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+++
The Full Ork - Commissar Kill Falcon

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

The Full Ork

Ork:
WS BS S T I Wp Sg Nv Ld Speed
65+3D10 25+2D10 60+3D10 100+4D10 30+2D6 50+3D10 8D10 65+2D5 50+2D10 3
Skills: Furious Assault, True grit, Waagh! da orks!.
Equipment: orks usualy wear some light armour like flak. they can have weapons from the ork common list.

Nob:
WS BS S T I Wp Sg Nv Ld Speed
85+2D10 30+2D10 100+4D10 125+4D10 50+2D6 65+2D10 40+2D10 70+2D6 60+2D10 4
Skills: Furious assault, True Grit, Leader, Waagh! da orks!
Equipment: ork common and nob weapons.

Notes: Sg has a minimum of 15. if you roll 60+, then you have a mek or doc. (allow mek/doc equipment)
Waagh! da orks: At the start of each turn, roll a D6 for each ork after the first. Add this to the ork's Ld and Nv for this turn. Orks in combat add 20 to their I (effectively,add one to speed)

Gunz
Ok, I'll do the gunz. Nobs and choppas can wait, I suppose...
Ork guns tend to lay down a hail of fire, and run out of ammo with considerable speed. As such, they tend to fire on semi auto only, and fire a random number of shots per action. The weight and ammo campacity of an ork gun will vary as the mek's try to 'improve' their gunz (roll this when you aquire the gun).

Name Type Range Mode Accuracy Damage Shots Reload Weight
Slugga Pistol E Semi(D3+1) - 2D10 2D6+4 2 20+D10
Shoota Basic C Semi(2D3+2) - 2D10+2 3D10+5 2 35+D10
Big shoota Heavy H Full(2D10) - 2D10+5 6D10 3 70+D6
Rokkit Heavy J Single -10 S. Krak. D3 (1) 70+D6
K.M. Blasta Heavy G Single -10 See note 1 3 65+D10
Burna Heavy (25) Flame - 2D6+4 10 1 40+D10

If you flame with a burna, it will take till next turn to build up pressure again. During this time it will use the 'off' profile in cc. Otherwise it uses the 'on' profile.
All ork guns are risky to fire. Unless otherwise noted, they will jam, taking an action to clear (Whack till it works...).
Kustom mega blastas and shootas/sluggas with the Blasta kustom job use the plasma weapon risky action table.
A kustom mega blasta has area D3 and blast D3+3 (roll each shot), and does 3D10-1 damage.

Kustom Jobs
Shootier: da mek makes it so it does more damage. -5 accuracy, +D6 damage. (dumdum shells)
Dakka: the mek makes the gun fire even more than usual. The gun fires an extra D3 times per action. (so a slugga would be semi(2D3+1)).
Blasta: If the target is within 15 yards, the Blastapack will engage, halfing the targets armour for that shot. It then takes 2 turns to recharge. Howwever, it's only blow-up risky when actualy being used. If the target is too far away, or it's recharging, then it will just jam like normal. It also adds D3 to the weight (roll once).

Choppy things
Close combat, da important stuff.
Name Reach Damage Parry Penalty
Choppa(axe) 2 2D6+2 -20%
Choppa (chain) 2 2D10 -20%
Choppa (powered) 2 3D10+3 -25%
Choppa ('Uge) 3 2D10+2 -25%
Power Claw 1 2D10+5 -30%
Burna (on) 3 3D10 -20%
Burna (off) 2 D6 -20%

Notes:
Burna: (see gunz ) Strenght bonuses only gained when using both hands. Wepons parried have a 50% chance of being destroyed (like a power weapon, so power, shock, force and deamonic weapons are safe). The burna isn't a ture power weapon, so if it parries, or is parried by, a power weapon, there is a 50% chance of it being destroyed (rather than 75%). 'Uge, axe and chain choppas, when used by an orkoid character, treat any armour greater than 6 as D3 points lower (min armour of 6, roll for each hit).
Power Claws can make grab attacks like power fists, with a damage of 4D10, and an additional -20% to hit.
If a character with strength less than 60 weilds a choppa (80 for 'uge choppas), it does half damage and there is a -15% to hit modifier. (Half strength if using one hand as normal).

Uvva stuff
Armour:
Leathers, value 2 (normal ork clothes)
Flak armour, value 3
'Eavy armour, value 6
Ork helmet, value 4
Iron gob/big horns, value 3/4 (+D10 Ld)
(no special armour types, like ceramite, abaltive)
Kustom forcefield: forms a bubble 6 yards in radius (verticaly as well) around the generator. 2D10 protaction against any shots passing into (not out of, or inside) the bubble's walls, but on a double, no protection is given, as the field flickers off for a split second.

