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не используют ориджин патч Orks start with Speak Language (Low Gothic) Roll 1d10 to determine an Ork character’s starting Fate Points. On a 1-5, he begins with 1 Fate Point. On a 6-10, he begins with 2 Fate Points. Ork characters roll 1d5+1 and add twice their starting Toughness Bonus to the result to determine their starting number of wounds. They do not take the effects of Unnatural Toughness into account for this purpose The character suffers a -10 penalty on all Common Lore, Forbidden Lore and Scholastic Lore tests relating to the Imperium of Man тесты основанный на fellowship в обе стороны сложнее на 2 ступени исключения персонажи доверяющие. наличие ксеносов на борту -2 мораль. All Ork characters gain Common Lore (Orks) (Int), Intimidate (S), and Speak Language (Ork) (Int) as Trained Basic Skills. Orks gain the Unnatural Toughness (x2) and Sturdy Traits, and the Iron Jaw and True Grit Talents. all Medicae tests to treat the injuries of an Ork gain a +20 bonus, due to the Ork’s robust physiology. Orks gain the Furious Assault and Xenos Weapon Training (Ork) Talents. Any Ork weapon with the Unreliable quality is not considered to be Unreliable when wielded by an Ork. When dealing with other Greenskins (Gretchin, Snotlings, other Orks), an Ork may use the Intimidate skill to perform all the normal functions of the Command Skill, affecting a number of subordinate Greenskins equal to his Strength Bonus For every additional Ork within 10m, the Ork’s Willpower is increased by +10 to resist the effects of Fear and Pinning после накопления 100 баллов безумия орк становится безумным пк персонаж становится нпц. очки безумия до этого не действуют на него орки могут носить бионику людей но с проблемами. бионика орков груба Poor or Common Craftsmanship переделка вещей дорогой и сложный процес выбитые зубы разрушаются со временем. средний рост как у чилавека башка на 60% больше
кланы оркав плахия луны +20 bonus on all Barter tests when dealing with other Orks, and grant a +10 bonus to any Acquisition Test made to deal with Ork traders or obtain items of Ork equipment кровавые топоры gain Common Lore (Imperium) (Int) or Concealment (Ag) as a Trained Skill, and +3 Perception or Agility смерточерепа Death Skulls gain Tech-Use (Int) or Sleight of Hand (Ag) as Trained Skills, and the Runtz Talent. Their blue warpaint and various talismans and lucky charms collectively count as a Charm. злые солнца Evil Suns gain Drive (Ground Vehicle) (Ag) or Tech-Use (Int) as Trained Skills гоффы Goffs increase their Strength by +3 змеекусы Snakebites gain the Resistance (Poison) Talent, and gain either Survival (Int), Tracking (Int) or Wrangling (Int) as a Trained Skill
специальности водила Drive (Ground Vehicle) (Ag), or Pilot (Flyer or Space Craft)(Ag) as a Trained Basic Skill Охотник Tracking (Int) as a Trained Skill механик Tech-Use (Int) as a Trained Skill.+5 Intelligence болепарень Medicae (Int) as a Trained Basic Skill+5 Intelligence рабовладелец Wrangling (Int) as a Trained Basic Skill траппер Survival (Int) as a Trained Basic Skill.
Ork Characteristics Characteristic 2d10+ Weapon Skill 35 Ballistic Skill 15 Strength 35 Toughness 30 Agility 20 Intelligence 15 Perception 20 Willpower 20 Fellowship 15
орки плохо стреляют убеждают и думают
Literacy (Advanced)ork позволяет писать на орочьем
таланты TOUCHEDBYTHE FATES (TALENT)Prerequisites: Non-player Characters only, must have free will, may not be applied to Daemons or other non-living creatures.The NPC has a number of Fate Points equal to half his Willpower Bonus (rounding up). He may use these Fate Points in the exact same way as an Explorer, and may even “burn” a Fate Point to survive death and destruction. In addition, the rules for Righteous Fury apply to this character. Da Nekst Best Fing Prerequisites: Ork, Mob Rule The Ork has become sufficiently familiar with and comfortable around non-Orks that he draws a measure of confidence and resolve from their presence. When determining the bonus to Willpower gained from the Mob Rule trait, the Ork counts every two non-Orks (which may not have the Machine Trait, as they’re not really people; wild animals, or any lesser Orkoid creatures like Gretchin, Squigs or Snotlings don’t count either) within 10m as an Ork Ded ‘Ard Prerequisites: Ork, ‘Ard, Toughness 50 The Ork is extremely resilient, to the point where even normally fatal wounds are survivable. When suffering from Blood Loss, the Ork needs only test to avoid death every five rounds instead of every round. Additionally, the Ork may reroll any failed Toughness Tests to avoid dying immediately due to a Critical Damage. Enemy Talent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, Goffs, Snakebites, Mekboys, Painboys, Runtherdz, Freebooterz. This talent functions exactly as described in the ROGUE TRADER Core Rulebook, but with the additional Talent Groups listed above. References in the advance scheme to “Own Klan” require the Ork to pick the appropriate option for his listed Klan, chosen during character generation. References to “Any Ork” allow any of the above Ork-specific options to be chosen.
