WAAAGH Da Orks - a Warhammer 40,000 webcomic Da Orks.pdf · WAAAGH! Da Orks A Warhammer 40,000...

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Waaagh! Da Orks 1 WAAAGH! Da Orks A Warhammer 40,000 Role-playing Game Written by Rob Leigh This role-playing game is written as a fan supplement and is intended as a work of entertainment. Endorsement by Games Workshop, or copyright of any Games Workshop game terms or property, is not intended or implied. This fan work is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex, Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2005, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

Transcript of WAAAGH Da Orks - a Warhammer 40,000 webcomic Da Orks.pdf · WAAAGH! Da Orks A Warhammer 40,000...

Waaagh! Da Orks

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WAAAGH! Da Orks A Warhammer 40,000 Role-playing Game

Written by Rob Leigh

This role-playing game is written as a fan supplement and is intended as a work of entertainment. Endorsement by Games Workshop, or copyright of any Games Workshop game terms or property, is not intended or implied.

This fan work is completely unofficial and in no way endorsed by Games Workshop Limited. Adeptus Astartes, Blood Angels, Bloodquest, Cadian, Catachan, the Chaos devices, Cityfight, the Chaos logo, Citadel, Citadel Device, Codex,

Daemonhunters, Dark Angels, Dark Eldar, 'Eavy Metal, Eldar, Eldar symbol devices, Eye of Terror, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One,

Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khorne, Kroot, Lord of Change, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Tau, the Tau caste designations, Tyranid, Tyrannid, Tzeentch, Ultramarines,

Warhammer, Warhammer 40k Device, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer 40,000 universe are either

®, TM and/or © Copyright Games Workshop Ltd 2000-2005, variably registered in the UK and other countries around the world.

Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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Contents

Chapter 1: Introduction.....................................................................................................................3 Chapter 2: Stats....................................................................................................................................4

Primary Stats ....................................................................................................................................4 Secondary Stats ...............................................................................................................................4

Chapter 3: Skills ...................................................................................................................................6 Skill Checks .......................................................................................................................................6 Difficulty Classes .............................................................................................................................6 Rolling 10s and Fumbles...............................................................................................................6 Unskilled Characters ......................................................................................................................7 Skill List ..............................................................................................................................................7 Weirdboys ........................................................................................................................................10

Chapter 4: Character Generation .................................................................................................11 Chapter 5: Gear...................................................................................................................................12

Teef.....................................................................................................................................................12 Weapons ...........................................................................................................................................12 Weapon Descriptions ...................................................................................................................13 Weapon Upgrades: .......................................................................................................................15 Armour: .............................................................................................................................................16 Ammo ................................................................................................................................................17 Gear....................................................................................................................................................18 Orky Forts ........................................................................................................................................21 Crafting .............................................................................................................................................23 Crafting difficulty ..........................................................................................................................23

Chapter 6: Vehicles ...........................................................................................................................25 Vehicle stats ....................................................................................................................................25 Vehicles.............................................................................................................................................25 Upgrades: .........................................................................................................................................29

Chapter 7: Bioniks .............................................................................................................................32 Installation surgery......................................................................................................................32 Bioniks...............................................................................................................................................32 Replacement limbs (donors).....................................................................................................33

Chapter 8: Rules .................................................................................................................................34 Initiative ...........................................................................................................................................34 Melee combat .................................................................................................................................34 Ranged combat ..............................................................................................................................34 Combat actions ..............................................................................................................................34 Cover..................................................................................................................................................36 Explosives ........................................................................................................................................36 Armour Piercing weapons ..........................................................................................................36 Catching fire/ Flame weapons .................................................................................................36 Radiation ..........................................................................................................................................36 Vehicle combat...............................................................................................................................37 Injury and Death ...........................................................................................................................38 Experience points..........................................................................................................................39

Chapter 9: NPCs..................................................................................................................................41 Orks ....................................................................................................................................................41 Squigs ................................................................................................................................................43 Humans .............................................................................................................................................45 Kroot ..................................................................................................................................................46

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Chapter 1: Introduction Orks are the most populous, most violent and (some would say) the most successful species in the entire galaxy. For thousands of years the Orkoid race has spread across the stars, colonising planets and spacehulks alike in their unceasing quest for battle and glory. Orks are warlike, crude and highly aggressive. Their entire ‘kulture’ is based around combat and physical prowess, and battle is the only place an ork is truly happy. Orks believe in two gods: Gork, the god of cunning brutality; and Mork, the god of brutal cunning, (the subtle difference being that one hits you when you aren't looking, the other does so hard when you are). However, due to their aggressive and warlike nature, the massive ork race is split into hundreds of tiny empires, warring as much between themselves as against other races. In the purely theoretical event all the Orks were to unite, they would undoubtedly crush all opposition. About this Role-playing game. I’ve always loved orks. They’re noisy, crude and love a good fight; how can you not admire that? A number of years ago Games Workshop released a table top game called GorkaMorka. Heavily inspired by the Mad Max movies, players put together gangs of orks who raced around a desert planet in ramshackle trukks and bikes, fighting over scrap metal and resources. All in the hope that they could one day put their ruined spacehulk back together and it would do sumfing. I was inspired by this game; for once orks were portrayed as having a bit more depth than just being green-skinned aliens for your Space Marines to shoot at. Orks could be people too. Very loud, violent people. This idea stuck with me and when, a few years ago, my usual role-playing group were trying to think of something new to play, I suggested I create a GorkaMorka game for them. It was an instant success, and the notes for that game became the early version of this fanbook; Waaagh! Da Orks. The rules have been refined a bit since then, and hopefully if you’re reading this you’re interested in running a game as well. I hope you have as much fun as we did. WAAAGH!

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Chapter 2: Stats

Primary Stats There are five primary stats in Waaagh da Orks; Brawn, Brains, Size, Nimbleness and Luck. A balance exists between an Ork's Brawn/ Brains and Size/ Nimbleness. Normally all stats are capped at 10 points each but, by lowering the maximum of an opposing stat, a character can raise a stat beyond 10. For example, if a character wishes to raise his Brawn to 14, his maximum Brains would be 6. If a character's stat is already at 10, then he cannot voluntarily lower it to raise the opposite stat. The balance CAN be overridden using bioniks. Brawn Strength and power. Brawn measures how physically strong an Ork is, which is possibly one of the most important attributes of an Ork. Brawn affects damage done in close combat and how much gear an Ork can easily carry. Brains Smarts and cunning. While many might not think so, Orks can be exceptionally intelligent, especially when it comes to devious animal cunning. Smartboyz, Spannaboyz, Painboyz and Mekboyz are some of the more common Brainy Orks. Size Physical size and resilience. An average Ork stands around 6 foot tall, whereas the smaller Grots are usually around 3 foot tall. For every 2 points of Size above 4 a character has he gains an extra foot of height. For example; an Ork with Size 6 stands at 7 feet tall. A Grot with a size of 6 is only 4 feet tall. Due to Ork social dynamics, Size also governs leadership and interaction skills, as well as the amount of hit points an Ork has. Nimbleness Agility and speed. Nimbleness measures how quickly an Ork can react, how agile he is and also how good his hand-eye co-ordination is. Nimbleness is crucial to ranged combat and initiative. Luck How often Gork and Mork smile on the character. For every point of Luck a character has, he gains a Luck Point. Luck points can be spent during a skill test to add an extra 1d10 to the roll, increasing the chance of success. Once spent, Luck points are gone (although the stat remains at the original level). A GM may reward characters with Luck points following a particularly good session. Be aware, using a Luck Point also doubles your chances of a Fumble! Secondary Stats There are also 7 secondary stats, derived from the primary stats. Movement (Nimbleness x 3m) How fast a character can move in combat. A character can move this distance and also act normally. If a character takes no other action he can move double his movement in a round.

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Leap (Movement /4m) How far a character can long-jump from a running start. Without a run-up a character can leap half this distance. Carry (Brawn x 10kg) How much a character can carry comfortably. Characters can exceed this limit, but must make an endurance check (the DC set by the GM based on the amount over the load is) every hour he carries the load or be forced to stop of a rest. Lift (Brawn x 40kg) How much a character can dead-lift. A character can lift this amount for 5 rounds, but after that he is required to make a DC 15 Endurance check each round to maintain the lift. Hits (Size x 6) How much damage a character can sustain before he dies. Due to the robust nature of Ork physiology Orks suffer no penalties for being wounded; they simply carry on fighting until they die. Orks (and Grots) also slowly regenerate damage; healing 1 Hit per hour until fully healed. Surgery and certain drugs used by Painboyz can increase the amount of Hits regenerated (see Combat chapter later). Toughness (Size /3) How much damage a character's skin can absorb before he begins to loose Hits. This amount is taken off damage after armour. Toughness always counts against physical damage, even Armour Piercing weapons, but can be ignored by poisons, radiation and similar effects. Round up fractions when calculating this stat. Damage bonus (Brawn /3) How much extra damage a character adds to brawl and melee damage. Round up fractions when calculating this stat.

