The Pangolin Saloon is on the move, to bigger and better location!
New features include faster and more reliable access, a brand new look, the ability to log in and comment on a page, all the exisiting pages on the site are being updated and much more. Take a look and let me know what you think.
Equipment And Skills
Rules And Ramblings
Noteable Characters
Character Classes
Campaign Index
New This Week
Communicate
Fluff Library
Links
The Vault! - Now you have found it, dare you enter?
The Pangolin Saloon
+++Subject & Author+++
Orks - Lord McWeird

+++Thought for the day+++
Inquisitor Logo

Orks
The most numerous alien threat humans face in the galaxy, Orks commonly band in large groups of hundreds of thousands to make planetary raids. Some of the 'more intelligent' bosses among the Orks however form small parties of raiders who on occasion hire themselves out to other races or warlords for a fair share in some loot, and wanton destruction. Some are hired by those seeking 'protection' over short periods of time, because of their brute strength and toughness. Most of the time, however, they are just a group of boyz 'lookun fur sum loot'n and pillagin to be dun!'

Equipment: Orks would not be able to easily get rare & exotic equipment, except through looting. The GM should use his better judgement. Mainly simple Ork shooters (Slugga [Bolt Pistol], Shoota [Bolter Mk3] & Big Shoota [Heavy Bolter] ), and 'noisy' guns. Use the oh-so-reliable Ork weapon list (Choppa [Great Axe], Uge Choppa [Power Axe] & Power Claw [Power Fist])
Ork Guns
 If an Ork wants to fire any gun, they make a WP test. This test must be passed each turn for this Ork to fire. Note that this is not a separate action. An Ork fires his gun this turn, or doesn't. The Wp stat for this gets modified as follows: Every Ork at 10 yards adds 10 to the firing Ork's Wp stat. For every yard that the other Ork is closer to the firing Ork, add another one, and for every yard he is further away, deduct one 1 (minimum of 0).
This is because in the Ork Codex they explain that the guns aren't supposed to work, it is the Ork's willpower that fires the bullets, not any mechanics. Now, every gun that is picked up by an Ork, (O look! A flame throwing thingy!!) gets broken immediately by this Ork. This gun is now an Ork gun, and will work with the Ork gun special rules only. (Which means if the Ork drops it, no human or whatever will be able to use it)

Mega Armour: Orks may wear Power Amour (Mega Armour), but cannot sprint in it, and receive –2 to all movement characteristics, meaning no sneaking. This is because Mega Armour is ramshackle and hodgepodge, liable to fall apart any time.

Special Abilities: All Orks have the True Grit and Nerves of Steel abilities, due to their death and destruction mindset, and because they don't want to look like 'wusses in funt ov 'da udder boyz'!
Grots on the other hand automatically fail all nerve tests, and will attempt to use other boyz as cover.

Warboss
WS BS S T I Wp Sg Nv Ld Speed
90 50 180 160 50 50 60 90 70 4
80+2D10 45+2D6 160+4D10 140+4D10 35+3D10 35+3D10 40+3D10 85+2D6 60+2D10 3/4

Nob
WS BS S T I Wp Sg Nv Ld Speed
85 45 140 140 50 50 55 85 65 4
80+D10 40+2D6 120+4D10 120+4D10 35+3D10 35+2D10 40+2D10 80+2D6 50+3D10 3/4

Ork Boy
WS BS S T I Wp Sg Nv Ld Speed
75 40 120 120 50 50 55 80 60 4
65+2D10 35+2D6 100+4D10 115+3D10 35+3D10 35+2D10 40+2D10 75+2D6 55+2D6 3/4

Grot
WS BS S T I Wp Sg Nv Ld Speed
20 20 35 30 40 60 30 20 30 3
4D10 4D10 15+4D10 10+4D10 35+2D6 55+2D6 25+2D6 4D10 15+3D10 3


HOME | DISCLAIMER | CONTACT ME | TOP