps too when playing with my Dwarf army, it is much easier to build a good grudge
against someone who plays Orcs and Goblins, Skaven, Chaos or even High Elves than it
is if they play Empire or Lizardmen, for instance. Yeah, the Ultramarines have fought
against the Tau Empire, but thats hardly as juicy as when they go head-to-head against
the Word Bearers or Alpha Legion. In the past, my rivals and I have even started new
armies, deliberately picking forces that opposed each other in the background so that
we could continue our own feud.
The sad thing is that rivalries can sometimes fade. Ive had friends move away or enter
phases of their lives when hobby time must take a backseat it happens to all of us. It
takes time for a new nemesis to arise, a cycle that often begins with finding new
gaming clubs or fighting a slew of pick-up games. And who knows, while you await a
new enemy worthy of your greatest ire, an old foe may rise from the ashes to rekindle
unfinished business.
Your perfect foe is out there. If you havent found him yet, keeping searching. If you do
have some great hobby grudges going, appreciate them. Use that competition to stoke
your hobby flames. And as a grudge-filled old Dwarf warlord would say: drop the
hammer on them a few times for me.
Jeremy is a long-time hobbyist and author of many army books, including
Warhammer: Dwarfs. His column appears monthly in White Dwarf.

The Orks are a race of brutal and barbaric aliens that infest the length and
breadth of the galaxy. Every aspect of their culture is based around an
intense love of war, explosions and raucous noise. Adam investigates the
Green Menace and speaks to some Ork experts.

From the earliest days of galactic exploration, Mankind has been forced to contend
with countless alien races for dominance of the stars. Of all these, the most persistent
and relentlessly aggressive are the Orks, and ever has it been so. From the first settlers
who claimed distant worlds long before the Imperium was imagined, to the majestic
force of the Legiones Astartes during the Great Crusade and the unending might of the
Astra Militarum in the closing years of the 41st Millennium, all have struggled against
the Greenskin menace. The reason for this constant struggle is as simple as it is

terrifying: the Orks live for only one thing, and that thing is fighting.
The Orks exist entirely for the sole purpose of waging war, says Phil Kelly, one of the
background writers from the Design Studio. Every aspect of their society and culture
is geared towards constant warfare. Its not an exaggeration to say that they enjoy
violence in all its forms. They have an actual physical and emotional need to wage war,
whether thats clubbing another Ork to death over a petty rivalry or detonating a forge
world, they just enjoy a good scrap and its no more complicated than that. The only
real limitation to this is that Orks would rather fight someone thats not an Ork, if
theres anyone available (but theyre not above pummelling each other if theres
nobody else to hand). Thankfully for them, in a galaxy dominated by the Imperium of
Man and populated by Eldar, Tau and more, theres no shortage of opponents. This
reliance on violence has created, or is perhaps created by, an intense might makes
right mentality.
It feeds into why they are so dangerous. They have a completely functional society,
despite being so obviously dysfunctional, says Andy Clark, Phils colleague and all
round Ork-obssessive. The biggest and strongest Ork is in charge, and all the other
Orks accept that the biggest and strongest is the boss, and thats fine, because thats
simply how it all works, and if you disagree, hell smash your teef out. If you get bigger
and stronger than him, and duff him over, you can be in charge instead. Might makes
right, and that is the only rule they have. They havent got time for a more complex
philosophy, because in their eyes any other way of organising themselves simply
doesnt make sense. Nobody in their right mind would ever listen to someone weaker
than they are.
Theres no such thing as less is more in Ork kultur, Phil adds. To an Ork, more is
more, and they are okay with that. Its an equation that gives the Orkish race a strong
foundation; it gives rise to that basic fundamental truth about the Orks.
The Orks have been around since long before the Imperium, and over the millennia
we have seen how, when the galaxy becomes more and more turbulent, the amount of
Waaagh! energy in the galaxy increases. As the 41st Millennium gives way to the Time
of Ending, this is more pronounced than ever, says Andy. This isnt in any
measurable way, strictly speaking, but you can see it played out by the rise in the
number of Waaaghs! springing up. The Orks take this as a very good sign indeed its
one step closer to the legendary Great Waaagh!
Andy Clark is one of the Studios resident Ork experts. His desk groans under the
weight of his growing Death Skulls clan.
For the Imperium its a terrible nuisance. The Traitor Legions have erupted out of the
Eye of Terror, ready to storm Terra like a dagger to the heart of the Imperium, the Hive
Fleets are rapaciously consuming swathes of the eastern and southern fringe and the
Necrons are waking up. The last thing the Imperium needs, or can cope with, is the
Orks rising up to create the greatest Ork empire ever.
If all Orks were just brutes, they wouldnt be as much of a problem, Andy continues,