Give it Sum Dakka! Prerequisites: Ork, Bulging Biceps, Strength 50 The Ork uses his Shoota with great enthusiasm, forcing the enemy to keep their heads down as he approaches. The Ork may use Suppressive Fire as a Half Action instead of a Full Action. Good Reputation Talent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, Goffs, Snakebites, Mekboys, Painboys, Runtherdz, Freebooterz. This talent functions exactly as described in the ROGUE TRADER Core Rulebook, but with the additional Talent Groups listed above. References in the advance scheme to “Own Klan” require the Ork to pick the appropriate option for his listed Klan, chosen during character generation. References to “Any Ork” allow any of the above Ork-specific options to be chosen. Lissen Ta Me, Cos I’z Da Biggest Prerequisites: Ork, Might Makes Right, Intimidate +10 The Ork knows how to get his way and bully his way around, even amongst non-Orks. The Ork may use his Might Makes Right rule with any allies, not just Greenskins. Additionally, he may affect a number of creatures with Might Makes Right equal to ten times his Strength bonus. More fer Me! Prerequisites: Ork, Weapon Skill 40 When confronted by numerous foes, the Ork is only encouraged by the prospect of so many enemies. When outnumbered in melee, he gains the same bonus to hit as his enemies would. This bonus applies even if he has the Combat Master Talent, which would deny his enemies the outnumbering bonus. Peer Talent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, Goffs, Snakebites, Mekboys, Painboys, Runtherdz, Freebooterz. This talent functions exactly as described in the ROGUE TRADER Core Rulebook, but with the additional Talent Groups listed above. References in the advance scheme to “Own Klan” require the Ork to pick the appropriate option for his listed Klan, chosen during character generation. References to “Any Ork” allow any of the above Ork-specific options to be chosen. Rival Talent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, Goffs, Snakebites, Mekboys, Painboys, Runtherdz, Freebooterz. This talent functions exactly as described in the ROGUE TRADER Core Rulebook, but with the additional Talent Groups listed above. References in the advance scheme to “Own Klan” require the Ork to pick the appropriate option for his listed Klan, chosen during character generation. References to “Any Ork” allow any of the above Ork-specific options to be chosen. Runtz Prerequisite: Ork The Ork is constantly followed by slaves and pets, some of which may even have been spawned from the spores he sheds. The Ork has a number of Runts in his impromptu entourage equal to the number of times he has taken this talent. These may be Attack Squigs, Gretchin, or Snotlings, in any combination. Snotlings, due to their lack of size and general uselessness, count as half a Runt for the purposes of this talent. Should any of the Ork’s Runts die due to battle or simple mistreatment (more than a few Gretchin have died due to being accidentally sat on by their masters, or from injuries suffered when kicked a little too hard), a new one will take its place, at the next opportunity the GM deems appropriate (such as the next time you’re on a planet’s surface for more than a few hours). An Ork’s Runts will follow its commands, often under the threat of being kicked by the Ork, and as Greenskins are subject to the Might Makes Right rule. Too ‘Ard Ta Care Prerequisites: Ork, ‘Ard, Toughness 50 The Ork is simply unconcerned with trivial matters like extreme temperatures, hard vacuum, poison, disease or breathing. The character gains a +20 bonus on all Toughness Tests to resist the effects of heat, cold, vacuum, suffocation, disease, poison and any other adverse environmental conditions which require a Toughness Test to resist. WAAAGH! Prerequisites: Ork, Berserk Charge, Furious Assault, Weapon Skill 40 The Ork hurls itself into melee with reckless abandon, smashing through the enemy lines like a wrecking ball. If he successfully hits his target using the Charge Action, he may spend his Reaction to make an additional attack using the same bonuses or penalties as the original attack. Xenos Weapon Proficiency (Ork) Prerequisites: Ork Orks know from the moment they burst from the ground how to wield a basic range of weaponry. The Ork is proficient in the use of, and can use without penalty, Shootas, Sluggas, Big Choppas, Choppas and all Primitive Melee Weapons.
гретчины Gretchin Profile WS BS S T Ag Int Per WP Fel 20 35 15 18(2) 44 33 35 16 24 Move: 3/6/9/18 Wounds: 5 Skills: Awareness (Per), Concealment (Ag), Dodge (Ag), Search (Int), Shadowing (Ag), Silent Move (Ag) Talents: Heightened Senses (Hearing), Melee Weapon Training (Primitive), Pistol Weapon Training (Primitive, SP) Traits: Mob Rule, Size (Scrawny), Unnatural Toughness (x2) Armour: None Weapons: Gretchin may be armed with any one-handed SP Pistol, although Sluggas are likely the most common. This weapon should be procured by the controlling character. They inevitably have a sneaky boot knife as well (1d5+1 R). Gretchin Profile WS BS S T Ag Int Per WP Fel 20 35 15 18(2) 44 33 35 16 24 Move: 3/6/9/18 Wounds: 5 Skills: Awareness (Per), Concealment (Ag), Dodge (Ag), Search (Int), Shadowing (Ag), Silent Move (Ag) Talents: Heightened Senses (Hearing), Melee Weapon Training (Primitive), Pistol Weapon Training (Primitive, SP) Traits: Mob Rule, Size (Scrawny), Unnatural Toughness (x2) Armour: None Weapons: Gretchin may be armed with any one-handed SP Pistol, although Sluggas are likely the most common. This weapon should be procured by the controlling character. They inevitably have a sneaky boot knife as well (1d5+1 R).
стартовый набор флибустьера STARTING SKILLS, TALENTS, TRAITS & GEAR Starting Skills: Awareness (Per), Barter (Fel), Carouse (T), Common Lore (War) (Int), Speak Language (Low Gothic) Starting Talents: Basic Weapon Training (Primitive, SP), Melee Weapon Training (Universal), Peer (Own Klan), Pistol Weapon Training (Primitive, SP) Starting Traits: ‘Ard, Made Fer Fightin’, Make It Work, Might Makes Right, Mob Rule Starting Gear: Common-Craftsmanship Shoota, or Good-Craftsmanship Slugga, plus one BestCraftsmanship Choppa or Good-Craftsmanship Big Choppa. Ork style void suit, Squig-hide Coat and Squig-hide Leggings. Helmet or skull taken from fallen foe. 1d5 Teef Ork Freebooter Characteristic Advances Characteristic Simple Intermediate Trained Expert
Common SkillsEach Ork’s genetic code contains an instinctive knowledge of language and culture, along with an exuberantly violent personality. All Ork characters gain Common Lore (Orks) (Int), Intimidate (S), and Speak Language (Ork) (Int) as Trained Basic Skills.‘A r dOrks are extremely resilient, their bodies capable of withstanding and surviving injury that would kill humans, and recovering swiftly enough from even the most grievous wounds to get back into the fight within days. Orks gain the Unnatural Toughness (x2) and Sturdy Traits, and the Iron Jaw and True Grit Talents. Additionally, all Medicae Tests to treat the injuries of an Ork gain a +20 bonus, due to the Ork’s robust physiology.Made Fer Fightin’Battle is natural to the Orks and many of the basic abilities needed to wage war are a part of them from birth. Orks gain the Brutal Charge Trait and the Furious Assault and Xenos Weapon Training (Ork) Talents.Make It WorkFor reasons still baffling to the Imperium, Orks seem to be able to make their own technology function when by all rights it shouldn’t. Any Ork weapon with the Unreliable Quality is not considered to be Unreliable when wielded by an Ork.Might Makes RightAmongst Orks, size and authority are synonymous. When dealing with other Greenskins (Gretchin, Snotlings, other Orks), an Ork may use the Intimidate Skill to perform all the normal functions of the Command Skill, affecting a number of subordinate Greenskins equal to his Strength Bonus. When dealing with non-Greenskins, the Ork does not get this bonus.