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Chapter 3: Skills Skill Checks Skill checks are made by rolling 1 d10 and adding the result to your skill levels and the associate stat, aiming to get over the GM-set Difficulty Class. For example: Grotstikka tries to shoot Snazzgrabba as he charges towards him. The GM tells Grotsikka the DC for the shot is 15. Grotstikka's Smallarms skill level is 5 and his Nimbleness is 7 (a total of 12) and he rolls a 7 on the d10 for a total of 19. Success! Difficulty Classes When making a skill check, the GM will assign a Difficulty Class (DC) based on how easy (or not) the task is. Task Example DC Easy Kicking a Grot a few feet with a running start. 10 Average Climbing a rough wall with good hand-holds. 15 Difficult Spotting a hiding kommando. 20 Hard Intimidating a Skarboy. 25 Very Hard Punching out a Warboss. 30 Rolling 10s and Fumbles When making a skill check there is the chance of rolling either a 10 or a 1 on the dice. Rolls of a 10 are a good thing; a sign that your character has done especially well. When a 10 is rolled, you may roll a second d10, adding the result to the first. If another 10 is rolled, you may roll a third d10. Any further results of 10 do not result in extra d10s. Conversely, a roll of a 1 is a bad thing; a sign that your character has failed in an especially unfortunate manner. When a 1 is rolled, you must roll another d10; this determines how badly you have failed. Consult the following charts to see the result: Non-combat Fumbles (Sneak, Awareness, etc.) 1-3 No Fumble, you just fail at what you're trying to do. 4-6 Wow, do you fail. It's painfully obvious to everyone around you how useless you are. 7-8 Epic fail! You screw up what you're working on; raise the difficulty by 5 and try again. 9-10 You completely fail at what you are trying to do, but are completely oblivious to your error. If you are crafting something, the device will not function, or possibly explode when used! Combat fumbles 1-3 No Fumble, you just miss your target. 4-6 Dropped weapon. You must spend a turn picking it up again, or draw another weapon. 7-8 Weapon Jam! You must clear the jam before you can use it again. If using a melee weapon, it embeds itself in the ground. 9 You injure yourself. Roll a random location and damage from your weapon. 10 You somehow manage to injure one of your friends. Roll a random location and damage from your weapon. Waaagh! fumbles 1-3 You get a splitting headache and the power fails. 4-6 Coloured lights flash in front of your eyes. The next Waaagh! Power you attempt is at +5 difficulty.

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7-8 You vomit excess energy and collapse. You cannot use your Waaagh! Powers again for 1d6 rounds. 9 Excess Waaagh! energy bleeds out in all directions. Inflicting 3d6 damage on anything within 10m. 10 Your head explodes, killing you. The backlash of energy inflicts 4d6 damage on anything within 20 metres. Unskilled Characters If a character does not have a skill but needs to make a check, they can still roll but obviously only add their stat to the roll (as they have no skill to add). Skill List Brawn Skills Athletics Athletics allows an Ork to run, jump, climb, swim and throw things. This is the skill used when throwing grenades, spears and knives. Brawl The skill of fighting unarmed with fists, feet and head. Melee The skills of fighting with close-combat weapons such as choppas, chainswords and clubs. Brains Skills Awareness Awareness covers sight, hearing and smell, as well as less-tangible senses, and allows characters to spot hiding foes, hidden objects and potential ambushes. Basic Tech Basic Tech covers creating and repairing items such as firearms, bikes, buggies and armour. It also covers a knowledge of basic mechanical principles and theories. Bioniks This skill allows a character to create and repair bionik implants. Brewing The preparation of all forms of Ork alcohol from Fungus Ale to Grimnosh's Old Peculiar. Brewing also allows a character to create fuel for bikes, trukks and other vehicles, as well as weaponised fuel for Burnas and Skortchaz. Explosives This skill allows a character to create, rig and disarm explosives. It also allows a character to create weapons such as stikkbombs, kannon shells and burna bombs. Gamble Gamble covers the multitude of games of chance that Orks play, such as “Poka”, “Cripple Mista Grot” and “Run Squiggy Run”. High Tech High Tech covers creating and repairing items such as blastas, force-fields, traktor beams and mega armour. It also covers a knowledge of advanced scientific principles and theories.

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Navigate This skill allows a character to find his way around on a planetary surface. Perform Perform covers all manner of entertainment such as playing drums, singing (as much as Orks can sing) and generally entertaining others. Smartgit This skill covers general knowledge, mathematics and other such un-Orky thinking. Speak (language) This skill allows a character to speak a non-Ork language such a Human, Eldar or Kroot. The language spoken must be picked when the skill is taken, and different languages must be purchased separately. Squig Keeping This skill allows a character to train squigs, from squighounds to squighawks. It also covers the knowledge of various squig properties and attributes. Surgery Surgery covers repairing damage to Orky bodies, as well as installing Bioniks. Also allows an Ork to manufacture various drugs. Survival Survival covers finding food and shelter in wilderness surroundings. It also covers huntsman skills such as tracking, skinning and basic leatherworking. Torture Generally Orks have little need for torture (Orks being rather dense and pain-resistant) but sometimes it can come in handy when interrogating humans or wayward Grots. Size Skills Endurance Endurance allows an Ork to ignore pain, resist poisons and sustain strenuous physical activity. Impress Impress allows a character to command and inspire other Orks through sheer force of personality (and size). Intimidate Intimidate allows a character to scare and dominate other Orks through threats and violence. It is also a valuable skill for keeping Grots in line. Intimidate is countered by the targets Dead 'ard skill. Dead 'ard This skill allows a character to resist intimidation, fear and similar mental attacks. Nimble Skills Dodge Dodge allows a character to attempt to avoid an incoming Melee or Brawl attack. Without ranks in Dodge, a character in close combat has to reply on parrying blows to avoid harm. Dodge checks can also be made to avoid explosives such as grenades, and to evade falling debris.

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Drive Bike This skill covers all bikes and bike-type vehicles, such as Warbikes, Trakks and Monobikes. Drive checks are generally only required when executing a dangerous manoeuvre. Drive Trukk This skill covers all trukks and trukk-type vehicles, such as Wagons, Buggies and Tanks. Drive checks are generally only required when executing a dangerous manoeuvre. Heavy Weapons This skill allows a character to fire all heavy weapons, such as Big Shootas, Rokkit Launchas and Zapp Kannons. The skill also covers emplacement and vehicle weapons. Pilot Flying Thing This skill allows a character to operate all flying vehicles, such as jetpacks, fighta bombaz and coptas. Pilot checks are generally only required when executing a dangerous manoeuvre. Pick Lock Pick Lock allows a character to try and open a lock without resorting to simply smashing it open. Generally a character must have a set of lock-picks to hand to use this skill. Pick Pocket Pick pocket allows a character to attempt to steal items from others without being noticed. It also covers feats of prestidigitation, which is a word most Orks don't know. Pilot Walker This skill allows a character to pilot all manner of two-legged war machines such as Deffdreads, Stompas and even the great Gargant-class titans. Pilot checks are generally only required when executing a dangerous manoeuvre. Sidearms This skill allows a character to fire all sidearm weapons, such as sluggas, six-shootas and blastas. Smallarms This skill allows a character to fire all smallarm weapons, such as shootas and blunderbuss. The skill also covers primitive weapons such as bows and crossbows. Squig Riding This skill allows a character to ride all manner of beasts, most commonly squigs and boars. Stealth This skill covers both moving silently and hiding. It allows sneakier Orks to 'get da drop' on others. Luck Skills Waaagh! This skill allows an Ork to harness the latent psychic field that all Orks project and shape it to his will. Taking this skill marks the character as a Weirdboy, forever an outcast of Ork society; treated as both a conduit for Gork and Mork's will and also a danger to those around him. See the Weirdboy chapter for details of how this skill works.

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Weirdboys Weirdboys, also known as Warpheads, are Orks who are able to tap into the ambient psychic field projected by all Orkoids and manipulate the psychic energy to produce powerful blasts, protective fields and to bolster nearby allies. However, as useful as Weirdboys may be, Orks are always cautious around them due to the unfortunate accidents that can occur when they become 'overstimulated' by too many nearby Orks. Powers 'Ead smasha This power allows a Weirdboy to harness Waaagh! energy into a destructive blast. This power can inflict up to 6d6 damage, but the more damage, the more difficult it is to control. 'Ead smasha attacks ignore all armour. Damage dice Range DC of power 2d6 10m 10 3d6 20m 15 4d6 40m 20 5d6 80m 25 6d6 160m 30 Waaagh! Shield This power allows a Weirdboy to shape Waaagh! energy into a protective shield. The protective bubble projected by this power is centred on the Weirdboy himself. SP of shield Size of shield DC of power SP 10 Weirdboy only 10 SP 15 3m 15 SP 20 6m 20 SP 25 9m 25 SP 30 12m 30 'Ere we go! This power allows a Weirdboy to tap into the collective psychic field generated by all Orks and boost the confidence, strength and overall effectiveness of nearby allies. Bonus DC of power +1 to hit 10 +1 to hit and +1 to damage 15 +2 to hit and +1 to damage 20 +2 to hit and +2 to damage 25 +3 to hit and +3 to damage 30

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Chapter 4: Character Generation Step 1: Choose Race There are 2 playable races in Waaagh da Orks; Orks and Grots. Orks are the primary race on all Ork worlds; tough and strong and bred for war. They only emerge from fungus groves once the groves reach a certain size. Grots are the lesser race of Orkology, spawned from the fungus groves earlier and intended to server their larger brethren, although they benefit from faster reflexes and sharper minds. Ork Characters Orks are the default character race. They have no special rules outside of the normal rules laid out in this document. Grot Characters Grot characters have a maximum Brawn of 5 (but conversely a maximum Brains of 15) and a maximum Size of 4 (and thus a maximum Nimbleness of 16). Grots also suffer from a much lower social standing to Orks, occupying the station of slaves, servants and, sometimes, food for Orks. Step 2: Buy Stats All characters have 25 points to distribute amongst their stats. The maximum starting stat for any character (Ork or Grot) is 8. Step 3: Buy Skills All characters have 50 points to spend on skills. The maximum level for any skill is 10, both at character gen and afterwards. Step 4: Purchase Equipment A starting character begins with 1d6 x 10 teef. A benevolent GM might let a starting character punch his own teeth out at character gen for bonus cash (3d6 teef). If the players are all starting as an established gang they may pool teef to purchase gang vehicles. Step 5: Waaagh! Wot you waitin' for you lousy grot? Waaagh!