but within the Ork race is encoded information that manifests in the Oddboyz. These
are Orks who innately know how to do things that baffle the scientists and engineers of
other races, which explains how far spread and effective they are. Meks have the
capacity to take random mechanical items, scrap in anyone elses eyes, and fashion
technological wonders. Take the tellyporta, for instance. They can make something that
could allow safe transport from world to world, solving world hunger in a stroke but
they use it to hoover up Snotlings and tellyport them into the enemy with explosive
and gory results. Painboyz arent much better. These Ork doctors can (through a
combination of Ork physiology and weird Ork science) repair boys that have been badly
wounded, including reattaching severed heads to bodies long after the battle is over
(and often to different bodies). With the Oddboyz you can count on two things: that
their labours are incredibly effective, and that they are all directed specifically towards
improving the Orks chance of winning a fight.
Just because Orks have instinctive knowledge, doesnt necessarily mean they
understand it, Andy adds. Whereas those from other races have mastered things
through study or ritual, the Orks know how to do it, so theyll just have a go. Theres a
strong trial and error element to the way Orks create their weapons or master tactics.
Mortality is a very transient concept for them, and they dont really mind if the ideas go
wrong if a new gun blows up your mates, try it again after making a few tweaks.
Orks are incredibly rugged and survivable, they actually thrive on war rather than
getting worn down or tired by it, says Phil. They dont really mind if you kill them, its
all part of the excitement, but the longer they survive the more of them will gather and
the more powerful they become. They are genetically coded to be dead ard, and to take
absolute joy in what they do.
The joyous way the Orks charge into battle so willingly gives you a great experience on
the tabletop as you play games with them, says Phil, likening their background to the
Warhammer 40,000 game. Its not an army that invites you to be cautious or coy as
you play your games. You can be really gung-ho with Orks and not worry about the
consequences. If they all get shot to death, thats okay, theyre just Orks after all.
Theres a great Ork expression that covers this: Orkses never loses a battle. If we win
we win, if we die we die fightin so it dont count. If we runs for it we dont die neither,
cos we can come back for annuver go, see! AT


The concept of prayer and worship to an Ork is a complete waste of time that would be
better spent hitting things. Instead, every Ork has an innate understanding of their
patron deities, Gork and Mork. Unlike other races, who see their gods as beings to be
appeased or feared, the Orks simply aspire to be more like theirs. As far as the Orks are
concerned, Gork and Mork are happily fighting in the Warp, with Gork smashing skulls
with his mighty club and Mork administering low blows whenever the chance arrives.
Because Orks place no value in art, no accurate representations exist as to what this
belligerent pair look like, save only in the design of Gargants, Stompas and Gorkanauts

(and Morkanauts). These all feature the same brutal (or kunnin) head on a barrelbellied body, and are considered enough of a likeness that the Orks get excited
whenever they are near.


Orks live only for the joy of battle, the clattering roar of shootas and the thrill of racing
around in (or on) something tremendously fast. All three of these things can be found
in a Waaagh!, which can be considered to be the Ork equivalent of an extensive
military campaign, a holy crusade and the best adventure with your mates ever.
A Waaagh! occurs when an Ork Warboss of sufficient magnitude accrues enough
victories, and unleashes enough carnage, that the shared psychic energy latent in all
Greenskins begins to build up. Orks flock to this rising power from surrounding areas,
drawn both by tales of great fights and an indescribable urge to join the Waaagh!
Initially this gathering of strength takes place locally, but as the waxing power of the
Warboss spreads, Orks will flock to join from the same system and eventually entire
segmentums. The more Orks that join, the greater the influence and bigger the
Once this simmering Ork force reaches a critical mass it will unleash itself upon a
target chosen by the Warboss, perhaps a world renowned for the hardiness of its