Mob RuleOrks grow in confidence and brutality in the presence of their own kind, their enthusiasm for violence heightened by every other Ork nearby. For each friendly Ork within 10m, the Ork receives a +10 bonus to Tests to resist the effects of Fear and Pinning.Non-ImperialThis character was not raised amongst humans and knows little about the culture and history of the Imperium. The laws, traditions, religion, and superstitions of Mankind are unfamiliar and alien to characters with this Trait.The character suffers a –10 penalty on all Common Lore, Forbidden Lore, and Scholastic Lore Tests relating to the Imperium of Man.Ork Origins: ClansOrks are not all the same by any stretch of the imagination, and even when considering only the common mass of “Boyz” that make up the overwhelming majority of Orks, significant variations exist. These broad groupings, commonly seen wherever Orks gather, are collectively known as clans, each of which has their own tendencies and predilections. On some level, all Orks possess an affinity for one or other of these clans, demonstrating the common tendencies that define them.Select a single one of the clan entries below:Bad Moons: These are the richest of the Orks and tend to be the most inclined to flaunt their wealth and status. Their great fang-like teeth and tusks—collectively known as “Teef ” and used as currency by the Orks—grow faster than those of the Orks of any other clan, leading to Bad Moons having greater wealth and a greater inclination to trade and barter than most. Bad Moons gain a +20 bonus on all Barter Tests when dealing with other Orks and grant a +10 bonus to any Acquisition Test made to deal with Ork traders or obtain items of Ork equipment.Blood Axes: Largely distrusted by other Orks, Blood Axes have adopted many human ideas and tactics in their way of war, such as wearing camouflage, and are notable for having traded with humans at various points in history. Blood Axes gain Common Lore (Imperium) (Int) as a Trained Advanced Skill and Concealment (Ag) as a Trained Basic Skill.Death Skulls: Justifiably considered to be thieves and looters by most other Orks, Death Skulls are superstitious plunderers who gleefully strip the fallen (and anyone else not looking) of their possessions. They’re notable for wearing copious amounts of blue warpaint, blue being considered to be a lucky colour amongst Orks in general and Death Skulls in particular. Death Skulls gain Tech-Use (Int) and Sleight of Hand (Ag) as untrained Basic Skills, and the Runtz Talent. Their blue warpaint and various talismans and lucky charms are collectively considered to be a Charm.Evil Suns: Addicted to speed almost as much as they are to violence, Evil Suns love loud, fast-moving vehicles, often saving up their Teef to obtain a bike or another ramshackle vehicle, so as to get to grips with the enemy even faster. Evil Suns gain Drive (Ground Vehicle) (Ag) and Tech-Use (Int) as untrained Basic Skills. Goffs: Typically the largest, most aggressive, and most violent of a species renowned for its size, aggression, and propensity for violence, Goffs are intolerant of the other clans, whose methods they consider to be entirely Un-Orky. Goffs increase their Strength Characteristic by +3.Snakebites: Tending to be primitive in outlook, Snakebites disdain the use of technology in favour of what they see as traditional methods. Their name comes from their initiation rites, where a venomous snake is goaded into biting a young Ork (known as a “Yoof ”). Given the Orks’ natural resilience, this rarely has a significant effect other than making the Ork more tolerant of poisons. Snakebites gain the Resistance (Poison) Talent and gain one of Survival (Int), Tracking (Int), or Wrangling (Int) as an untrained Basic Skill.Ork Origins: Orky Know-WotzTo some degree or another, all Orks possess useful genetic knowledge. In some, this knowledge becomes a driving force in their lives, resulting in Orks known as “Oddboyz” whose obsessive focus makes them valuable specialists within Ork society (though they may be regarded as somewhat crazy by other Orks). As Weirdboyz are already Oddboyz in their own right, they do not gain any benefit from this Trait—their natural psychic abilities are the unique genetic quirk that defines them.Speak Not Unto The AlienThis creature is a member of an alien species, viewed with a mixture of fear and loathing by those of other species, and significantly different in form and thought as to make any kind of social interaction a great challenge. This creature suffers a –20 penalty on all Fellowship-based Tests when dealing with creatures of a species other than its own. Equally, those of other species suffer the same –20 penalty to their Fellowship-based Tests when dealing with him. These penalties do not apply when dealing with individuals who have come to trust him, for whatever reason. Finally, the presence of any xenos aboard a human vessel is unsettling for the crew and, as rumours spread, discontent about the alien becomes noticeable. The continued presence of one or more xenos player characters aboard a ship reduces its Morale by 2
COMMON LORE(ADVANCED, INVESTIGATION)IntelligenceSkill Group: OrksThe Common Lore Skill allows the Explorer to recall general information, procedures, divisions, traditions, famed individuals, and superstitions of a particular world, group, organisation, or race. The following additional Skill Group has been added to those available. The manner in which this Skill functions is unchanged.Ork: Knowledge of Greenskin “Kultur,” covering their caste system, their approach to law, and the basic nature of their clans, along with an understanding of the nature of Greenskins themselves.SPEAK LANGUAGE (ADVANCED)IntelligenceSkill Groups: OrkSpeak Language is used to communicate with others using the same language. The following additional Skill Group is described below. The manner in which this Skill functions is unchanged.Ork: Known to the Orks themselves as Bark-og-Orky (literally meaning “Shout of Orks”), this language consists of speech, grunting, broad gestures, and violent emphasis of words. The language itself isn’t particularly difficult to learn, but it can be painful to converse in this “tongue,” as much of the body language associated with it is sufficiently brutal to break the ribs or leave severe bruising on a human body.TALENTS The following new Talents are intended for use with Ork Weirdboy characters.ANNUVA POWERPrerequisites: Ork, Da Power of Waaagh!, Da Nekst Best FingThe Weirdboy feels the aggression and