The WarlordGrand Admarul Fraurn da Sun CrushaEquipment/Weapons LoadoutDa Grand Admarul wears a mix of looted Imperial carapace armour bolted together to form a full suit; it is light (for an Ork), resilient and very shiny, though he always wears his trademark fur and leather trench coat over the top, stitched together from the corpses of a hundred felled enemies.
Unlike most Warlords, Fraurn has a minimalist attitude to his own armament, preferring to use only a rather elegant looking slugga built from claimed Imperial bolt pistols. In combat he relies more on his sheer bulk as a weapon, tearing the enemy limb from limb and using their own weapons against them.
Psychological ProfileDa Grand Admarul is an aberration, a true freak of his kind. Even among his fellow Blood Axes, Fraurn's fascination with the Imperium and human ways was considered disturbingly un-orky. Now that he rules however, emulating Imperial tactics has become the norm for the combined clans of Waaagh! Fraurn and his people are experiencing the nearest thing to a kultural renaissance that Orkind is capable of.
Fraurn himself is an obsessive creature, determined to conquer every last vestige of humanity and learn what it is that makes them truly human; current theories include the presence of a certain organ that exudes 'Uminess or some kind of drug that makes them work together so well. Regardless of the details, Fraurn is dedicated to harnessing that secret to make all Orks everywhere loyal to him alone.
And perhaps in time, he may become da Emparoar of Orkind.
BiographyNo-one is certain where the Ork Warlord known as Fraurn came from or how his obsession with humanity began, but tales told around the campfires of Waaagh! Fraurn say that he served as a mercenary for a Rogue Trader for many years, part bodyguard, part attack dog. When the Rogue Trader ran out of enemies for Fraurn and his Boyz, the Ork turned on his erstwhile master, taking the old man's mantle and ship for himself. For decades he travelled as a Freeboota, sometimes joining larger fleets, sometimes striking out alone until a chance encounter on an isolated world changed his life forever.
The then-Kaptin Fraurn and his crew landed on the remote world of I-995315 and proceeded to massacre their way across the surface until the local Planetary Defence Forces were able to mount an effective defense. The armies met on the plains outside the capital city, clashing head on in a battle that would last for days. Despite being horribly outnumbered and outgunned, the humans refused to give an inch of ground, killing a dozen Orks for every man lost. Impressed with their stubborn dedication and refusal to retreat, Fraurn took to studying their movements and commanders and was soon copying their actions, sending in kommandos to kidnap key officers and destroy high-value targets. By adopting the PDF's own tactics, the Orks were able to turn the tide, turning what had become a war of attrition into a game of cat and mouse through the capital's deserted streets. Fraurn's Freebootaz grew exponentially as they warred back and forth across the planet, forming the foundations of what would one day be Waaagh! Fraurn. And the Kaptin himself took on a new persona, aping the actions of his Imperial counterparts; his host was slowly organised into a loose army, with some semblance of a rank system and integrated support. This organisation would one day catch Imperial forces completely offguard as Waaagh! Fraurn swept through the Ultima Segmentum in the early days of the 42nd millennium. The details of his meteoric rise to power are also shrouded in mystery, though many humans believe that a systematic campaign of surgical strikes, assassinations and brainwashing is responsible. Perhaps this is the case, as it seems the kind of thing a human would do.
Of course that is but one of a thousand tales told of da Grand Admarul across a million campfires. Regardless of where he came from, Fraurn knows where he is destined to be; the seat of Gork and Mork themselves, deep within the Eye of Terror. Once he completes his domination of the galaxy, he will challenge the Gods themselves for supremacy over all Orkdom... and beyond.
KrewForTooAs the leader of da Kommando Korps, ForToo is Fraurn's right hand Ork. He is well known as the sneakiest git in the Armarder and has built up his own kult of stelf that has amassed hundreds of thousands of adherants. These die-hards make up the core of the Kommandos, the nearest to a professional soldier an Ork can ever get and of which ForToo is the quintessential example.
Mekdok KrakgharIt isn't often that a Mekboy dabbles in the arts of a Dok, but Krakghar takes the union of Ork and machine very seriously. Like many of his kind, he is the very picture of a mad scientist, always pushing the boundaries of what is and is not possible. His first great creation was his own bionik modifications, performed on himself and without anaesthetic in the true Orky way. He is also responsible for creating a cadre of horrific cybork killers, capable of being dropped behind enemy lines for assassination, cutting supply lines or just plain carnage.
Waaagh! FraurnDa Grand ArmarderThe backbone of Fraurn's war machine is the combined fleets of a thousand Ork clans, held together by a strict framework of distrust and mutually assured destruction. If a single ship steps a toe out of line, the rest of Da Armarder turns on it like a pack of sharks. It would take a political mastermind or a force beyond reckoning to sustain such an organisation; it's a good thing that Da Grand Admarul is both of these things. Da Armarder consists of hundreds of thousands of Roks, looted ships and kroozers of various designs, led by dozens of space hulks. Fraurn himself commands from the largest hulk in recorded history, known simply as
da Big Rok.ForToo's Kommando KorpsForToo's Kommando Korps is a semi-professional warband with strict entry requirements and training. Every Kommando is a stealthy killing machine, fully capable of operating alone behind enemy lines or as part of a larger army. Their tactics and equipment have been copied from certain elite Imperial formations, including the Adeptus Arbites and the Imperial Guard's own Storm Troopers. They are not to be trifled with.
The Assembled Clans of OrkdomWaaagh! Fraurn has united warbands from almost every clan, from Goff to Snakebite. Each clan brings their own unique style to da Grand Admarul's armies; with the Goffs come massive gargants and entire warbands of Nobz, the Evil Sunz bring a plethora of fast-movng vehicles and the massed legions of feral Orks from a thousand worlds ensure that there is always a plentiful supply of Boyz.
Da FreekorpsOne of Fraurn's more enlightened ideas, da Freekorps consists of human pirates and captive bred slaves-soldiers. These troops are given looted Imperial equipment and can, sometimes, pass off as being Imperial Guard. Their combat role is mainly tank crew and artillery, but they are sometimes used to sow disorder behind enemy lines. Da Freekorps is kept in line by a mixture of death threats, religious indoctrination and in some cases, bionik implants.