warriors, or the technology that can be scavenged from it. Thus, a well-defended world
is as much of a lure as a weak one the bigger the win, the more the Warboss can
boast to his Nobs. From the perspective of their enemies, Waaaghs! pose a serious
problem: if they arent nipped in the bud before they gain momentum then they can
grow like wildfire, but any attempt to put them down is likely to result in delighting
them with exactly the sort of fight they are looking for. What Ork wouldnt be pleased
to find the fight coming to him for a change? As a result, the only reliable way to quell
a Waaagh! is to smash it with such overwhelming force that it is utterly eradicated, or
deploy an assassin of some kind. Sadly, history has shown many times over the
millennia that both of these methods are fraught with problems.
The most famous Waaagh! in recent years is the mighty crusade led by Ghazghkull
Thraka. The self-proclaimed prophet of Gork and Mork, Ghazghkull has razed worlds
and ground down the best the Imperium has to offer. Some say, however, that it has
all been a prelude for something even more dreadful.

Ork kultur is easily explained with two basic organisational structures, the tribe and
the clan. A tribe is basically all the Orks that are in one place, and are cooperating
under the leadership of an overall boss, typically the Warboss. Within a tribe, however,
there are several distinct groups, which is the second organisational structure: the
The Ork clans are social groups that have the same ideological outlook on life, amongst
them the Goffs, Bad Moons, Evil Sunz, Death Skulls, Snakebites and Blood Axes.
Membership of a clan gives an Ork an understanding of his identity Blood Axes are
obsessed with tactics and military thinking, and often ape the camouflage and methods
of other races. The Death Skulls are notorious scavengers, and steal anything that
appeals to them, even from other Orks. Clans will often squabble with each other, but
join forces for a big fight.
Each Ork clan believes that it is the best, and there are often scuffles and skirmishes to
prove dominance, especially in the early stages of a Waaagh! Although it is by no
means always the case, the Goffs tend to rise to the top in terms of leadership. Goffs
are utterly single-minded when it comes to fighting, and so the distractions of other
clans (stealing things, marching around, riding Squigs) dont get in their way. As a
result of this, they tend to have a higher proportion of Nobs than other Orks, and they
arent afraid to lord it over the others with impressive displays of violence.
we to judge them? We Eldar who have failed, or the Humans, on the road
that an Ork wouldnt even bother to ask! We see a culture that is strong
and despise it as crude.

Uthan the Perverse, Eldar Philosopher

In the new edition of Warhammer 40,000, objective markers are more

important than ever. Adam discusses how you can build great objectives for
your armies using spares from within your collection.

Theres nothing more exciting in a game of Warhammer 40,000 than marching ranks
of brave soldiers into the crucible of battle to claim a critical objective, braving a storm
of hot lead or a whirlwind of blades to secure victory. What can make that scene even
more exciting is when the objectives in question match the look and feel of the
Warhammer 40,000 universe its far more compelling to fight to recover a wounded
comrade, a critical piece of intelligence or a powerful relic than a scrap of paper with a
number written on it, or even a dice Blu-Tacked to a spare base (both of which Ive
witnessed over the years). Thankfully, with a little bit of effort, some ingenuity and the

spares from your miniatures collection, you can have a fantastic set of objectives for
your army to battle over in next to no time.
Almost all Citadel miniatures now come as plastic kits, and the overwhelming majority
of them come with a host of spare bits and bobs. Only a madman would throw these
wonderfully useful spares away instead snip them all from their frames with your
Fine Detail Cutters so they take up less room and store them in a box or zip-lock bag.
You can then use these as spares whenever you need them and youre certainly going
to need objective markers in the near future for Warhammer 40,000.
Many of the best ideas for this sort of thing are very simple, and only take a few
minutes to make, and then a few hours to paint. Others will be far more involved. The
important thing is that you enjoy building and painting them, and they enrich your
gaming experience the time you put in will feel well worthwhile if the image of your
Guardsmen battling to claim an ammunition stockpile enhances your game. Whether
its Chaos Space Marines securing a ritual site, Tau taking control of a downed spy
drone or Necrons laying claim to an arcane power node, it can dramatically enhance
your game. AT


To the left you can see a number of different examples of objective markers, from the
incredibly simple to the dazzlingly complex.

(Above) These objective markers are simply spare Citadel bases with transfers from my
army on the top. They have a clear graphic quality.

