For decades, Warboss Nadzdrag had led raids and mighty Waaaghs! across the galaxy, burning, looting, killing, in hundreds of battles against untold thousands of Adeptus Astartes, Astra Militarum, Chaos Daemons and Traitors, Aeldari, Tyranids, T’au, and—of course—Orks.
But never once in all that time had he experienced this strange sensation, this unfamiliar feeling that made his boots too heavy and his palms damp, that bent his neck and kept his eyes on the blood-red sands of Auros IX. Never had he known fear. Until now.
The cause of this newfound fear was the most dangerous being that Warboss Nadzdrag had ever encountered, more dangerous than the mightiest Space Marine Chapter Master, or the most ferocious Bloodthirster of Khorne.
Ghazghkull Mag Uruk Thraka, the Prophet of the Waaagh!, the Beast of Armageddon, the mightiest Ork who had ever lived, towered over Nadzdrag, nearly twice his size, as they trudged along, three large mobs of Boyz shambling behind them. Following at a distance were a Gunwagon and several Deffkoptas.
This post is part of a series describing the rule changes I've made for my current fantasy role-playing campaign. “Kilgore’s Dungeons & Dragons,” or “KD&D,” is a full-fledged variant of the 1st Edition Advanced Dungeons & Dragons game initially released in 1977. Feel free to use some or all of these rule changes for your own D&D gaming, no matter what edition you play.
After many years of role-playing retirement, I started, in 2020, running a 1st Edition AD&D campaign at the request of my neighbors and family. Coming back to the game, I’ve realized that, while it’s still my favorite, the mechanics of it can be clunky and difficult, and that some parts are lame.
To make what I consider to be improvements to the core rules, I’ve borrowed ideas from issues of Dragon Magazine and later D&D editions, as well as come up with a few of my own. My operating motto for re-tooling the game is to make it, “Simpler & Better.”