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==On Da Tabletop== As with all ork special characters in Gorkamorka, it costs 2d6 teef to recruit Nazgrub Wurrzag for a mission. He has M4, WS4, BS3, S3, T4, W2, I4, A1 and LD7. He wields a choppa, a kannon, and a knife, and wears a suit of flak armor. He has the character skills 'Ard As Nails, Loota, Sneak Off, and Gunboy. He adds +25 to your Mob Rating, and has three special rules, outlined below: '''Scrap Fever:''' Nazgrub ''Hates'' any model who is either carrying a scrap counter or who is on a trukk that is carrying one or more scrap counters. '''Thievin' Git:''' At the end of the battle, before determining income, roll a D6 for each scrap counter captured in the last fight. Every Scrap Counter you roll a 1 for is nicked by Nazgrub, meaning you get no teef for it. '''Weirdo Powers:''' As a wyrdboy, Nazgrub has the special powers ''Knows Fings'' and ''Zapp!'' ''Knows Fings:'' Before any battle against an ork mob or a diggamob, Nazgrub '''must''' take an LD test. If he succeeds on this test, then the mob he is with gets to make the roll on the Scenarios Table, otherwise, it's the enemy mob who makes the roll. This replaces the normal rules for determining who gets to make the Scenario Table Roll. ''Zapp!:'' At the start of Nazgrub's shooting phrase, roll a D6 and deduct -1 both for each ork within 6" of Nazgrub and for each hand-to-hand combat within 6" of Nazgrub. On a 0 or less, Nazgrub loses control and vents a telekinetic blast. This replaces his normal shooting attack with his kannon and instead requires him to make an Ld test; if he passes, he can direct the telekinetic bolt like a normal shooting attack, otherwise, roll a Scatter dice to determine which random direction it goes blasting off in. The Zapp! attack travels 4d6" and hits the first model in its path, inflicting a hit with D6+1 Strength that does D3 Damage with a -2 save modifier. After launching a Zapp attack, Nazgrub himself takes a Strength D6 hit that ignores armor, representing the psychic strain of this attack.
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