Again very simple, these markers are all spare vox skulls from the Imperial Bastion kit,
with numerals painted on the skulls.

My Tyranid army has objectives made from the infestation markers taken from the
Genestealer kit and glued to bases.

There are loads of spare guns and bits of ammo on kits. These can be combined easily
with the Battlefield Accessory kit.

Dan has made simple Drone markers for his Tau. Hes numbered them on the top plate
to make it clear which is which.

Glenns Grey Knights battle Daemonic invasions, so hes made these markers. The
familiar is from a Chaos Space Marine Lord, the brazier is from the Skaven Screaming

Jim Gallaghers Tyranids use these mini-dioramas for objective markers. They are
converted from spare parts in his collection.

Mark Bedford has made a series of robed servitors and familiars that he has extensively
converted to act as his objective markers.

In our Designers Notes (sorry, Big Meks Notes) this week we catch up with
Matt Holland and Colin Grayson, the dynamic duo behind the fantastic new
Gorkanaut kit, to find out exactly how this stomping, smashing incarnation
of Gork and Mork came into being.

The Orks have a serious obsession with making effigies to their gods Gork and Mork,
says Matt Holland, the Citadel designer who conceived of the new Gorkanaut. It
seems insane to us, as humans, that the Orks would make such ramshackle tributes to
their deities, and then bolt all manner of weapons on to them, but for the Orks its
quite normal.

These militarised totems all follow a similar blueprint in terms of overall design,
Matt adds. They are topped by a face representing Gork (or possibly Mork), they have
a large bulging belly (because Gork and Mork never go hungry) and they have massive
stompy feet. So those inherently Orky attributes all found their way into my design for
the Gorkanaut and Colins finished model. One of the things I wanted to do was
distinguish between the different types of Ork walkers, whilst still retaining a
consistent shape between the different types, specifically the Gorkanaut and the
Stompa. The result is the idiosyncratic snow-plough shape the Gorkanaut possesses.
The distinctive barrel belly is provided by the armour plates at the front, which are
akin to a vertical glacis plate (a type of fortress defence). The idea for this emerged very
naturally, inspired by the idea of the Gorkanaut slamming through the ranks of the
enemy like the prow of an icebreaker, Colin says. I like the idea of it battering its way
through enemy lines with its belly to get right to the heart of the fight. Once its in
place, the doors open to reveal a mob of battle-ready boys inside. This sits very
comfortably with the narrative in my head, and, in giving the Gorkanaut a small crew
compartment, weve provided the guys who do the rules a fun lever to pull too.
Right from the start we wanted to make a kit that served both sides of the Orks
background, Matt adds. The Orks take their lead from their gods, and as every good
greenskin knows, Gork is brutal and kunnin. So, for the Gorkanaut we focussed on
direct, ultra-violent weapons the deffstorm mega-shoota and the klaw of Gork. I
imagine the deffstorm mega-shoota unleashes such a dizzying wall of lead that it works
much like a psychotic sandblaster, shredding its victims with solid slug after slug until
finally even power armour or Terminator armour buckles apart. The din must be
In contrast to the brutal delight of the deffstorm, the kustom mega-kannon that is the
main armament of the Morkanaut embodies Morks nature, which is kunnin and
brutal. Its the embodiment of improbable Orky science, a weapon that has no right to
work, but is actually completely devastating. Hardly subtle, but because the worky bits
arent obvious, and the Morkanaut has a massive glowing kustom force field on its
back, any Ork would agree its a fitting tribute to Mork.
All of the weapons in this kit were a lot of fun to design, Colin says. The deffstorm
mega-shoota is one of the biggest guns Ive seen on a miniature, its so big its got an
Ork mounted in the back of it like a tail-end charlie. Its just about the most exciting
and enjoyable job that an Ork boy could ever ask for.
The gunner in the deffstorm not only conveys a strong sense of narrative for the
model, but also gives the Gorkanaut a sense of scale, adds Matt. With a maniacal
gunner hanging out of the back of the deffstorm and a second crew Ork grinning like a
lunatic from the Gorkanauts shoulder, theres no doubt that this is one heavyweight
bruiser. AT

Among the range of Ork weapons there are a number of common shapes that also

appear on the new Gorkanaut model. If you look at the big shootas, the missile
launchers and the skorcha you can see the same weapon styles that are carried into
battle by the boyz or strapped onto vehicles, says Colin. In fact, the missiles look like
theyre plundered straight from beneath the wings of an Ork Dakkajet. You can just
imagine the surprise on an Orky pilots face when he cranks the firing lever for his
rokkits and gets nothing in return meanwhile theres a Big Mek chortling away as he
blasts enemy vehicles to wreckage with his newly acquired ammunition.