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Chapter 5: Gear Teef An average Orky mouth contains between 20 and 30 teef at any one time. Teef are shed and replaced once every month, giving the Ork a monthly income of 5d6 teef. Loose teef slowly erode and become unusable as currency after a year or so. Punching out another Ork’s teef will usually yield around 3d6 teef. Weapons Weaponry forms a large part of any Orks life. Countless 'kustom' weaponry exists on Ork worlds, but the more common weapons are listed below: Weapon Type Acc Dam Rng Clip Rof Cost Knife Melee 0 1d6 -- -- -- 1t Club Melee 0 1d6 -- -- -- -- Choppa Melee 0 2d6+3 -- -- -- 2t Spear Melee 0 2d6 -- -- -- 2t Grabba stick Melee +1 Special -- -- -- 5t Whip Melee -1 1d6 3m -- -- 3t ‘uge Choppa Melee -1 3d6+2 -- -- -- 3t 'uge Club Melee -1 3d6 -- -- -- 2t Chainsword Melee 0 4d6 -- -- -- 10t Power klaw Melee 0 5d6 -- -- -- 50t Six shoota Sidearm 0 2d6+2 50m 6 1 2t Slugga Sidearm 0 3d6 50m 10 1 5t Blasta Sidearm 0 4d6 30m 5 1 40t Shoota Smallarm 0 5d6 300m 30 3 12t Crossbow Smallarm -1 3d6+3 50m 1 1 10t Bow Smallarm 0 3d6 80m 1 1 8t Scattergun Smallarm -2 4d6 50m 8 1 15t Mega-blasta Smallarm +1 6d6 450m 10 1 80t 'eavy bow Heavy -1 5d6 150m 1 1 20t Burna Heavy 0 2d10 20m 10 1 30t Big Shoota Heavy 0 6d6 550m 100 10 50t Rokkit launcha Heavy -1 6d10 500m 1 1 70t Shok attack gun Heavy -2 5d6 300m 1 10 200t Spear gun Vehicle 0 5d6 50m 6 3 40t Harpoon gun Vehicle -1 3d10 200m 1 1 30t ‘eavy Shoota Vehicle 0 8d6 750m 100 20 60t Skortcha Vehicle 0 4d10 50m 20 1 80t Kannon Vehicle 0 8d10 800m 1 1 100t Lobba Vehicle -2 7d10 500m 1 1 80t Zzap kannon Vehicle -1 Special 800m 1 10 150t Squigapult Vehicle -1 5d6 250m 1 1 200t Frag Stikkbomb Thrown -1 7d6 Brawn x 2 -- -- 5t Krak Stikkbomb Thrown -1 5d10 Brawn x 2 -- -- 10t Tank busta Placed 0 7d10 -- -- -- 25t Burna bomb Thrown 0 2d10 Brawn x 2 -- -- 10t

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Weapon Descriptions Knife Any large combat knife. Knives can be thrown in a pinch, with a range of Brawn x 2. Club Any blunt single-handed weapon such as a tire-iron, chain, pipe, etc. Choppa A large one-handed axe/cleaver type weapon, the mainstay of Orks everywhere. Spear A simple, primitive weapon that is a firm favourite of Orks everywhere. Spears can be thrown, with a range of Brawn x 2. Grabba stick Symbol of Runtherds, a grabba stick provides a +2 bonus to grapple checks. Whip Another piece of Runtherd equipment, used for keeping slaves in line. Because of their length, whips can be used to attack a target up to 3 meters away. ‘uge choppa A two-handed variant of the standard Choppa. 'uge Club Any huge, two-handed length of wood or metal. Warhammers and flails fall also under this description. Chainsword A loud, dangerous weapon favoured by Bosses. Power klaw An expensive power weapon. Armour Piercing. Six shoota A small-calibre revolver, often used by Yoofs and Grots. Slugga The standard Ork handgun. Blasta A pistol-sized plasma weapon. Armour Piercing Shoota The standard Ork assault rifle, capable of single-shot or 3-round burst. Crossbow A cheap, primitive weapon for the undiscerning Ork. Bow A simple weapon favoured by primitive Orks.

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Scattergun A short-range but powerful weapon that fires clusters of shot or pellets. Mega-blasta A large, expensive plasma weapon. Armour Piercing. 'eavy bow A huge, oversized bow used by larger Orks. Burna A flamethrower which also doubles as a powerful cutting tool. Will ignite any targets hit and ignores armour. Big Shoota A light machinegun, loved by shootier Orks due to its high level of dakka. Rokkit launcha A recoilless rifle that fires explosive shells. Shells have a 5m blast. Shok attack gun An expensive mekboy weapon that teleports objects into the target. Usual objects include spanners, scrap and snotlings. Shok attack blasts Ignore all armour and Toughness. Spear gun A series of pipes each loaded with a spear which fires a volley of shots. Harpoon gun A large, primitive vehicle weapon. ‘eavy Shoota A vehicle-mounted heavy machinegun. Skortcha A heavy flamethrower. Will ignite any targets hit and ignores armour. Kannon A cannon that fires explosive shells. Shells have a 10m blast. Lobba A mortar. Shells have a 5m blast Zzap kannon A powerful but temperamental energy weapon. To determine damage, each round roll 2d6; this is the amount of d10 you then roll for damage. Regardless of the damage roll, firing the zzap kannon consumes 1 round from the clip with each shot. Squigapult A simple catapult that is usually used to fire clay pots filled with buzza squigs. The squigs swarm a 10m area, stripping anything in their path until they get full and fly off. Frag Stikkbomb Frag grenades with a 8m blast

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Krak Stikkbomb Anti-vehicle grenades. No blast radius Tank busta A powerful magnetic bomb. It can either be attached to the side of a vehicle or placed on the ground for a target to drive over. In either case, this weapon requires a DC 12 Explosives check. Burna bomb A fragile container of flammable fuel. No blast radius, but will ignite any target hit and ignores armour. Weapon Upgrades: Orks are very fond of customising their weapons, especially their firearms. Any sidearm or smallarm (except bows and crossbows) can be upgraded. A weapon can only ever have 3 upgrades. Other conversions do exist, but they tend to be specific to individual Mekboyz. Choppier Cost: 30 teef Create DC: 15 This upgrade can only be applied to melee weapons. The weapon is sharpened, made heavier and generally made more damaging. +1 damage dice. More Dakka Cost: 20 teef Create DC: 15 This upgrade adds extra belts of ammo, more barrels and increases the amount of bullets the weapon can fire. Increases rate of fire by 10. More ammo Cost: 15 teef Create DC: 12 This upgrade adds secondary clips, hoppers and ammo feeds. This doubles the clip size of the weapon. Shootier Cost: 25 teef Create DC: 15 This upgrade lengthens the barrel, adds basic sights and makes the weapon more accurate. +1 Accuracy, increase range by +25%. Blastier Cost: 40 teef Create DC: 18 This upgrade increases the hitting power of the weapon, either by swapping the ammo for a larger calibre, shrouding the rounds in a basic energy field or similar. +1 damage dice. Kombi-weapon Cost: Cost of second weapon, +50 teef for fitting Create DC: 15 This weapon adds a second weapon underneath the first. The second weapon may be any smallarm, sidearm or heavy weapon, with the exception of Bows and 'eavy bows.

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The second weapon can be fired as normal, but if both weapons are fired in the same turn then both shots are at -2. If the second weapon is the same type as the first, then instead of becoming an additional weapon it increased the weapon's rate of fire as below: Base weapon RoF 1 3 10

New RoF 3 10 20 Scope Cost: 12 teef Create DC: 10 An extremely simple upgrade, bolting a telescope to the top of the weapon to increase accuracy. This upgrade can be combined with Shootier. +1 Accuracy. Spiky bitz Cost: 15 teef Create DC: 10 This upgrade adds all manner of spiky blades, chainsaws and other close-combat appendages to a ranged weapon, allowing it to be used as a melee weapon. The weapon does damage based on the weapon type; sidearms – 1d6, smallarms – 2d6 (plus damage bonus). Armour: Armour Covers SP EV Cost Bikin’ mittz Arms 6 0 2t Stompin’ bootz Legs 8 0 5t Bikin’ Leathaz Torso, Arms, Legs 8 0 8t Light armour Torso, Legs 10 0 15t Medium armour Torso, Legs 16 -1 24t ‘eavy armour Torso, Legs 18 -2 30t Boss armour Torso, Arms, Legs 25 -4 75t Mega armour All 35 -2 300t Bikin’ helmet Head 6 0 1t Weldin' mask Head 10 0 5t Steel helmet Head 20 0 10t Forcefield All 40 0 700t Space suit All 5 -1 20t

Encumbrance Value (EV) is a penalty to the Ork’s Agility and all associated skills. Armour cannot be stacked on the same location; that's just not Orky! Bikin’ mittz A pair of heavy-duty squig-hide gauntlets. Stompin’ bootz A pair of armoured knee-length squig leather boots. Bikin’ Leathaz A simple suit of tough leather. Light armour A suit of thick leather and pieces of flak armour.