violent desires of creatures other than Orks. While not as potent as the Waaagh!, these energies are nonetheless a useful source of power. When determining the bonus Psy Rating gained from the Power of Da Waaagh!, the Weirdboy counts every two friendly non-Orks (who may not have the Machine Trait, as they’re not really people, or be wild animals, or members of any lesser Orkoid species like Gretchin, Squigs, or Snotlings, which are “too puny”) within 5 metres as a single Ork. Additionally, his familiarity with non-Orkoid species allows his to extend any of his beneficial powers that normally only affect other Orks to any non-Orks who he considers “not too bad fer squishy gitz” (this does not include Gretchin and other lesser Orkoid creatures).DA BIG SHOUTPrerequisites: Ork, The Power of Da Waaagh!, Psy Rating 2, Willpower 35The Weirdboy has found that he can project his voice out across the cold, dark void for others like him to hear. The Weirdboy gains the Astrotelepathy Psychic Technique, but when using it, he may send messages of no more than one word per point of Willpower Bonus. When he makes his Focus Power Test, the Weirdboy must also shout the message as loudly as possible (the player may choose whether or not he wishes to do so as well).DA NEKST BEST FINGPrerequisites: Ork, Mob RuleThe Ork has become sufficiently familiar with and comfortable around non-Orks that he draws a measure of confidence and resolve from their presence. When determining the bonus to Willpower gained from the Mob Rule Trait, the Ork counts every two non-Orks (which may not have the Machine Trait, as they’re not really people, or be wild animals, or any lesser Orkoid creatures like Gretchin, Squigs or Snotlings, who don’t count either) within 10m as a single Ork.DA POWEROF WAAAGH!Prerequisites: Ork, Psy RatingOrks use different rules for Psychic Techniques than Imperial Psykers (mostly characterised by markedly less restraint, concern for collateral damage, and subtlety). Weirdboyz may not use their Psychic Powers at the Fettered or Push Strength, and count their Psy Rating as 1 higher for each Ork within 10 metres. Weirdboyz still incur Warp interference on any roll of doubles on a Focus Power Test, but they use Table 3–2: Weird Fings (see page 58) instead of Table 6–2: Psychic Phenomena (see page 160 of the ROGUE TRADER Core Rulebook), and roll on Table 3–3: ‘Eadbang (see page 59) instead of Table 6–3: Perils of the Warp (see page 161 of the ROGUETRADER Core Rulebook). A Weirdboy adds +5 per point of his Psy Rating above 3 to the results of all of his rolls on these Tables. Finally, Weirdboyz find it hard to suppress the Waaagh! energy for long periods without unleashing a power (see Weirdboy Waaagh! Discipline on page 104). A Weirdboy may never exceed Psy Rating 10.DED ‘ARDPrerequisites: Ork, ‘Ard, Toughness 50The Ork is extremely resilient, to the point where even normally fatal wounds barely phase him. When suffering from Blood Loss, the Ork needs only Test to avoid death every Toughness Bonus Rounds instead of every Round. Additionally, the Ork may re-roll any failed Toughness Tests to avoid dying immediately due to Critical Damage.ENEMYTalent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, Goffs, Snakebites, Mekboyz, Painboyz, Runtherdz, FreebooterzThis Talent functions exactly as described in the ROGUETRADERCore Rulebook, but with the additional Talent Groups listed above. References in the advance scheme to “Own Clan” require the Ork to pick the appropriate option for his listed clan, chosen during character generation. References to “Any Ork” allow any of the above Ork-specific options to be chosen.GLOWY BUBBLEPrerequisites: Ork, Da Power of Da Waaagh!, Willpower 40The Weirdboy is wreathed in an aura of flickering, pulsating green power that seems to dampen the blows and shots of its enemies. This aura fades when away from violence and the clamour of other Orks, but when battle is joined, this bubble of energy bursts into life with no conscious effort on the Weirdboy’s part.This field provides cover to the Weirdboy, though it does not obscure his appearance or conceal his presence and actually hinders his ability to hide, imposing a –30 penalty on all Concealment Tests. The field provides the Weirdboy (and anyone standing behind him) with cover with a number of Armour Points equal to the Weirdboy’s Psy Rating at the start of combat. This cover can be reduced by Damage as normal for cover, but the Weirdboy may refresh them by making a Challenging (+0) Willpower Test as a Half Action.GLOWY STICKPrerequisites: Ork, Da Power of Waaagh!, WS 45, WP 35The Weirdboy’s barely-constrained power seeps into the battered copper rod he constantly clutches. The Weirdboy’s staff, or any other Melee weapon, he holds, so long as it is in his hands, gains the Force Quality (see page 66). If the Weirdboy is not carrying a weapon, his unarmed Melee Attacks gain the Force Quality.GOOD REPUTATIONTalent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, Goffs, Snakebites, Mekboyz, Painboyz, Runtherdz, FreebooterzThis Talent functions exactly as described in the ROGUETRADERCore Rulebook, but with the additional Talent Groups listed above. References in the advance scheme to “Own Clan” require the Ork to pick the appropriate option for his listed clan, chosen during character generation. References to “Any Ork” allow any of the above Ork-specific options to be chosen.LOTSA POWER!Prerequisites: Ork, Da Power of Waaagh!, Willpower 40The Weirdboy has learned how to extend his reach and harness even greater quantities of power. The Weirdboy may choose at the start of any combat, after rolling for Initiative, to use this Talent to increase the radius of his Power of Da Waaagh! Talent, allowing him to gain Psy Rating from Orks within a number of metres equal to 5 plus his Willpower Bonus.MAKE IT STOP!Prerequisites: Ork, Da Power of Waaagh!The Weirdboy bellows in pain, confusion, and rage, and tries to silence the power and noise in his head. As a Full Action, the Weirdboy clutches his head or curls into a foetal ball. For that Round, and a number of Rounds afterwards equal to his Willpower Bonus, the Weirdboy does not gain any Psy Rating from others nearby.MINDERZPrerequisites: Ork, Da Power of Waaagh!In many tribes and warbands, Weirdboyz are continually escorted by large, burly Orks called Minderz. These Orks are charged with keeping the Weirdboy under control, directing him to battle and keeping him there, sometimes even physically pointing the errant psyker at the enemy like a particularly surly