Paint Splatter provides handy tips and stage-by-stage painting guides for the
weeks key releases. This week, we take at the new Morkanaut, with this Bad
Moons model painted by Chris Innes from the Studio army painting team.

Ork vehicles, such as the Morkanaut, are great models for beginner painters, who are
just starting to flex their painting muscles, to try their skills on, says Chris Innes from
the Studios army painting team. All those armour plates, rivets, bolts and details are

perfect for trying simple techniques such as washes, drybrushing and some basic
Whenever we start a project as a team one of us will nail down the paints and
techniques that will give us the most uniform effect, Chris says. Aiden Daly picked
our Bad Moons scheme. I would recommend to any painter new or old that you choose
your colours and techniques, and then write them down for further reference as you
The way we washed the yellow plates on the Morkanaut is a good example of how you
can try out new techniques and ideas, Chris adds. We used a little Mournfang Brown
mixed with Lahmian Medium to create a wash with different hue. Lahmian Medium
mixed with any of the Citadel paints makes a wash, and doing it is as simple as mixing
a little of each on your palette and applying it to your model just as you would a Citadel
Shade. Of course, if you prefer not to mix any colours, you could use Agrax Earthshade
instead and get similar results.

Gorkanauts and Morkanauts are massive, clanking, super-killy tributes to

the great gods Gork and Mork. On the battlefield they are resilient war
machines, equally able to blast their foes with overwhelming firepower or
krump them with the klaw of Gork (or Mork).


Dan: Any Ork will tell you that the only way to fight is to get stuck in, and thats exactly
what you should do with the Gorkanaut.
The first thing to note is that its a very resilient Walker, with plenty of Hull Points and
nice high armour values to keep it alive as it steams across the battlefield. Being a
Walker, it can run, though Id be more inclined to waddle it forwards and fire all of its
guns. The combined firepower of two twin-linked rokkit launchas, two twin-linked big
shootas and the impressively-named deffstorm mega-shoota should ensure that any
target (unless theyre cowardly sneaks hiding in cover) is utterly shredded by the sheer
weight of firepower aimed at them. Walkers can stand and shoot, so in the unlikely
(and un-Orky) event that something charges the Gorkanaut, you can hose them with
yet more bullets, and only marginally less accurately than normal.
In combat, youll want to throw the Gorkanaut into the largest enemy units you can
find that cant hurt it, or vehicles that cant fight back. The Rampage special rule gives
the Gorkanaut a bonus D3 Attacks in combat, giving you up to 8 on the charge. Thatll
mince pretty much any unit or vehicle it touches. Youll need to watch out for getting
hit back, though. The Gorkanaut has a typically low Ork Initiative, so itll struggle
against faster foes like Dreadnoughts, which will strike first in combat, causing serious
damage to your mighty stomping machine. Imperial Knights are an even scarier
prospect; stay well away from them if possible and let something expendable deal with
them. Power fists will cause similar problems if the enemy can get enough of them into
combat, though fortunately they will normally strike last, giving you a chance to pound
the foolish wielder into the ground.
The last thing to note is the Gorkanauts transport capacity. Its got space for six Orks
inside and, as we all know, six Orks have the potential to do a lot of damage. My choice
would be a unit of Nobz, who can stay safely inside up to the last moment before piling
into combat, useful for holding up enemy units you dont want getting into contact
with the Gorkanaut. My other choice would be Burna Boyz, who would certainly make
opponents think twice about coming anywhere near your prized war machine. DH

Grot Riggers: Whether hurriedly re-attaching gubbinz with rivet guns, or just
getting out and pushing, a crew of grot riggers can help to keep an Ork vehicle in the
fight long after it should have fallen apart.
A vehicle with grot riggers has the It Will Not Die special rule.

massively overbuilt armoured war suit bristling with dakka and packing an armoured
one. Gorkanauts have become especially popular in recent years as more greenskins
are seized by visions of the Great Waaagh! and find themselves compelled to pilot