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Medium armour A suit of flak armour and small metal plates. ‘eavy armour A full suit of heavy metal plates over flak armour, favoured by Nobs and Skarboyz. Boss armour A suit of well-made heavy steel and adamantium plates. Mega armour A huge suit of power armour. This suit overrides the user's Brawn to 20 (regardless of their Nimbleness) and usually incorporates a power klaw and kombi-weapon (included in price). Weldin' mask A mekboy favourite; a simple steel mask. Bikin’ helmet A thin leather helmet with built-in goggles. Steel helmet A traditional Ork helmet hammered from steel. Forcefield A powerful device that projects a bubble of energy around the wearer. Force field are immune to Armour Piercing weapons and flame weapons and protect against radiation. The forcefield projector is temperamental, however, and every round it is active the user must make a Luck check. On a failure, the device shuts down for 2d6 rounds. Space suit A lightly armoured leather and steel suit designed to protect an Ork from the hazards of space. They protect against radiation and incorporate a Breathin' tank, an Interkom and a pair of magnetic boots (allowing the wearer to stick to metal surfaces while in zero-g). Ammo Weapon Cost Amount Six shoota 1t 18 bullets Slugga 1t 10 bullets Shoota 2t 30 bullets Scattergun 2t 8 shells Bow/ 'eavy bow 1t 10 arrows Crossbow 2t 10 bolts Big Shoota 25t 100 bullets ‘eavy Shoota 35t 100 bullets Blasta shellz 4t 5 shells Burna fuel 5t 10 shots Rokkitz 3t 1 rocket Shock cells 50t 10 blasts Zzap cells 20t 10 zaps Spear gun 6t 6 spears Harpoon gun 2t 1 harpoon Kannon shellz 5t 1 shell Lobba rokkitz 4t 1 rocket

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Gear Item Cost Item Cost

Food and Drink Tools

5 day rations 3t Mek's toolz 5t

Squig pie & a mug of grog 1t Dok's toolz 5t

Roast squiggox 5t Copper staff 10t

Barrel of rotgut 3t Interkom 5t

Barrel of grog 10t Shoutin' box 10t

Barrel of fungus ale 15t Loud hailer 3t

Barrel of Grimnosh's Old Peculiar 20t Lock picks 3t

50 foot cable 2t

Slaves and squigs Grapnel 1t

Grot Slave 10t Breathin' tank 8t

Hair squig 1t Spyin' glass 10t

Face-eater squig 1t Huge spyin' glass 16t

Squighound 15t Metal detector 5t

Ork Boar 20t Rad detector 12t

Squighawk 30t Fightin' juice 5t

Squiggoth 400t Big horns 15t

Boss pole 20t 5 day rations Chunks of dried squig-meat that are so tough they take 5 days to digest. Squig pie & a mug of grog A good, hearty Ork meal. Standard fair in any slophouse or tavern. Roast squiggox A huge, delicious meal fit for a warboss! Barrel of rotgut A large barrel of very cheap, rough alcohol. Often called 'Grot-rot'. Barrel of grog A large barrel of tavern-quality alcohol. Barrel of fungus ale A large barrel of good-quality alcohol. Barrel of Grimnosh's Old Peculiar A large barrel of expensive, high-quality alcohol.

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Grot slave An untrained but enthusiastic Grot who’ll perform almost any task. An Ork can have any number of Grots helping him with any crafting (Basic tech, High tech, Bioniks, etc.) or Surgery check. Each Grot aiding grants a +1 bonus to the roll, to a maximum bonus equal to half the Ork’s skill (rounding up). If the Ork botches, the number of Grots is added to the botch roll. Hair squig A small squig that attaches to a host by a small mouth, feeding off his blood. Available in many colours, used by Orks for hair and beards. Face-eater squig A dangerous but tasty squig, used in eating competitions. Some Orks train face-eaters as pets, and they can become extremely loyal to their masters. Squighound A large squig trained to herd Grots. They are also trained as war-creatures, and sometimes turned into 'squig-bombs' by lashing explosives to them. Ork Boar The trusty mount of many an Ork, boars are stubborn, smelly and dense, just like their masters. Squighawk A large flying squig, easily capable of killing an Ork. Some are captured and trained as attack creatures. Some rebel grots train Squighawks, and ride them into battle. Squiggoth A massive squig beast, trained as war mounts by Orks. Squiggoths are often armoured and used to carry mobs of Orks into battle. Mek's toolz A toolbox containing spanners, hammers, wrenches and oil squigs. This kit grants a +2 bonus to all Basic tech, High tech and Bioniks checks. Dok's toolz A toolbox containing saws, clamps, hammers and staples; everything a painboy needs. This kit grants a +2 bonus to all Surgery checks. Copper staff A stout staff banded in copper, to better earth the destructive energies of weirdboys. A copper staff allows a weirdboy character to re-roll the botch result on a failed Waaagh! check while he holding it. Interkom A small communicator, with a range of 1 mile. Shoutin’ box A walky-talky with a range of 40 miles. Loud hailer A bullhorn, allowing an Ork to increase the volume of his voice, for better yelling his instructions at his lackies.

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Lock picks A set of slim metal picks, to help cracking locks. 50 foot of cable Good for towing vehicles or climbing cliffs. Breathin’ tank A gasmask linked to a tank of air by a rubber hose. On average they carry about an hour of air and can be easily refilled with the inbuilt compressor. Refilling the tank takes a few minutes. Spyin’ glass A telescope. Grants a +2 bonus to sight-based Awareness checks. Huge spyin' glass A big, flash telescope. Grants a +3 bonus to sight-based Awareness checks. Metal detector A tool that can detect metal and alloys in the vicinity. Has a range of 10m. Rad detector A tool that can detect nearby rad-zones. Has a range of 50m. Fightin’ juice A drug brewed by Painboyz. A dose of Fightin’ juice increases physical strength for 1d6 rounds (+2 to melee damage, -2 to hit, +2 Toughness) before wearing off. Big horns A pair of large horns, usually from some vicious beast. Wearing a set of Big horns gives an Ork a sense of pride, and lets other Ork's know how tough he is! Big horns grant a +1 bonus to all Impress and Intimidate checks. Boss pole A Boss pole is a back-mounted banner-pole hung with various glyphs, trophies and charms that announces a boss's victories to all that see it. A Boss pole grants a +1 bonus to all Impress and Intimidate checks, but can ONLY be worn by a boss. A normal Ork wearing a Boss pole is asking for trouble.

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Orky Forts Some Orks, big and powerful Orks, gather enough teef and boyz to build themselves a fort or similar headquarters. The following structures can be bought and incorporated into a fort, and can be bought all at once or added to an existing fort after initial construction. Structure Cost Shack 20 teef Grot shack 10 teef Squig kennel 50 teef Squiggoth paddock 500 teef Fort 1,500 teef Mega fort 3,000 teef Wall 1,000 teef 'eavy wall 2,000 teef Brewery 800 teef Dok's surgery 500 teef Mek's shop 500 teef Ripperdok's surgery 1,000 teef Fungus patch 250 teef Lookout tower 250 teef Fightin' pit 40 teef Weirdboy hut 60 teef Shack A simple wood or metal shack where a few Orks can shelter from the elements and cook up some squig stew. Grot shack A basic wooden shack used by Slaverz to keep their Grots in one place. Squig kennel A secure wooden enclosure designed for squighounds and similar beasts. Squiggoth paddock A reinforced enclosure used by Squigherderz to contain mighty squiggoths. Fort A large armoured structure suitable for any minor Warboss. A fort includes barracks for around 40 Orks, a dining hall/ audience chamber, a kitchen and basic defences (crenelated walls, gun towers, etc). The walls have an average SP of 20 and the Fort has a total SDP of 600. Mega fort A huge fort favoured by powerful Warlords and BigMeks. The fort includes barracks for around 100 Orks, a dining hall/ audience chamber, a kitchen, store rooms, dungeons and advanced defences (crenelated walls, gun towers, kannon emplacements, etc). The walls have an average SP of 30 and the Fort has a total SDP of 2500. Wall A 15 metre tall armoured wall, incorporating a number of gates and towers. The top of the wall is wide enough for Orks to patrol along. The wall has an average SP of 20 and each 20m section has a total SDP 150.

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'eavy wall A 20 metre tall reinforced armoured wall, incorporating a number of gates and towers. The top of the wall is wide enough for Orks to patrol along. The wall has an average SP of 30 and each 20m section has a total SDP 250. Brewery A shack equipped with stills, mulching vats, condensers and all the other necessary apparatus for creating the wide range of fungus-based Ork alcohols. Breweries have the unfortunate habit of exploding if mistreated. Using a brewery confers a +2 bonus to all Brewing checks. Dok's surgery A shack equipped with operating tables, restraints, saws, anaesthetic-hammers and pickling vats. Using a Dok's surgery confers a +5 bonus to all Surgery checks. Mek's shop A large workshop equipped with hoists, workbenches and all the necessary equipment for creating all manner of weapons, armour and vehicles. Using a Mek's shop confers a +5 bonus to all Basic Tech, High Tech and Explosives checks. Ripperdok's surgery Party Mek shop, part Dok surgery. Ripperdok's specialise in bionik replacements and upgrades, and are a hazardous place to be if you're a healthy Ork! Using a Ripperdok's surgery confers a +2 bonus to all Basic Tech and Surgery rolls and a +5 bonus to all Bioniks rolls. Fungus patch A large spoil heap filled with fungus of all sizes, harvested by Orks for food. Fungus patches, once large enough, also begin to spawn all manner of Orkoid species; first squigs, then Snotlings, then Grots and finally Orks. Lookout tower A tall tower with a reasonably armoured cupola at the top. The height granted by the tower confers a +2 bonus to Sight-based Awareness checks. The tower has an average SP of 12 and a total SDP 90. Fightin' pit A pit dug into the earth, surrounded by tiers of simple benches, the fightin' pit is both a form of entertainment and also an important part of Ork politics. Orks who feel their current boss isn't good enough can challenge him to single combat, and these fights for leadership almost always take place in a fightin' pit. Other battles, between Ork boyz, Squigs and slaves are often staged for entertainment. Weirdboy hut A small shack with copper panels and rods built into it, to better earth the destructive energies of weirdboys. Such huts are always built away from other Ork structures, to minimise the latent psychic field the weirdboy within has access to. A Weirdboy hut grants a weirdboy character a re-roll on any failed Waaagh! Check while he is within the hut.