and unpredictable artillery piece.Each time he takes this Talent, the Weirdboy gains a single Minder (see page 57). Each Minder follows the Weirdboy and obeys his general directions within reason—as a Greenskin, he is subject to the Might Makes Right Trait. Should the Weirdboy fail a Fear or Pinning Test, the Minder attempts to grapple the Weirdboy, holding him in place and preventing him from fleeing or hiding. When a Minder perishes (and, indeed, given the unpredictable power of a Weirdboy, this is far more a question of “when” than “if ”), the Weirdboy may replace him at no cost with another, suspiciously similar Minder at an appropriate opportunity (as determined by the GM).OH ZOG!Prerequisites: Ork, Da Power of Waaagh!, RuntzThe Weirdboy has mustered sufficient control over his powers to divert dangerous surges and backlash into other, weaker Greenskins nearby. After making a roll on Table 3–3: ‘Eadbang (see page 59), the Weirdboy may spend a Fate Point to immediately kill a single Gretchin, Squig, or Snotling that he has gained through the Runtz Talent. The creature shrieks and then explodes in a shower of green sparks and a small cloud of acrid smoke, and the Weirdboy suffers none of the effects from the result of that roll on Table 3–3: ‘Eadbang.PEERTalent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, Goffs, Snakebites, Mekboyz, Painboyz, Runtherdz, FreebooterzThis Talent functions exactly as described in the ROGUETRADERCore Rulebook, but with the additional Talent Groups listed above. References in the advance scheme to “Own Clan” require the Ork to pick the appropriate option for his listed clan, chosen during character generation. References to “Any Ork” allow any of the above Ork-specific options to be chosen.RIVALTalent Groups: Bad Moons, Blood Axes, Death Skulls, Evil Suns, Goffs, Snakebites, Mekboyz, Painboyz, Runtherdz, FreebooterzThis Talent functions exactly as described in the ROGUETRADERCore Rulebook, but with the additional Talent Groups listed above. References to “Own Clan” require the Ork to pick the appropriate option for his listed clan, chosen during character generation. References to “Any Ork” allow the Ork to choose any of the above Ork-specific options.RUNTZPrerequisite: OrkThe Ork is constantly followed by slaves and pets, some of which may even have been spawned from the spores he sheds. The Ork has a number of Runtz in his impromptu entourage equal to the number of times he has taken this Talent. These may be Attack Squigs, Gretchin, or Snotlings, in any combination. Snotlings, due to their lack of size and general uselessness, count as half a Runt for the purposes of this Talent. Should any of the Ork’s Runtz die due to battle or simple mistreatment (more than a few Gretchin have died due to being accidentally sat on by their masters, or from injuries suffered when kicked a little too hard), a new one will take its place at the next opportunity the GM deems appropriate (such as the next time the Weirdboy is on a planet’s surface for more than a few hours). An Ork’s Runtz will follow his commands, often under the threat of being kicked, and as Greenskins are subject to Might Makes Right (see page 52). See page 57 for the profiles for Gretchin, Squigs, and Snotlings.SPARKY SQUIGSPrerequisites: Ork, Da Power of Waaagh!, RuntzThe Weirdboy is accompanied by a swarm of mutant Buzzer Squigs that spark and glow with lurid green light. This swarm follows the Weirdboy everywhere, with each one acting as a tiny reservoir of Waaagh! energy. As a Free Action, a Weirdboy may absorb the energy of the swarm, killing the tiny creatures. This adds a +20 bonus to the next Focus Power Test that he makes this Turn. A new swarm of Sparky Squigs will spawn from the Weirdboy after 2d5 days. While the Weirdboy is accompanied by the swarm, all of his unarmed melee attacks gain the Shocking Quality.THROO DA KOSMOSPrerequisites: Ork, Da Power of Waaagh!, Psyniscience +10The Weirdboy has learned how to stare into the depths of the Warp and guide starships through its ephemeral and inconstant hazards. Lacking the ritual and careful observances of a Navigator’s trade, a Weirdboy guides a vessel by instinct rather than hard-won skill.The Weirdboy may attempt to guide a vessel through the Warp using the normal rules for doing so found in the ROGUETRADERCore Rulebook, or those found on page 26 of this volume, with a number of changes. The Weirdboy cannot make an estimate of the journey’s duration—he automatically counts as failing any such attempt by 1 Degree of Failure. Furthermore, he cannot and need not locate the Astronomican, and simply suffers a –20 Penalty on all Tests to navigate the Warp. Finally, the Weirdboy does not use the Navigate (Warp) Skill when navigating the Warp—he relies on alien instincts to guide him to a new world upon which to wage war, and thus should make a Survival Test in lieu of any Navigation (Warp) Tests he is called upon to make, modified in the same way and with the same results.TOO ‘ARD TA CAREPrerequisites: Ork, ‘Ard, Toughness 50The Ork is simply unconcerned with trivial matters like extreme temperatures, hard vacuum, poison, disease or breathing. The character gains a +20 bonus on all Toughness Tests to resist the effects of heat, cold, vacuum, suffocation, disease, poison, and any other adverse environmental conditions that require a Toughness Test to resist.WARPHEADPrerequisites: Ork, Da Power of Waaagh!, Psy Rating 4, 20+ Insanity PointsThe Weirdboy’s fractured mind has grown addicted to the rush and clamour that comes from unleashing his powers, but that same crazed psyche strangely gives him a greater degree of control over those powers. Whenever rolling on Table 3–3: Eadbang or Table 4–5: Power Burst Effects, the Weirdboy may modify the result up or down by an amount up to his current Insanity Point Total. In addition, he gains a +20 bonus on all Interaction Skill Tests when dealing with Ork Madboyz (that is, any Ork with 10 or more Insanity Points or who has a Mental Disorder of some sort). The Weirdboy also develops a Minor Compulsion focused around the use of his powers at any and all potential opportunities (see Types of Mental Disorder on page 297–298 of the ROGUE TRADERCore Rulebook).XENOS WEAPON PROFICIENCY (ORK)Prerequisites: OrkOrks know from the moment they burst from the ground how to wield a basic range of weaponry. This Ork is proficient in the use of shootas, sluggas, big choppas, choppas, and all Primitive Melee Weapons, and thus does not suffer the penalty for wielding these weapons untrained.