Vehicle (Walker, Transport)
1 Gorkanaut
Deffstorm mega-shoota
Two twin-linked big shootas
Two rokkit launchas
Klaw of Gork (or possibly Mork)
Transport Capacity: Six models.
Fire Points: None.
Access Points: A Gorkanaut has one Access Point at the front.
May take any of the following:
- Extra armour10 pts
- Grot riggers20 pts


Andy: Kunnin it may be, but the Morkanaut is also fearsomely armed: youll just need
to be a little sneakier in order to maximise the damage it dishes out.
The Morkanaut comes complete with the full Mekboy package. Not only does it have a
kustom mega-blasta, it also mounts a kustom mega-kannon on its armoured frame.
This means that the Morkanaut has four Strength 8 weapons, so big monsters such as
Wraithknights, Riptides and Carnifexes need to give it a wide berth. Ork shooting may
not be the most accurate but if you fire enough burning bolts of plasma, youll hit
something eventually.
Like the Gorkanaut, the Morkanaut is very resilient. It has the same high armour value
and Hull Points as its homicidal brother but the Morkanaut is piloted by a Mek and no
Mekboy is going to let his most prized creation go into a fight without some protection,
namely in the shape of a Kustom Force field. This Invulnerable save against shooting
takes the Morkanaut from a tough Walker to potentially one of the most durable
Walkers in the game.
All these extra shiny things do come with a disadvantage, in the form of no Rampage,
meaning you need to think twice before committing to combat. Without the additional
D3 attacks, you could end up bogged down in a protracted fight with a large squad.
Thats not to say its not great in combat; it is, you just need to pick your fights with a
little more care. Instead go searching out the tanks, big monsters and enemy Walkers
and watch the Morkanauts gunz turn them into piles of molten slag.
The Morkanaut has one more sneaky trick up its giant metal sleeve. It has a transport
capacity, a nasty surprise for any enemy tank hunters that come your way. Just as your
enemys Imperial Knight bears down on you, unleash your payload of power-klawed
Nobz to rip its leg off. What could be more kunnin than that? AK


Adam: Death comes in many guises in the Dark Millennium, but few are quite so
entertaining as the Morkanaut. It combines typical Orky durability with some very
ingenious firepower which, in my opinion, makes it a perfect unit to kill off heavy
infantry and light and medium vehicles.
At range, the Morkanaut can use its kustom mega-kannon to lob shots into large units,
the more heavily armoured the better. With Strength 8 and AP2, unless your victims
have got some wild Invulnerable saves, they are toast. In terms of target priority, pick
heavy armour in the open first, then light vehicles, then medium vehicles and finally
anything else. Because its a blast weapon, the dodgy Ork Ballistic Skill isnt that bad
either, since if you pick a big enough target, scattering will likely score you a hit on
something anyway. Terminators, Necron Immortals, Tau Battlesuits all kannon

A word of note, however: just firing away at enemy units with your kustom megakannon isnt likely to earn you the level of destruction that having a Morkanaut in your
force demands, even if you add the weight of the two twin-linked rokkit launchas and
big shootas. Nope, in a true homage to the great Mork himself, you need to be kunnin
and brutal, so get stuck in as fast and hard as you can by romping across the battlefield
and giving the enemy the good news in assault. The klaw of Mork will mangle any
vehicles you happen to fight, and your armour 13 to the front means only the bestarmed assault troops can take you down in a fight, especially if you have friends
Which leads me to my conclusion on the Morkanaut: always splash out the 50 points
for the kustom force field. This gives all models within 6 a 5+ Invulnerable save,
which is invaluable for Orks who have to trudge across the battlefield under a
withering hail of fire from the enemy. Because the Morkanaut is so big, you can
feasibly protect lot of Ork Boyz and a few vehicles into the bargain. AT

Where Gorkanauts epitomise the unsubtle brutality of almighty Gork, a Morkanaut

displays all the lethal kunnin of equally almighty Mork. Every Morkanaut is personally
glowy gubbinz from the Meks own workshop. Morkanaut pilots like their Gorkanaut
equivalents are usually outcasts. Some feel the call of the Great Waaagh! and set out
technological secrets of other races. A rare few, known as Badmeks, will be ejected
wanderings by flattening their former tribes settlement with their Morkanauts guns.