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Crafting Orks are designed to instinctively know how to build the items they need, from guns to armour to vehicles. Some Orks retain more of this knowledge than others; these are usually referred to as Spannaboyz, Mekboyz and Bigmekz, depending on their level of expertise. To create an item a character must have the appropriate skill, as indicated below, and access to tools, a workspace and the raw materials to manufacture the item. Basic Tech All basic melee and ranged weapons (Choppas, Chainswords, Sluggas, Shootas, etc), armour, vehicles and gear. Anything that runs on combustion engines, hydraulics, basic alloys and simple electronics. High Tech Power Klaws, Blastas and Mega-blastas, Zzap kannons and Shok attack guns, as well as Forcefields and Mega armour. Anything that runs of fusion, energy fields, advanced electronics or advanced alloys and metallurgy. Brewing Alcohol brewed from fungus, which in Ork society is used for all manner of tasks depending on the percentage of raw alcohol in it. Fungus Ale (and all variations thereof), fuel for vehicles and also fuel for Burnas and Skortchas. Explosives Anything explosive! Stikkbombs, Tank bustas and also Kannon rounds. Bioniks Bioniks! This is fairly obvious. If a bionik incorporates another device such as a power klaw, shoota or similar then the device is treated as a Basic Tech or High Tech roll, rather than a Bionik. Crafting difficulty To determine the difficulty of crafting the device, check the table below: Device DC Simple, no working parts, made from basic alloys. Choppers, Knives, etc. 10 Basic firearms, simple engines. Shootas, sluggas, armour, etc. 15 Complex gears, advanced alloys. Power fields. Blastas, Heavy armour, etc. 20 Advanced mechanisms, potentially dangerous items. Zzap kannons, Shok guns 25 Very rare and dangerous technology. Mega armour, Stompas, etc. 30 Time and Materials The time required to manufacture a device is worked out by halving the total cost of the finished device. This amount is the number of hours it takes to create the device, and also the amount of teef the raw materials cost to build it. For every point over the required DC to manufacture the device the character rolls, the time taken is reduced by 1 hour. For example: Ruzruk is building a Mega-blasta. A mega-blasta requires a DC 20 High Tech skill check and normally costs 80 teef. The raw materials cost 40 teef. Ruzruk makes his skill check and gets a total of 25, meaning that he succeeds in creating the weapon. Normally the blasta would take 40 hours to build, but due to his roll is only takes 35 hours.

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If the skill check to build a device exceeds the DC by more than 10 then the device is of especially high quality, otherwise known as Flash. Depending on the device, the effects of being Flash vary; Flash weapon +1 Accuracy (this stacks with any upgrades that also grant bonus accuracy) Flash vehicle +1 Handling Flash armour +1 SP Flash bionik +5 SDP. If the bionik incorporates a weapon then it also gains +1 accuracy Other devices, such as gear and buildings, gain no bonus from being Flash. They just look Dead 'Ard!

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Chapter 6: Vehicles Vehicle stats All vehicles share common stats; Type The skill the vehicle falls under. SDP (Structural Damage Points) SDP work like Hit points. They are removed when a vehicle takes damage. When a vehicle looses half its SDP the Handling drops by -1, when they reach 0 the vehicle explodes in an impressive fireball. SP (Stopping Power) The base armour value of the vehicle. Damage inflicted on the vehicle is decreased by this amount before SDP loss is calculated. Max Speed The maximum speed the vehicle is capable of. Acceleration The speed at which the vehicle accelerates towards its max speed each round. Handling The bonus to all Drive check that the vehicle grants. Crew The amount of Orks the vehicles require to operate. Passengers The amount of Orks who can (sensibly) ride inside the vehicle. More orks can cling to the outside of a vehicle, but they must make checks whenever the vehicle performs a manoeuvre. Cost The amount of teef the vehicle costs. Vehicles Bike Bikes are two-wheeled, single-seater vehicles with no armour and only light weaponry. They are among the most popular and common Ork vehicles. Type Bike SDP 40 SP 0 Max speed 150 mph Acceleration 24m Handling 0 Crew 1 Passengers 0 Cost 20 teef

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Buggy A four-wheeled, two-seater vehicle with an open back and limited covering for the crew. Type Trukk SDP 90 SP 10 Max speed 100 mph Acceleration 18m Handling 0 Crew 1 Passengers 3 (1 front, 2 back) Cost 40 teef Wagon A large, partially-covered vehicle that can carry entire gangs of Orks. Wagons range in size and configuration, but the most common is a six-wheeled vehicle with an open back and fully-enclosed drivers compartment. Type Trukk SDP 150 SP 16 Max speed 90 mph Acceleration 15m Handling -1 Crew 1 Passengers 15 (1 front, 14 back) Cost 80 teef Trakk A trakk is a small bike-sized vehicle with a set of caterpillar tracks as opposed to wheels. It is slower than a bike, but handles better. Type Bike SDP 50 SP 10 Max speed 100 mph Acceleration 18m Handling +2 Crew 1 Passengers 1 Cost 30 teef Trukk A trukk is similar to a wagon, but with 2 tyres at the front and tracks at the rear. They usually have a soft-topped passenger compartment and a fully-enclosed crew compartment. Type Trukk SDP 120 SP 16 Max speed 70 mph Acceleration 15m Handling +1 Crew 1 Passengers 11 (1 front, 10 back) Cost 70 teef

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Tank A fully-enclosed, heavily armoured fighting machine. Usually comes fitted with a turret-mounted Kannon and two sponson-mounted ‘eavy Shootas. Type Trukk SDP 200 SP 40 Max speed 50 mph Acceleration 10m Handling -2 Crew 4 (driver, 3 gunners) Passengers 0 Cost 350 teef Grot Sail Cutta Found mostly on the desert world of GorkaMorka, the Cutta is a Grot vehicle powered by wind alone. They are usually constructed from wood and are rather rickety. Type Trukk SDP 80 SP 5 Max speed 90 mph Acceleration 15m Handling -1 Crew 4 (1 pilot, 2 deck-hands, 1 rudder-grot) Passengers 8 Cost 50 teef Fighta-bomba Fearsome vehicle of the Ork Flyin Skwadronz. Comes fitted with a pair of pilot-fired twin-linked 'eavy Shootas. Fightas cannot be fitted with any upgrades except Red Paint Job and Speed boostas. Type Flyin Thing SDP 180 SP 20 Max speed 380 mph Acceleration 30m Handling 0 Crew 1 Passengers 0 Cost 250 teef Deffcopta A rather ramshackle vehicle favoured by spannaboyz and odd-minded Orks. Coptas cannot be fitted with any upgrades except Red Paint Job and Speed boostas. Type Flyin Thing SDP 90 SP 6 Max speed 240 mph Acceleration 15m Handling -1 Crew 1 Passengers 0 Cost 190 teef

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Jetpack A crude rocket with a harness fitted to it that allows particularly crazy Orks to jet skyward! Type Flyin Thing SDP 20 SP 0 Max speed 80 mph Acceleration 20m Handling -2 Crew 1 Passengers 0 Cost 30 teef Killakan A small mechanoid war machine with a drum-shaped body. Kans are always armed with a single Power Klaw and a heavy weapon (often a Big Shoota). Type Walker SDP 120 SP 20 Max speed 20 mph Acceleration 10m Handling 0 Crew 1 (bionikally-implanted) Passengers 0 Cost 300 teef Deffdread The larger cousin of the killakan, Deffdreads are huge, armoured machines piloted by a bionikally-implanted Ork or Grot. Dreads have 4 weapon mounts, which can be filled with a Power Klaw or any heavy weapon. Type Walker SDP 200 SP 20 Max speed 18 mph Acceleration 8m Handling 0 Crew 1 (bionikally-implanted) Passengers 0 Cost 500 teef Stompa An immense mechanised war-platform built in the shape of a great Ork, the Stompa is smallest of the Gargant-titans. A Stompa is usually fitted with a Kannon, Zzap kannon, 6 'eavy shootas and a Wreckin' ball. They are also studded with countless firing ports. Stompas cannot be fitted with any upgrades. Type Walker SDP 500 SP 50 Max speed 40 mph Acceleration 8m Handling -3 Crew 16 (kommander, 9 gunners, 2 spannaboyz, 1 smartboyz) Passengers 20 Cost 2,000 teef

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Upgrades:

Upgrade Vehicles Red paint job All Gun mount All Grab-bars All Rammin spike Buggy, Wagon, Trukk, Tank Speed boosta All Turbo Rokkitz Bike, Buggy, Wagon, Trakk, Trukk ‘eavy armour Bike, Buggy, Wagon, Trakk, Trukk Wreckin ball Buggy, Wagon, Trukk Grabba Buggy, Wagon, Trukk Boardin’ plank Buggy, Wagon, Trukk Stikkbom chucka All

Red paint job Cost: 10 teef Create DC: 10 Red wunz go fasta! The upgrade confers a +1 bonus to the vehicle’s handling. Gun mount Cost: 15 teef, plus cost of weapon Create DC: 10 A gun mount bolts any heavy- or vehicle-class weapon onto the hull, which can be fired by any passenger. A single heavy weapon can be mounted for the driver to fire, but this costs an extra 50 teef. Firing a driver-linked weapon counts as a second action, conferring a -3 to the roll to hit as well as any driving rolls made that round. Grab-bars Cost: 20 teef Create DC: 10 Grab-bars are sets of rungs and hand-holds welded to the outside of the vehicle, which mean Orks hanging onto the vehicle are less likely to fall off. Any Ork hanging onto a grab-bar gets a +2 to their Athletics checks to avoid falling off. Rammin spike Cost: 30 teef Create DC: 15 A vehicle equipped with a rammin spike inflicts +2d6 damage when ramming other vehicles. This is added to the damage taken by the other vehicle after all other calculations and is not added to the damage taken by the ram-equipped vehicle. This bonus only counts if the ramming vehicle strikes the target with the spike. Speed Boosta Cost: 50 teef Create DC: 15 A Speed Boosta increases speed for a short time by dumping high-octane fuel into the engine. The boost gives the vehicle +20 mph to it’s current speed (even if this takes it above it’s maximum speed) and a +10m increase to it’s acceleration. While boosted the vehicle is hard to control, conferring a Drive penalty of -2. Due to the unpredictable nature of the system, the speed boost only lasts for 1d3+1 rounds, after which the tanks empty and the Boosta needs to be refuelled.