010-05Oo-er...: Thhee WWWeieirdboby has a really, really badfeeling about sometethihing.066-1-10FunnyNooissesse: FFor aa fffewewew s s sececonods, straangely-yechoingsososounundsdsds fi filll ttthehehe a aairirir wwwitiihin 1d100 metrreses oof fththe Weirdboyy. ThThhee sounds are decidedly unnatural and seem unmistakkababblylyly t to o emeanate from the WWeieirdboy.11111-15Movin’ SStuffff:: Within 1d100 metres of the Weirdboy, allloose objects swweigighing 1kg or lessss v vaariously floator are flunung g1d1d10 metres in a random direction. This storm ofdetritus is ttooooo lligiht to cause haharmrm.16-20Bizarrre GrGrrowooth:: 1d55+2 clusters ofluridly-coloured mushrooms,,, eaccch h h a a mememetre across and a mmetetre tall, suddennlylyyb b burururststo outut of the grround within 25m of the Weirdbooyy. TThesesesm mmususushrhrhooooms provide 1 AAP P toto anyone takingng covover behind them. All of the mushrooms have the Weirdboy’s face.211-25Ded d SmSmmeelly: Acridgreen smoke pours from the Weirdboy’s ears, nose, andoothther orifices, prevenntitingnghim fromms spepeeaaking for the next Round. The smoke imposes a –20 penalty on Awawareenness Tests based onn sisght or smell,l ass ititit s stitnggs sthte eyes and fills the nostrils with the smell off rottingn ssququqiigg-m-meat.226-30An OOdddddF Feeling: Hundreds of conflicting emotions and sensations, none offf wwwhihch are familiar rtoto t thehWeeirirddbboy, rush into his mind. The resulting confusion causes the We irdboyy totoo gain 1d5 Insanityy P Poionts.31-35SpSpararkly yand Glowy: Bizarre flashing lights fill the air around the Weirdbooy,y, iimmposing a penaaltlty y eqeual to twicice eththe e WeWeirdboy’s Psy Rating on all Weapon Skill and Ballistic SkillTeTestststs s mamade within 1010 m metetreres.36-40Sleeepypyy... so sleepy: The Weirdboy suddenly feels very, very tired and gagainins 1d1dd5 + Psy Ratiting lleveveles ofFatiiguguee. If the Weirdboy is rendered unconscious, the bizarre dreams he exppeririences cause him to ggain n1d5 Insasannity PPoints.414-45All l GGonee Dark: For the remainder of the Round, the area withhin 3d10m oof thththe Weirdboy is plplunungegedinto absoolulute aand impossible darkness.4646-50Angry y anand d LoLud: A sudden surge of Waaagh! energy fills the air, inspiriining neeaarby creatures tto oviolence. All lilivivingngc ccrereratures wwithin 30m are immediately subject to the effects oof fththe Frrenzy Talent. Nonon-OOrks withinn t thahaat t t dididstsanancecem mayy attempt a Challenging(+0) Willpower Test too reresisist this effect. ThThe eWeWirdboy instead dgaagainis 1d5 Insanity Points.511-5555Dizzyand d BeBewiwldered: The Weirdboy is suddenly unsure of which didireection is which. Worrse, this confusion seseememsss contagious. The Weirdboy is immediately knocked prrprononee and is Stunnedd foror 1d5 Rounds.Any other crreaeaatututurerere w wwithihin n1010m of the We irdboy mustst pass a CChahahallllllenenenggigingng (+0) Perccepeptitionon Test or also suffer the ssamame effeffffects.56-60GoGork’s Shout: ThhTe eaiar is filled with a thunderous, monstrous snonissee, the sound of someme tititanaic beast beblllowing an inhummanan wwararc cryr. Allliving creatures in the areaa mmust make a Challengging (+0) Toughness Testt o or be deafenedfoorr 1d1d1001 RRououndns. OOrkrks that ppasasss thhisis TTesst tjojin in the shouut,t, i immmmediately recovering frfomm t the efffects of Fear oor rPiPinnnniningg.g.61-65MoMorkrk’s’ Cunnin’: A barrage ooff idideaeas s anand d immiagages fifilllls tthe Weirdboy’s mind,d, b butut so swifft and violent is this menttala onslaught that little remains of use. TThhe Weirdboy gains a numberer oof fInsanity Points equal to 1d10 minus shihis Inntetlliggence Bonus, but may re-roll a single failed Intelliggenncece Test in the next 24 hours.66-70Fire aandnd TThuhundnderer: :Grreen embers fill the air, bursting into emmereralald d flaflamems upon all they touch and issuing forth a ththunndederorousus r roaoar.r. A Alll flflamamable objects within 30m immmmedediaatetelyy catchfiree, and all creatures within that distance mumustt p pasasss aDiffifficucultlt ((–1–10)0) Agilityy Tesestt o or rcacatctch h aflame as well.71-75Manifest Violeence: Insububstsanntitial greenen hhands ddriftft around,d shoving and grabbing andhitting everyone within reach. Within 550m, allcrreatures suffer 1d10+4 Impact Damage, though they may attempt to Dodge or Parry this damage as if it were a normal melee attack.76+‘Eadbang!: The Weirdboy’s power goes out of control. Immediately r oll on Table 3–3: ‘Eadbang!
6RUSR__XXRollEffe ct01-10What?!: The Weirdboy’s popowewer rmmisfires and isis shuhnted off into the Warp, only to bubrstt foforth hmoomementns later. The power takes effect as normal, but 1d5 RRououndndss lalater. At the ennd doff the last Round of this delay, the powerr resesololveves exexacactltly y as if it hadjust been used.11-20Ve ssel of DaD Wa aagh!h!:: OOvercome with accumulated Wa aagh! energy, the Weirdboy’s bodyy is wrwrackeked dwiith green lightning that crawls froom m his eyes. ThThe eWeWeirirdboy must make aChallenging gg(+0) Toughness Test or take 1d5d5 Enenrggy yDaDamamgeg, ignoringtarmour and Toughghnenessss BBonus. Additionally, for the next 1d5 hours, add +10 to all rolls he mumst mmake onn TTabablel 33–2–2: Weird Fings.21-25Seein’ GGrereeen: A bebwildering mist fills the babttlefield, preventing anyyyyonoe from being able to tell friendd ffrorm mfoe. All creaturess wiwiththin 11000 metres must pass a Hard(–20)WiWillllpower r TeTst or lose the ability to tell enemiese andnd allies apart for1d5 Rounundsds. FaFailiure means that a creature must aaatttack k thththee nenenaarreset crreaatuturere, peperceieving it as a threat.26-300Errr...... I I f fororgogott: The Weirdboy’s memoryy oof f fththeee popopowwwer rhhe hhas jjuust unleashehedd leavveses its mind along with thee e enenerggy fuelling it. For the nenextxt2 24 hohurs, the Weirdbooy y y cannnnnnotoot aatttememptpt ttto o usussethththataa p powowwer and ggaianss 11d1d0 Insanity Points from his cconfusion.31-35WAWAAWAWAA–A–::ThWWeirdbovanishesihhflflhffeen lihdda cloud of vilellli smoke. 1d5 Roundlteer, theThe Weirdboy vanishess w witith hhaaa flashsh o of f f green light t and a cloud of vile-smsmellililingn smoke. 