Grenades:
Frag and krak as in the rule book.
Tankbusta bombz:Treat as a melta bomb that does D6*9 damage. (9, 18, 27, 26, 45, 54. If you don't like maths...)
Supa Stikkbombz: Treat as a melta bomb that does 2D6*10 damage. In addition to being a risky action (it's grenade after all), any roll of a double hits the user and the target.
Note: orks don't 'do' timers...

Odd boy stuff:
Docs:
Doc's tools, counts as Medi kit. 10% chance of amputation (random limb). If used outside of a battle, 20% chance of a bioinic being fitted (random, from 'ork bionics' list below)
Urty syring: nasty nasty poisoned thingy. D6 damge, but if it penetrates armour, the poison will take effect. (usualy some combination of drugs, blood fire + halucinogen is a favorite, sometimes the doc will use a nasty stimm, like a modifed form of barrage...)

Ork bionics: see below.
Meks:
Mek's tools: allow a mech to fix vehicles and the like. +20% to building/repair rolls (like mechandendrites). Risky action, will make a major mess if failed. Also make good improvised Hand weapons...

Availablity tables
Common:
Gunz: Slugga, shoota, big shoota*, rokkit*, Burna*.
Choppy things: Axe and chain choppa.
Armour: leathers, flak armour, helmet.
Uvva stuff: frag stikkbombz*, krak stickbombz*
(Items with a star will only be given to trustable orks, ie those with a Sg of 40 or more, as they are less likely to blow them selves up, fire backwards...)

Nob:
Gunz: all kustom jobz.
Choppy things: 'uge and powered choppa, power claw.
Armour: big horns/iron gob, 'eavy armour, bionics.
Uvva stuff: Tankbusta bombz.

Mek:
Gunz:Kustom Mega blasta, kustom jobs.
Choppy things: Power claw, powered choppa.
Armour: 'eavy armour, kustom force feild.
Uvva stuff: bionics, mek's tools, supa stikkbombz.

Doc:
Gunz: kustom jobs.
Choppy things: none extra.
Armour: 'eavy armour.
Uvva stuff: bionics, doc's tools(mandatory), 'urty syring.

Bionics, in a bit more detail
Bionic arm: Can be of a few types, but all have strength equal to the users+2D10-8 (so it can be less than normal, or more).
Standard: a 'standard' orky bionic arm will incoporate a knife or other spiky thing, and can include a built in slugga (may be kustom, but cannot reload, and can only fire in combat)
Extendible: The ork can chose to extend his reach up to 4, but may not reduce it below the reach of the weapon he's using.

Bionic leg (single): has a strength value like a standard orky bionic arm. (user+2D10-8) , and may be used to make an attack in combat (instead of a normal attack). It does D10(+strenght bonus) damage, and uses this hit location chart: D10: 1-4 left leg, 5-8 right leg, 9-0 groin after making this attack, the ork must make a strength test or fall prone (it's a big, heavy lump of metal...). If you only have 1 bioinic leg, reduce the ork's I by 2D6.
Bionic leg (pair):
Can be of several types:
Wheel: The ork is now attached to a single wheel. He adds 2 yards to any move, but cannot climb stairs/ladders/etc (he can go down, but he'll need to take an I check or fall). He also can't crawl or sneak. If he opts to stay still in an action, then he must take an I test of fall prone. He may re-roll if there's something solid to grab nearby. When charging, he causes a D10 damage hit on his opponent (random location) as he has trouble stopping in time.
Springs: The ork can only move by leaping.
Telescopic legz: the ork's legs extend, giving him +2 to all moves (except crawling/sneaking). He can also extend upwards by 3 yards for LOS purposes.

Bionic head stuff:
The ork can have a simple bionic skull (D3+1 points of armour in addition to any helmets).
'Bionic' brains vary, from mechanical ones, to scavenged computers, to simple brain transplants with squigs... In effect, an ork bioinic brain will act like a normal one, with twice the normal chance of developing a fault. However, advanced ones are not normaly available.

Orky bionic senses:
Bionic eyes will count as crude, but will include at least one gunsight (bonus gained for any weapon...). Bionic ears will just be crude.
Auto senses: sometimes a scanner will be built in to an ork's bionic skull, usualy with a little radar dish on top. Use the normal rules, but there is a 10% chance of being offline for the turn.

Ork bionic body
Metal rib cage: D3+3 points of armour on chest and abdomen.



HOME | DISCLAIMER | CONTACT ME | TOP