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Turbo Rokkitz Cost: 70 teef Create DC: 20 Turbo Rokkits are two large rocket engines strapped haphazardly to the vehicle, which can be fired to provide a brief, insane, speed boost. Turbo Rokkitz are very unpredictable, sometimes they hurl the vehicle forward, sometimes they misfire, other times they detonate; blowing the vehicle to scrap! When firing a set of Turbo Rokkitz, the Drive must make a Luck check. Success indicates the Rokkitz fire as hoped and the vehicle’s speed increases by +40 mph (even if this takes it above it’s maximum speed) and a +20 increase to it’s acceleration. The Rokkitz last for 1d3 rounds. While boosted the vehicle is hard to control, conferring a Drive penalty of -4. If the roll fails then the Rokkitz splutter and short out, the drive may attempt to fire them again next round. If the roll is a critical failure then the Rokkitz detonate, inflicting 5d10 damage to the vehicle and any crew within 10 metres. Once a set of Turbo Rokkitz has been fired they are spent and require replacing. ‘eavy armour Cost: 50 teef Create DC: 15 Heavy steel plates are bolted onto the vehicle, increasing the overall SP to 25 but halving the maximum mph. Wreckin ball Cost: 45 teef Create DC: 15 A wreckin ball allows Orks riding in the vehicle to attack adjacent vehicles. It has the profile below and is used as a Melee weapon, opposed by a Drive roll from the target vehicle’s driver.

Weapon Type Acc Dam Rng Wreckin ball Melee -2 4d10 3m

Grabba Cost: 40 teef Create DC: 15 A grabba is a large hydraulic claw that latches onto enemy vehicles to prevent them from escaping. Once latched onto an enemy vehicle, the target vehicle cannot move away and automatically matches the attacking vehicle’s speed. The grabba can be destroyed, and has a SP of 10 and 20 SDP. It takes a full round for a grabba to latch onto it’s target, during which the target can attempt to escape. Boardin’ plank Cost: 20 teef Create DC: 10 A boarding plank is bolted to the floor of a vehicle and is used to cross from one vehicle to another, usually during a boarding action, without having to jump between the two. Using a Boarding plank to board a moving vehicle confers a +2 bonus to the Athletics roll required to move between moving vehicles. A Boarding plank may be destroyed, it has a SP of 5 and 15 SDP.

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Stikkbom chucka Cost: 35 teef Create DC: 15 A Stikkbom chucka fires standard Stikkbomz, launching them up to 50 metres at enemy targets. A chukka can be loaded with different types of Stikkbom and is fired by a member of the vehicle crew.

Weapon Type Acc Rng Clip Rof Stikkbom chucka Smallarm -1 50m 3 1

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Chapter 7: Bioniks Bioniks are artificial replacements -or sometimes upgrades- for Ork limbs and organs. Orks are very robust, and can survive surgeries that would kill a weaker creature, so many bioniks are very primitive in nature and design. Installation surgery When an Ork undergoes bionik surgery, the Ripperdok must make a surgery check, the DC of which is determined by how complicated the device being implanted is. This DC is determined by the surgery code. The surgery also inflicts a certain amount of damage on the Ork undergoing the implantation, also dictated by the surgery code. Surgery code Surgery DC Surgery damage Minor 15 2d6 Major 20 3d6 Critical 25 4d6 Bioniks Hook hand (4 teef, Minor surgery) Replaces an arm with a basic prosthetic tipped with an iron hook rather than a hand. It can perform basic actions but cannot hold a weapon. Does 1d6 damage (plus SB) and has 10 SDP. Deluxe hook hand (8 teef, Minor surgery) The same as the hook hand, except the hook can be unscrewed and replaced with either a choppa or a slugga. The arm is slightly better built and also has a coat of red paint. Does 1d6 damage (hook hand), has SP 5 and 12 SDP. Bionik arm (12 teef, Major surgery) Basic arm replacement. Does 2d6 damage (plus SB) with a punch, has SP 10 and 20 structural damage points. Big crusha arm (18 teef, Major surgery) A large hydraulic arm with long claws. Does 3d6 damage (plus SB) with a punch but is at -1 Nimbleness to all actions performed with that arm. It has SP 12 and 30 structural damage points. Gubbinz arm (16 teef, Major surgery) A basic bionik arm that has a number of tools built into it. Does 2d6 damage (plus SB) with a punch, has SP 5 and 20 structural damage points. It also counts as a Dok’s toolkit and Mek’s toolkit and grants a +1 bonus to any Basic tech and Surgery rolls. Iron Gob (12 teef, Minor surgery) A sharpened iron trap bolted to the lower jaw. Allows the Ork to make a bite attack for 1d6+2 damage (no SB) and also adds +1 to Intimidate and Impress rolls. Peg leg (6 teef, Minor surgery) Very basic leg replacement. Does 1d6+2 damage (plus SB) and has 10 SDP. Bionik leg (10 teef, Major surgery) Basic leg replacement. Does 3d6 damage (plus SB) with a kick, has SP 10 and 20 structural damage points.

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Jumpin’ legs (20 teef, Critical surgery) Replaces both legs, granting increased speed and jumping ability due to powerful hydraulics. Increases a character's Movement to 40m and LEAP to 10m. Does 3d6 damage (plus SB) with a kick, has SP 5 and 20 structural damage points. Gyro-stabilised monowheel (40 teef, Critical surgery) Replaces both legs with a motorised wheel, allowing the character to zoom around at high speeds. Increases a character's Movement to 60m and granting him an overland speed of 90 mph. The wheel has a SP of 6 and 30 SDP. Bionik bonce (20 teef, Critical surgery) An adamantium skull, granting SP 20 to the head. Any head-butt attacks do 2d6 (plus SB) damage. Bionik eye (10 teef, Major surgery) Basic eye replacement. Includes a targeting scope (+1 to ranged attack rolls) and also includes a x10 zoom. Grants a +1 to sight-based Awareness checks per eye. Armour plates (10 teef, Major surgery) Large plates of armour anchored to the Ork’s skin, armouring the body location to SP 18. For every 2 locations armoured the Ork looses takes a -1 penalty to all Nimbleness checks. Fightin’ juice implant (16 teef, Major surgery) A small implant that can be activated to release Fightin’ Juice from an internal reservoir. When active grants +2 to melee damage, -2 to hit and +2 Toughness for 1d6 rounds. The reservoir holds 3 charges, after which it must be refilled (see the equipment chapter for prices). Brain tinkerin’ (18 teef, Critical surgery) Implants in the Ork’s brain grant increased reaction-speed and aggressiveness. Gives a +5 bonus to Initiative but permanently reduces Brains by 2. Bionik organs (12 teef, Major surgery) Artificial organs which grant increased durability. The Ork gains +4 hits and a +2 bonus to Endurance checks. Replacement limbs (donors) Another alternative to bioniks are donor limbs; limbs 'donated' by other Orks that are grafted onto the stumps of the missing limb by a Ripperdok. Due to the rugged biology of Orkoids, donor limbs are very easy to attach Attaching a donor limb requires a surgery check, but is usually easier than attaching a bionik. Generally the costs of donor limbs are as follows: Limb Cost Surgery code Arm 10t Minor Leg 12t Minor Hand 5t Minor Foot 6t Minor

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Chapter 8: Rules Initiative To determine who strikes first in combat, all characters involved in the fight roll their Nimbleness + 1d10. The highest score goes first, and you cannot botch an Initiative roll (just do very badly). Melee combat When characters engage in combat using fists, choppas, clubs or furniture then this is counted as melee combat. The difficulty to hit an opponent in melee combat is determined by a Dodge or Melee check, made each time the target is attacked. If a character lacks either of these skills then the roll is based off their straight Nimbleness. For example: Rutzgob swings his choppa at a rebel Grot. The Grot rolls his Dodge + Nimbleness and gets a total of 14. Rutzgob rolls his Melee + Brawn and gets a total of 16; a hit! Somehow the Grot survives, and swings his club at Rutzgob. The grot gets a total of 12 on his Melee + Brawn roll. Rutzgob attempts to parry the blow, rolling his Melee + Brawn. He rolls poorly and only gets 11; he's been hit! How ever will he live this down? Ranged combat The difficulty to hit a target in ranged combat is determined by the weapon being used;

Distance to target Range DC

Less than 10 metres Point-blank 10

Up to ¼ max range Short range 15

Up to ½ max range Medium range 20

Up to max range Long range 25

Up to x2 max range Extreme range 30 Combat actions Each round a character may either take 2 single actions (such as move and then make a single attack with a weapon) or 1 double action (such as charge). A character cannot repeat the same single action twice per round; both actions must be different. The list of possible actions are as follows: Attack (single action) This is a standard attack action; the character takes a swing with a melee weapon or fires a single shot from a ranged weapon. Move (single/ double action) This action allows a character to jog up to their full movement, as determined by their Movement stat (Nimblessness x3). If a character takes no other action in a round they can use the move double action, doubling their Movement stat. Charge (double action) A character moves up to his full movement into melee combat. Charging grants a +2 bonus to hit and damage rolls.