1d5Rounds latWWoy reappears, 1d10res random rizontal direction from his originosition. He gains 1d5 Insaanintyy Points WeWirirddboy reappears, 1d100 mmettres inin a random hhorizontal direction from his originalpposition. He gains 1d5 Inass a rresullt of this strange diisasapppeearance, and refuses to discuss the experience.36-40WWhatat WWuz I Doin’ Agaaininn?:?:d even n lolosess The Weirdboy suddenly has no memory of where he iis s annd d whwhatat h he’es doing, andtrracack k of what power hee w wasasas a attttttemememptptptinnngg tototo usee. Innstsead of the ppowoerr’s normal efefeffefefecttts,s rolololll l ononna’ BBurrststTTaTablble e 4–5: PowaEEffecttsshosese in rangnge.e. t to determine whwhicichh poopowewerr isss used dinstead,d and determine the target (iif anny)yy ranndododomlmlmlyyy frfrfromom amongst th41-45DDis iziz Gunna Hurt!:ingg it tto surge WWheehethther through enthusiasm or panic, the Weirdboy loses control oovveer rththee poower, causiwery targrange. The power works, but instead of affecting its normal targ, s resolved againinsttt thehewiwildldlyly aat tevery targett w witithhiin range. The power works, but instead of affecting its normal targetet, itit is s resolved aWWoy, as well er other creature within the power’s range. If the power’s effects are ficial, it deals 1dd1010WeWeiirdboy, as wellasas o on n evevery yother creature within the power’s range. If the power’s effects are bebneeficial, it deEEEnEnerergygy Damage tooa allll r recececipipipients inin adddition to its normal effects.46-5500HHHoHot-t-hhot-hoht-hot!!::ng oonn firfiree (seee TTheheeW WWeeirdboy’s head suddenly and dinexplicably catches fire. Thhe Weirdboyoy ccouuntnts sas beinppaageg 260 of theRROGUOGUE TRADERCore Rulebook), suffering any Damage from being aflame to hhisis Heaead.d.51-55------AAAGH!:t of An exacact t dudduplplicate of the Weirdboy appears 1d10 metres away in a random direction, and afteer a a mmomentddrientation, ttacking the Weirdboy. This is a hostile creature with rules and capabilities identi that of the Weirdrdboboy ydiisosrientation, bebegigiinsns a attacking the Weirdboy. This is a hostile creature with rules and capabilities identicacall too that ofththat evotes alls t destrtion of the original. The copy, and anything roug with , es after 1d5 Rououndnds shhat devotes all oof f fitits s AcAcActitiiononons totoo the destrucution of the original. The copy, and anything bbroughth with itit, vaannishshes afteoon it i s slaiy gas 1d10 Insanity Points from the bizarre occurrence and aagse of déjà vu.rr wwhehn it i s slain.n. TThhehe WWieirdrdbboy gains 1d10 Insanity Points from the bizarre occurrence and a nnaggiingng sseennses ofdéj56-60CCCrCrazy Spores:oy andanny y AA p palle green fog erupts from the Weirdboy’s flesh, launching countless billions of spores. TThehe W Weirdbooother creature wwitithihinn 1010 metres must pass aDifficult (–10) Toughness Testor roll ontEffectsTable 5–5: Hallucicinonogen Eonon page11226 of the ROGUGUEE TTTERRRADEARRRPoints.Core Rulebook. Anyone who fails this Test, including the Weirdboy, gaiinsnsn 1d55I Insnsnanity P61-65‘EEEEadaswap!:ure. The Thee W Weieirdrddboboby stretches his consciousness a bit too far and accidentally launches s iti iintntto ooanananotototheher creatuWWdboy and rm being (excluding Daemons, untouchables, machines, and other “soulless” cures) targeted by ththe e Weirdboy and oonne ranandodom being (excluding Daemons, untouchables, machines, and other “soulless” crreaaturues) tarppr that trihis effect swap consciousnesses for 1d10 Rounds. This may include allies or my combatants.s.ower that ttriggggereredethis effect swap consciousnesses for 1d10 Rounds. This may include allies or eveveenen eenenemy coEE creature res Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Felluring the swap, bubt EaEach creature retatainins siits Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowowwshshipip d during talher Characs e those of the host body. If either body is slain, the effect ends immediatethe survivor sufffefers llll other Characteteriristticis aare those of the host body. If either body is slain, the effect ends immediatelyyy,, annand d thte sur1d Insanit Poin. h survive the effect, both creatures suffer 1d5 Insani Ps frnce. If the power rhahad ddd10 Insanity Pooinintts. Iff b bbootoh survive the effect, both creatures suffer 1d5 Insanity Poiintns fromom t tthheh eexpxppererieience. If tnble creatures its tarts, the Weirdb merel falls to the delusion tit he a sigle creaturre ororo eligible creatureess asas amomong its targets, the Weirdboy merely falls prey to the delusion that tit hasasb beeccomome ea singo in its line of r 1d5 Rounds, and spends that time behaving accordingly, gaining 2d1nity Points.bbjejectc in its line of sisighght for 1d5 Rounds, and spends that time behaving accordingl y, gaining 2d100 InnIsasaninity Poin66-70PPsPycychihic cVomit: —quicklyy. TheThe eeWeWeiririrdbdbdboyoyoy feels thehe ppowoer build up within his brain, and expels it the only way hee cacan nthink of—wint knos oy rone, while casting the Deff Wave Psychic Technique (see page n a random directionon. wildld t tororent knockccs thhee eWeWeWeiriirdbdbdboy prone, while casting the Deff Wave Psychic Technique (see page 10107)) i in na random 71-75GGoGorkrk S Smash!: ffrorm m thteThe areaea aroround the Weirdboy is smashed flat as if the fist of Gork (or possibly MMork) hhadad descended sky toe out the god’s al cunning (or cunning brutality). Anyone within 4d10 metres of irdboy (and the WeWeirirdboyky to mmetee out the god’d’s s bbruutal cunning(or cunning brutality). Anyone within 4d10 metres of thhee WeWeirirdboy (and thehhimself)f) m must make aChalallelennginng g g(+(+0)0) Agility TestkingQQuality. to drop prone or take 1d10+5 ImpapactctD DDamammagage e with the Shockt76-80WWaaaghh!-!-vvalanche: aallll ddirections A susurgrge eofofof g ggrerereenenenp ppowowower erupts frfromo the We irdbooy.y Thehe w wwavavaee ofofof e eenenenergrrgy ytrtravells 5d10m min annd anny y crcreaeture within thatat d disisstatannce mumust pass aHard (–20) Strength Test nnnnede for 1d5 or be knknknocockeked dprpone and be SStunRoun. irdb, cat e icentre, suffers 2d10+5 Imct Dam e nned for 1d5oounds.sRoundsd. . ThThe Weirdboy, caughtht a at ththe epicentre, suffers 2d10+5 Impact Damage annnd d isis SS Stutunnned for 1d5+2+2 R Roo81-85WWhere’d DaDa GititGo?:wn 3d10 With a cracack k ofof tthuhuhnder and a small mushroom cloud of ggrereene ssmomoke, the Weirdboy iis s ththrorowmmeters into thhe e aiair,r falling to the groundnd m momomennetsts llatatterer ( (seseeee papage 2261611 o of theROGGUUEETTEERADEADERRRlling Damage).Core Rulebook k fofor r FaFal86-90Squigs! Squigs EEveveryrywhwhere!:moments. 