Vehicle (Walker, Transport)
1 Morkanaut
Two twin-linked big shootas
Kustom mega-blasta
Kustom mega-kannon
Two rokkit launchas
Klaw of Gork (or possibly Mork)
Transport Capacity: Six models.
Fire Points: None.
Access Points: A Morkanaut has one Access Point at the front.
May take a kustom force field50 pts
May take any of the following:
- Extra armour10 pts
- Grot riggers20 pts

Join us for a round-up of the week as we share comment, opinion and trivia
on the all latest releases, plus other fun tidbits that have cropped up in the
White Dwarf bunker this week. As our Orkish infestation continues, we
look at Orks, Imperial Fists and random bits


The new Horus Heresy novel The Crimson Fist, by John French, may contain a
walloping space battle, but its also a heavily character driven tale.
As well as covering the Battle of Phall, my goal was to reveal more about two Imperial
Fists who are critical to the Imperium: Alexis Polux and Sigismund, John explains. In
the wake of the heresy these two heroes will go on to found two of the most influential
and famous Space Marine Chapters. Through each of them we learn something about
Rogal Dorn, the Emperors Praetorian. Alexis Polux embodies complete sacrifice and
utter loyalty, even unto death. These are traits that still resonate with the Crimson
Fists 10,000 years later. Sigismund, by contrast, is the paragon of the crusader. He will
not stop, will not be dissuaded and he wont relent. They each mirror an aspect of Dorn
in his role as the Emperors protector.
Writing The Crimson Fist drew me to Sigismund, and I am working on an audio
drama called Templar now, John adds. It shows how Dorn sends the First Captain to
purge the Sol system of all Legionnaires of the traitor legions in the wake of Isstvan.
This is truly the first step in Sigismund becoming the Emperors Champion.

At any given point in time there are dozens of Ork Waaaghs! taking place in the galaxy.
Some of these are relatively small and draw only a world or two into their maddening
spiral of warfare and death. Sadly for those races that do not delight in the wanton
brutality of Orkish warfare, a great many are far larger and draw in entire systems if
not sectors.
The Imperium recalls with solemnity several of the more severe Waaaghs! that have
stricken the galaxy, such as the perpetual exploits of the Arch-arsonist of Charadon, the
Waaagh! of the Beast back in distant M.32 or the Green Tide of Buzzgit in M.37.
Although xenologists cannot know it, the scale and gravity of each of these pales in
significance to the potential of the Great Waaagh!
Every Ork, from the lowliest slugga boy to the mightiest Warlord dreams of a single
Waaagh! that will engulf the entire galaxy, and the fighting will be so exciting that Gork
and Mork will leave the Warp to join in the fun.

Among the Ork clans there is a natural leaning towards one Ork god or the other,
says Phil Kelly on the subject of Gork and Mork. Goffs, who are the embodiment of
direct brutality, and the traditionalist Snakebites, for instance, tend to prefer the strong
over the kunnin, while the scavenging Death Skulls and tactical Blood Axes are more
inclined to think before they thump.
This natural predilection for one god over another doesnt mean that Goffs dont like
Mork, however, Phil says. It just dictates the order in which they would chant the
names before a fight.

One of the things we have done with the Gorkanaut and Morkanaut is make sure
there is as much room as possible to customise it, says Colin Grayson, the designer of
the kit. On the leg and arm sockets there are small lugs that keep the joints in a
specific pose, which we are very happy with, but by simply clipping these off you gain a
whole different range of movement. That way, veteran modellers looking to experiment
and novices who might want to stick to the instruction guide more closely can both get
the results they want without too much difficulty.
We challenged Aiden in the Studio hobby team to go to town with the Morkanaut he
was making, and the results are excellent, Colin adds. The model really looks like the
pilot is putting everything into a headlong charge. One thing I am really excited about
is seeing what hobbyists in the real world do with the kit.

Notes from the worlds of Warhammer. This week: Ork language.