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Reload (single action) This action allows a character to reload a ranged weapon, as long as the character has spare ammunition handy. This action also covers unjamming a stuck weapon. Take Cover (single action) This action allows a character to duck into cover for the rest of the round. See the cover rules for details. Burst fire (single action) Any weapon with a rate of fire listed as 3 (any weapon capable of autofire is also capable of Burst fire) may fire a burst of bullets, rather than a single shot. The attack consumes 3 rounds from the clip. A Burst fire attack grants a +3 bonus to hit. If the attack hits then roll 1d3 to see how many bullets hit the target, and roll hit locations for each bullet separately. A burst attack can be aimed at a specific location, in which case any bullets which hit all strike the same location, inflicting cumulative damage. Autofire (double action) Any weapon with a rate of fire listed as 10 or more may fire a sustained burst of bullets, rather than a single shot. The attack consumes 10 (or 20, 30, etc. as listed in the RoF) rounds from the clip. An autofire attack grants a +1 bonus to hit for every 10 rounds fired. If the attack hits, then 1 bullet strikes the target and an additional bullet strikes for every point over the DC the result was. The bonus to hit is only effective at close-range or closer, past this range, no bonus is gained from the attack, but additional bullets may still strike the target if the roll is high enough. Autofire attacks cannot be aimed at specific locations, so all hits require separate location rolls. If two or more rounds strike the same location, the damage is cumulative. Rounds from an autofire attack that hit may also be spread amongst nearby targets; any target within 3 metres of the initial target may be hit. For example; Ripdakka fires his big shoota at a target, firing 20 rounds. The target is at close range (DC 15) and Ripdakka rolls 7 plus his skill and stat total of 12 for a total of 21; success! As Ripdakka exceeded the DC by 6, he hits with a total of 7 rounds. Aiming (double action) A character may aim an attack for a bonus to hit. Aiming takes an entire round, but the next attack made gains a +1 bonus to hit for every consecutive round spent aiming beforehand, up to a total of +3 (3 rounds of aiming). Both ranged and melee attacks may be aimed. Aimed attacks may also be aimed at specific body (or vehicle) locations. Aiming at a location comes at a penalty to hit, based on the size of the location or object aimed at.

Target DC penalty

Head, Arm -4

Body -1

Leg, Rifle -2

Pistol, Knife -3

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Cover Some times an Ork just needs a nice thick wall to duck behind! Taking cover is a single action. Once in cover a character gains a bonus armour value to any locations behind the cover.

Cover Bonus SP

Thin wood (shack wall) +2

Thick wood (tavern table) +3

Thin metal (trukk door) +5

Thick metal (engine block) +8

Thin stone (brick wall) +4

Thick stone (rocky outcrop) +6

Adamantium (stompa foot) +10 Explosives Certain weapons, such as grenades and explosives, are listed as Blast weapons. When these weapons detonate they do damage to all targets within the distance listed in the weapon description. Any target hit by a blast weapon, except the initial target themself, can attempt to avoid the explosion by making a DC 15 Dodge check. If successful they throw themselves aside at the last moment and only take half damage (rounding up). Armour Piercing weapons Certain weapons, such as plasma weapons and power weapons, are listed as Armour Piercing weapons. These weapons halve the armour of their targets, except for targets protected by a Force field. Catching fire/ Flame weapons Some weapons ignite their targets, covering them in burning fuel. Every round a character is on fire, they cannot take any other action except try to extinguish themselves. To extinguish themselves, a character must make a DC 15 Nimbleness check. If anyone else helps them by throwing water on them, etc. then the character may add +2 to the roll. Every round that a character is on fire they take 1d10 damage, ignoring armour. Radiation Radiation is very harmful to living creatures; even robust lifeforms such as Orks. Radiation fields are often encountered in spacehulks, or near to damaged (or badly made) power cores and reactors. Such fields are completely invisible and impossible to detect until blundered into, at which point they can be felt as an itching or burning of the skin. Radiation fields carry a rating from 1 to 10, indicating their strength, and a radius of effect. When an Ork enters the radius of a radiation field, he takes the strength rating of the field in damage every hour until he leaves the field. Radiation damage ignores normal armour and toughness (some armour protects against radiation – noted in the individual armour descriptions). Because of their natural regeneration, all Orks are effectively immune to level 1 radiation fields.

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Vehicle combat When a character enters combat in a vehicle -either as a driver or a passenger- there are a few more rules than normal combat. For the description of these rules, it is assumed the character is driving the vehicle. Vehicle movement Each round of combat a vehicle will move it's current speed in meters. If the vehicle is accelerating then add the Acc stat of the vehicle to this speed. If the vehicle is breaking, halve the previous round's speed. Vehicles move on the same round that their drivers act. For example: Grimstabba's buggy is hurtling along at 90 mph when he enters combat. He acts on initiative 7, so on this initiative his buggy moves 90 meters. Nearby a bike driven by Grimstabba's opponent accelerates. Its speed is currently 100mph and its acceleration is 24m, so this round it moves 124 meters. Vehicles vs. Orks If an Ork on a vehicle uses a melee weapon to attack an Ork on foot or an Ork on a slower-moving vehicle, then the speed difference is added as a damage bonus. Every 10 mph of difference adds +1 damage. If the combat is taking place between the crews of two moving vehicles, then the damage bonus is calculated from the speed difference of the two vehicles. For example: Flashnob is on his bike travelling 60 mph, attacking an Ork on the back of a trukk travelling at 40mph. Flashnob will gain a damage bonus of +2 (60-40=20). If a vehicle hits an Ork on foot, then the vehicle inflicts 1d6 of damage for every 10 mph it was travelling at the time of impact. The Ork may make a Luck roll to negate the first 1d6. A critical failure on the Luck roll means the Ork has fallen under the vehicle, rather than jumping out of the way! If an Ork falls under the wheels of a moving vehicle, then he will take increased damage from the weight of the vehicle. An Ork being crushed by a vehicle takes damage based on the speed the vehicle, with no Luck roll allows to negate any damage. The damage dice are then multiplied by the modifier below (based on the weight of the vehicle):

Vehicle weight Vehicle Damage Very-light Bike x2 Light Buggy, Trakk x3 Medium Trukk, Wagon x4 Heavy Tank, Deffdread x5 Super-heavy Stompa x10

Ramming When two vehicles collide head-on, or one vehicle t-bones another, combine the speeds. Both vehicles take the speed divided by 10 in d6. Following a collision both drivers need to make a DC 20 Drive check to avoid loosing control of their vehicle for the next round. In side-on or rear-end collisions the damage is calculated from the speed difference. Both drivers need to make a DC 15 Drive check to avoid loosing control of their vehicles for the next round. For example: A trukk moving at 60 mph sideswipes a wagon moving at 40 mph. The damage done to both vehicles is 2d6 (60-40=20, divided by 10=2).

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Boarding vehicles To board a moving vehicle an Ork must make an Athletics roll, the DC of which is 5 for every 10 mph the vehicle is moving. If the Ork succeeds he boards the vehicle. If the roll fails then the Ork misses and does not board (if the Ork was jumping from one vehicle to another then he will take damage from the fall and also get left behind!). A critical failure means the Ork has fallen under the wheels of the vehicle and takes damage as such. For example: Flashnob tries to jump onto an oncoming wagon that is travelling at 40 mph. He needs to make a DC 20 Athletics check. He makes his check and gets a total of 21; Flashgit jumps aboard. The system is the same for Orks jumping from one vehicle to another, but the DC is calculated from the speed difference of the two vehicles. If the two vehicles are travelling at the same speed, no roll is required. For example: Flashnob tries to jump from a wagon onto a speeding trukk. The wagon is travelling 50 mph, the trukk is travelling 20 mph. Flashnob’s DC for the jump is 15 (50-20=30). Jumping and falling from moving vehicles If an Ork jumps or falls from a moving vehicle they will take 1d6 damage per 10 mph the vehicle was travelling. The Ork can negate this damage by making an Athletics roll. The total result of the roll is taken from the vehicle speed when calculating damage. This damage negates any armour the Ork might be wearing. For example: Flashnob has jumped from a trukk that was travelling at 30 mph. He makes his Athletics check and gets a total of 20. Flashnob will therefore only take 1d6 damage (30 – 20 = 10). Hangin’ on Orks don’t always ride inside vehicles; if a trukk, buggy or wagon is full, then often other Orks will just grab onto the side of the vehicle and hitch a lift! Whenever a vehicle is rammed, breaks suddenly or performs a high-speed manoeuvre any Orks hanging onto the sides need to make an Athletics roll to avoid being thrown off. The DC of the Strength Feat roll is the same as the manoeuvre performed by the driver. For example: If a wagon driver is broadsided by another wagon, all hangers-on need to make a DC 20 Anthletics roll to avoid being thrown off. Injury and Death All characters have a number of hit points based on their Size stat (Size x 6) that govern how much damage they can take before they die. When a character takes damage, the damage is reduced by their Toughness (unless the damage is from something like Radiation, which ignores Toughness) and the character's hits are reduced by the residual damage. When a character's hits drop to 0 or below they are knocked unconscious, unable to act until revived (by a Surgery check) or until they regenerate enough Hits to put them back to 1 Hit point. If a character drops to -10 Hits or below, they die. There is nothing more that can be done for them, except maybe turning them into spare parts for a Ripperdok or adding them to the menu!

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Locational hits All characters have 6 body locations they can be hit in by attacks. The location hit by an attack is determined by the roll of a d10: Roll Location 1 Head 2-4 Torso 5 Left Arm 6 Right Arm 7-8 Left Leg 9-10 Right Leg Limb loss If a character takes more than 10 damage in a single hit (after Toughness and armour) then the limb struck has been crippled or destroyed! This only counts to Arm and Leg hits. A lost limb will usually need to be replaced; either by a bionik or a donor limb. Head hits Head hits are especially dangerous. All damage after Toughness and armour is DOUBLED. For example: Grubsnakka it hit in the head for 17 damage. His Toughness is 3, and he is wearing a SP5 helmet, so he takes 9 damage, which is then doubled for a total of 18 damage to his head! Healing All Orkoids regenerate naturally, but sometimes a little surgery is needed to speed the process along. All characters, both Grots and Orks, regenerate 1 Hit per hour until fully healed. A surgery check may be made to increase the amount of hits healed; on a successful check the injured character regains 1d10 hits.

Amount of Hits lost Time required DC of surgery

¼ total 1 hour 10

½ total 2 hours 15

¾ total 4 hours 20 Experience points At the end of each session a Game Master may reward his players with Experience Points (XP). XP may be spent on improving both a character's Stats and Skills, for the costs shown below:

Improvement XP cost

New skill 2 XP

+1 Skill level 1 XP

+1 Stat point 5 XP Generally a Games Master should award 1 XP each session, plus 1-2 points for good roleplaying, ingenious plans and other displays of cunning.

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Reputation Another way of rewarding characters is by giving them Reputation points (Rep). Reputation represents the fame and infamy that accompanies your character; tales of his exploits and deeds that other Orks mutter in taverns and slop houses. A character may gain 1 Rep point at the end of a particularly epic quest or exploit, and Rep points accumulate throughout an Ork's career. Rep points are added to any Intimidate or Impress rolls, on top of skill points and the base stat.

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Chapter 9: NPCs Orks Below are the stats for typical Orks and Grots you might encounter on any Ork world or as part of a Waaagh! Ork Boy A typical Ork, one of the thousand such warriors found in a Waaagh! Brawn 7 Move 15m Hits 36 Brains 4 Leap 3.75m Size 6 Nimbleness 5 Dam bonus +2 Luck 3 Toughness 2 Skills Athletics 3 Dodge 1 Brawl 3 Drive 3 Melee 4 Sidearms 3 Awareness 2 Smallarms 4 Intimidate 2 Equipment Slugga, Shoota, Choppa, Light armour, Bikin' helmet Ork Nob An Ork leader, usually found in command of a small band of Boyz. Brawn 9 Move 15m Hits 48 Brains 5 Leap 3.75m Size 8 Nimbleness 5 Dam bonus +3 Luck 3 Toughness 2 Skills Athletics 4 Dodge 2 Brawl 4 Drive 3 Melee 6 Sidearms 4 Awareness 3 Smallarms 5 Intimidate 2 Impress 3 Equipment Slugga, Chainsword, Frag stikkbomb, Medium armour, Steel helmet Ork Mekboy An Ork mechanic, a position of great respect in Ork society and especially on the desert world of GorkaMorka. Brawn 7 Move 18m Hits 36 Brains 7 Leap 4.5m Size 6 Nimbleness 6 Dam bonus +2 Luck 4 Toughness 2 Skills Brawl 3 Drive 4

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Melee 4 Sidearms 4 Awareness 3 Smallarms 3 Intimidate 2 Smartgit 4 Basic tech 5 Awareness 4 Equipment Slugga (Shootier), Choppa, Burna bomb, Bikin' leathaz, Weldin' mask, Toolkit Ork Boss An upper-echelon Ork leader, usually in command of a large warband or fort with several dozen Ork boys at his command. Brawn 10 Move 15m Hits 60 Brains 6 Leap 3.75m Size 10 Nimbleness 5 Dam bonus +3 Luck 4 Toughness 3 Skills Athletics 5 Dodge 3 Brawl 6 Drive 4 Melee 8 Sidearms 5 Awareness 3 Smallarms 6 Intimidate 4 Impress 6 Equipment Blasta, Chainsword(Choppier), Frag stikkbombz, Boss armour, Steel helmet Grot Slave A typical Grot, either a slave or pet for an Ork or a Rebel fighting for freedom. Brawn 2 Move 18m Hits 18 Brains 5 Leap 4.5m Size 3 Nimbleness 6 Dam bonus +1 Luck 4 Toughness 1 Skills Stealth 4 Dodge 4 Awareness 3 Drive 2 Pick pocket 3 Melee 1 Sidearms 2 Equipment Knife; Six-shoota; Bikin' helmet Grot Captain Only ever found leading a band of Rebel Grots, Captains are intelligent and charismatic (for Grots). Brawn 3 Move 21m Hits 24 Brains 7 Leap 5.25m Size 4 Nimbleness 7 Dam bonus +1 Luck 4 Toughness 1

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Skills Stealth 4 Dodge 4 Awareness 3 Drive 2 Pick pocket 3 Melee 3 Sidearms 4 Impress 3 Equipment Knife; Slugga; Bikin' helmet, Light armour Squigs Squigs are the simplest of Orkoid lifeforms and emerge first from fungus patches, forming the basis of all Orkology. Face-eater squig These small squigs are found hanging under cliffs and ledges, waiting for prey to walk underneath. When it does, they drop onto it, their huge mouths open wide. Face-eaters are well-known by Orks to be delicious, and are often used in eating competitions. They also make fierce but loyal pets. Brawn 2 Move 12m Hits 6 Brains 1 Leap 3m Size 1 Nimbleness 4 Dam bonus +1 Luck 2 Toughness 0 Skills Stealth 5 Dodge 2 Awareness 3 Brawl 3 Athletics 3 Equipment Huge teeth (1d6+1 damage per bite) Squighound A large number of large four-legged squigs are lumped together under the term 'Squighounds'. They are used to herd other squigs and Grots by Runtherdz, and as attack creatures by other Orks. Some Orks strap explosives to squighounds, turning them into 'Squig-bombz'. Brawn 6 Move 15m Hits 24 Brains 2 Leap 3.75m Size 4 Nimbleness 5 Dam bonus +2 Luck 3 Toughness 1 Skills Stealth 3 Dodge 3 Awareness 5 Brawl 4 Athletics 4 Equipment Big jaws (2d6+2 damage per bite)

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Ork Boar Boars are found where ever there are Orks, and are used as mounts and food, especially by the more primitive Ork clans. Brawn 7 Move 12m Hits 42 Brains 1 Leap 3m Size 6 Nimbleness 4 Dam bonus +2 Luck 2 Toughness 2 Skills Athletics 4 Dodge 3 Awareness 3 Brawl 4 Equipment Tusks (1d6+2 damage per gore) Squighawk Squighawks are large, ferocious predatory flying creatures found deep underground or on forested worlds. They swoop down on anything smaller than them (that's a lot of things), carrying it off to eat at their leisure. Some brave Orks tame squighawks as pets and mounts. Brawn 8 Move 18m (30m flying) Hits 72 Brains 1 Leap 4.5m Size 12 Nimbleness 6 Dam bonus +3 Luck 3 Toughness 4 Skills Stealth 4 Dodge 3 Awareness 6 Brawl 6 Athletics 4 Equipment Talons (1d6+3 damage per slash) Jaws (2d6+3 damage per bite) Squiggoth The largest and most dangerous of all Squiggly beasts, Squiggoths are huge quadrupeds that can measure anywhere from 12 to 30 tall at the shoulder and are covered in thick armour. Orks train Squiggoths as war mounts and attach armoured howdahs to their backs to carry troops. Brawn 15 Move 45m Hits 120 Brains 1 Leap 1.5m Size 20 Nimbleness 2 Dam bonus +5 Luck 3 Toughness 10 Skills Endurance 5 Brawl 6 Awareness 3 Equipment Huge maw (3d10+5 damage per bite) Huge foot (4d6+5 damage per stomp) Stampede (Special attack, requires a full round of movement to execute and inflicts 4d10+20 damage on anything in its path.)

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Humans Humans are the second most populous race in the galaxy after Orks. They are a diverse and fractious race, and have had a long and eventful history with Orks. Digga Found only on the desert world of GorkaMorka, Diggas are primitive humans who worship Orks and try to emulate Orky behaviour. Brawn 5 Move 18m Hits 24 Brains 4 Leap 4.5m Size 4 Nimbleness 6 Dam bonus +2 Luck 3 Toughness 1 Skills Athletics 3 Brawl 3 Melee 4 Awareness 3 Survival 4 Dodge 2 Smallarms 2 Equipment Spear, Club, Crossbow, Leather armour (4 SP to Torso) Human Guardsman A soldier of the Human Imperium, Guardsmen are a common foe of Orks and have earned a grudging respect from the greenskins for their skill and tenacity. Brawn 5 Move 15m Hits 24 Brains 5 Leap 3.75m Size 4 Nimbleness 5 Dam bonus +2 Luck 3 Toughness 1 Skills Athletics 3 Brawl 3 Melee 3 Awareness 3 Survival 3 Dodge 2 Sidearms 3 Smallarms 4 Stealth 2 Drive 2 Equipment Knife, Laspistol, Lasgun, Frag grenades, Light armour (all locations) Human Lieutenant A human leader, usually found in command of around 30 Guardsmen. Brawn 6 Move 15m Hits 30 Brains 6 Leap 3.75m Size 5 Nimbleness 5 Dam bonus +3 Luck 4 Toughness 2 Skills Athletics 4 Brawl 3 Melee 5 Awareness 3

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Survival 3 Dodge 3 Sidearms 5 Smallarms 4 Stealth 2 Drive 2 Impress 4 Equipment Chainsword, Laspistol, Frag grenades, Medium armour (all locations) Human weapons The majority of humans use laser weapons which have greater range than Ork weapons, but less Dakka.

Weapon Type Acc Dam Rng Clip Rof Laspistol Sidearm 0 2d6+2 75m 20 1 Lasgun Smallarm +1 4d6 450m 40 3

Kroot After humans, the Kroot are possibly Orks favourite species to fight (apart from other Orks, of course!). Kroot are a species of highly adaptable warriors that have had contact with Orks for a number of centuries. Kroot A typical Kroot warrior; tall and powerful with a taste for Ork flesh. Brawn 6 Move 15m Hits 42 Brains 5 Leap 3.75m Size 7 Nimbleness 5 Dam bonus +2 Luck 2 Toughness 2 Skills Athletics 4 Dodge 3 Brawl 3 Stealth 4 Melee 4 Sidearms 1 Awareness 3 Smallarms 2 Intimidate 2 Equipment Knife, Kroot rifle (counts as a Scattergun and as a Spear in close combat) Kroot Shaper A Shaper is a Kroot spiritual leader who also leads them in battle. Brawn 6 Move 18m Hits 42 Brains 6 Leap 4.5m Size 7 Nimbleness 6 Dam bonus +2 Luck 3 Toughness 2 Skills Athletics 4 Dodge 4 Brawl 3 Stealth 4 Melee 5 Sidearms 1 Awareness 4 Smallarms 2

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Intimidate 3 Impress 2 Equipment Choppa, Kroot rifle (counts as a Scattergun and as a Spear in close combat)