Orks are known to struggle when counting anything from teef to enemies, and thus
they use a simple system: one, two, three, four, five and lots. For truly astronomical
numbers, particularly learned Orks will used undreds, such as the bounty that Warlord
Ozdakka set on a troublesome Vindicare Assassin. While an impressive amount, as no
Ork can count that much loot, the actual numerical value is a moot point.
In the eyes of a human, Orks view their fellows in a very odd fashion. Any Ork viewed
in a friendly manner (meaning there is no immediate need to krump them) is known
as a lad or boy, while those who are perceived as enemies or nuisances are labelled as
gitz. Not that gitz cant be well liked after all, they often have the best guns and are
good in a scrap. Its just that they are annoying to be around, and often need a good
thumping to keep em humble and in line. The really odd one, however, is a grod, which
is an Orks best friend or worst enemy. Since Orks dont really trust anyone, and love to
fight so much, these are often one and the same. A good example of this is how
Ghazgkull feels towards Commissar Yarrick.
Orks have a complicated view of those who are smaller than them, and they label such
individuals as runts or runty. A grot or gretchin is a runt, an Ork that is weaker is runty,
as is a human or Eldar. Runt is also a good insult, especially when paired with words
like soft or git.

Everything about Krells notorious Black Axe is terrifying, from the shrieking faces that
howl within its haft to the jagged blade that leaves broken shards in his victims. Then
theres the fact its wielded by a massive Undead Chaos Lord

The Gorkanauts in the Studio collection are covered in chips and battle damage. For
metallic chips, just paint Ironbreaker along the edges of armour plates with a fine
detail brush, says Chris Innes.
For coloured scrapes, use the natural highlight colour, adds Chris Bilewicz. I used
Dawnstone on the black plates.

The White Dwarf team is a font of hobby knowledge, a metaphorical

repository of useful facts. If you have a question about Warhammer 40,000
or Warhammer, need a bit of painting advice or youre after a few tactical
tips, drop us a line:


Dear Ghazghkull, sir. I remember once upon a time you were accompanied into battle
by a cheeky-looking gretchin by the name of Makari. Whatever happened to that jovial
banner-waving chap?
Adam Troke
Lissin ere you snivellin runt, I aint got time to talk about no good-fer-nuffin grots.
Im da prophet of Gork an Mork and Im on a mishun to crush da whole galaxy in a
massive Waaagh!
Wot? Still grovellin fer an answer? Fine, I sat on im. Everyone always said he was
ded lucky, an fer a while he did get away wiv murder, dodging shootas an all that.
Da boyz even treated im nice, didnt whack im too ard or nuffink. But like most
runts, e never knew wot was good fer im, and den one day I sits on him. Everyone
knows Orks can sit where dey wants, so it was is fault not mine.

This week Warhammer world has been inundated with competitors from around the
UK as the annual schools league has taken place, with games of Warhammer,
Warhammer 40,000 and The Hobbit: An Unexpected Journey Strategy Battle Game.
There were awards for the best scoring team, the best general, best painted armies and
of course, our favourite, the most sporting player. Now the participants have been
rounded up and herded back onto their buses, were looking forward to shorter queues
in the canteen at lunch!

Wots dis? Some stoopid umies painted white bitz on a red wun! Wheres my paint
Mathieu Gendrot sent in this Imperial Knight which our Orky visitors disapproval
notwithstanding we think is splendid. Mathieu painted his Knight, Sagremor, to
contrast with the black and dark grey of his Imperial Guard army. The bright red is a
base coat of Khorne Red, then a wash of Nuln Oil followed by layers of Khorne Red,
Mephiston Red, Evil Sunz Scarlet and Troll Slayer Orange.
If youve got a model you want to show off, mail a pic to

The balefire is an optional extra for the Corpse Cart, and if you dont use it on your
model it makes a fantastic malefic brazier, ideal for Inquisitors who burn heretics,
Daemon summoning rituals or any other need you have of sinister sorcerous flames.

While the green tide has rolled into the White Dwarf bunker this week with the new
Gorkanaut and Morkanaut, one man resolutely defends the honour of the Imperium:
Matt Hutson has been painting more models for his Steel Legion Astra Militarum
army, starting with this Hydra.
Its good that everyones getting excited about Orks, Matt says when I ask him about
his latest addition. It means there will be more greenskins for me to fight. Over the
years Ive collected two armies based around the participants in the Armageddon III
campaign, and Ive had a fledgling Steel Legion army for some time. Well, a few weeks
back, I kicked off a project to add some more, and so far Ive finished a Platoon, a
Taurox and this Hydra. Next up is another Platoon.

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