2d10 Clusterrrs sofofft tiniiny y SqSquiuiuigsgsgs w wworororm m m thththeieieirr rwawaway y yououutt ofof the groround, growing larargeger r inin mmSquigs(see page))ediately appear withych rabid beast attackingccrereature.quigs ((sesee epagee 557)7) i immmmediately appear withinn 3 30m0mo off ththe e WeWeirirbdbdboyoyy, , eaeaechch rabidbeaast attacking the nneaearerestst c c91-95Waaagh!-ruption!: The WeWeirirdbdboy’s brain overloads on Waaagh! energy andbolts ofgreen lightnningg ararc c ououtt at those nearby. Anyone within 1d10 mmetetreres (iincncluludidngng the Weirdboy) takes 2d10 Energy Damage wiith a Penenetetrartitonn v valalueue e equal to his Psy Rating. The Weirdboy mayy notot Dododgege t thihs efeffectc or avoid it in any other way. IIn adddidtiionon, ,alall loff tthehe W Weierdboy’ys clothing and gearis destroyed, leavinghihm nanked donon thehe g grorounund wiwth green smoke pouring from hihis searsrs andnd m mouthth.. HeHe g gaians 3d1d10 Insanity Points.96-99Kaboom!: The Weirdboy’s headd ddetetonatese wwitith h a aloludud booom and a small grgeeen n mumushshroroomom cloloudud, kiklllling him outright. His bodyresponds slowly to this developmment and dcontinueues toto rrunun a arorounund ththee babattttlelefiefieldld, flaflaililining gabout at randodm, for 1d5 Rounds.100‘Ead A’splode!: The Weirdboy’s head explodes wiwth the ffororce of the pspychic energygy surging witthin his skull. The Weirdboy isslain instantly and all other Greenskins within 10m must immediately pass aChallenging(+0) Toughness Test or suffer thesame fate. The Weirdboy’s headless corpse (and any other Ork corpses) continue to mill around at random for 1d5 Rounds
WEIRDBOY WAAAGH! DISCIPLINEActivation Time: Always activeMaintainable: Varies by TechniqueRange: 1m x Psy RatingFocus Power Test: Willpower/Opposed WillpowerPower Scale: At Psy Rating 1–2, the air around the Weirdboy crackles occasionally with an odd light and objects sometimes fly about randomly, depending on the Weirdboy’s mood. Psy Rating 3+, a Weirdboy using the Powa’ Burst Basic Technique may add or subtract his Willpower Bonus from the final result of his roll on Table 4–5: Powa’ Burst Effects. At Psy Rating 6+, a Weirdboy must also make a Challenging (+0) Willpower Test at the beginning of each of his Turns while in combat; if he fails, he must use a Psychic Technique this Turn to release the Waaagh! energy or suffer 1d5 Energy Damage that is not reduced by Armour or Toughness Bonus. At Psy Rating 9+, the Willpower Test to contain the surging might of the Waaagh! becomes a Very Hard (–30) Willpower Test, and any Psychic Techniques that the Weirdboy uses other than Powa’ Burst automatically trigger a roll on Table 3–2: Weird Fings (see page 58).Technique Trees: Waaagh!Basic Technique: Powa’ BurstTorrents of unstable energy periodically erupt from a Weirdboy’s mind, surging forth to smash nearby obstacles, reinvigorate the psyker, or allow him to achieve feats that would otherwise be impossible for him. While veteran Weirdboyz who have survived their own abilities for a time can choose the powers they use (sometimes), newer Ork psykers simply unleash the Waaagh! and hope for the best. Once per Round as a Full Action (in lieu of using a Psychic Technique that he has mastered), the psyker may release the might of the Waaagh! Roll on Table 4–5: Powa’ Burst Effects. If the result is a Psychic Technique, the Weirdboy immediately makes a Focus Power Test to manifest that power, even if he has not mastered it.
ERS]V%¶&+A``hhR»R»3fcde6WWWVTVTeded1d100 RollEEffffect1–5AAntiticlimactic Fizzle! The WWaaagh! manifests asas a nnothing more thann aa shower of shiny buthhaharmless sparks flyflyining g frfromo the psyker’s head.6–20FrFrazzle21–300Up an’ at ‘Em!3131–4000Warpath414141–5–500Zzap5151–6–660D0is Is TaTakikin’n’ Toooo Lonong!61–70Smashsh d daa Gitz71–75‘ErEre We Go76–80WWe’ez Gotta Be Lucky81–85D5Defeff fWave8686–9–900Krump ‘Em All991–9–95‘Ead to ‘Ead96–99I’z Gonna Squig Ya!100Waaagh! Overload! Choose any other resultfrom thistableand roll onceon Table 3–3–3:3:‘Eadbang(see page 59) after it resolves!
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кор бук флот коронус Rogue Trader - Into The Storm Rogue Trader - Edge of the Abyss Rogue Trader - Stars of Inequity Rogue Trader - The Koronus Bestiary Rogue Trader - Faith and Coin Rogue Trader - Soul Reaver Rogue Trader - The Navis Primer Rogue Trader - Hostile Acquisitions The Vigil of Undred-Undred Teef: The Ork worlds of Undred-Undred Teef are an obvious source of danger for the Imperial interests in the Koronus Expanse, as well as the entire Calixis Sector. However, ever since the loss of the light cruiser Rhadamanthine during a reconnaissance of the region, the Navy has chosen discretion for their patrols. Currently, the Sword class frigate Lord Marius Hax lurks in the outer Oort Cloud of the Stompgit system, hidden amongst a clutch of rocks and ice. Retrofitted for an extremely extended deployment, the frigate may remain there for several decades, though Commander Larren Volos occasionally patrols nearby star systems to see how far the Ork infestation spreads. The greenskin menace has plagued mankind for uncounted millennia, waging war across the stars in seemingly every corner of the galaxy. Wherever mankind ventures, the Orks are either already there or soon follow, seeking violence and plunder. Orks are savage creatures, regarded by many as little more than mindless beasts incapable of anything but destruction.Alas, Orks are far more than animals. Their technology is surprisingly sophisticated, capable of feats that should be impossible for contraptions of scrap metal and scavenged machinery. From poorly-crafted firearms that should jam at the first shot to clanking behemoths that rival the greatest of Imperial Titans in stature and power, Ork weapons are as dangerous as they are ramshackle. For every resource the Imperium can bring to bear, the Orks can muster something to match it, and are eternally eager to test their might against humanity.roKs and scrap-FLeeTsWhile not graceful or particularly skilled starfarers, the low cunning and reckless enthusiasm of the Orks combined with their prodigious endurance and unrelenting persistence makes them as deadly in the cold and silent void as they are on the ground. Ork ships are extremely durable, able to withstand greater punishment than an Imperial vessel of similar mass, and often clad in thick armour that turns aside all but the most concerted assaults. Their tactics are simplistic but brutally efficient, flying towards their foes as swiftly as possible, firing all the while. As they close, the holds and caverns of an Ork ship echo with bellowed war cries from the teeming masses of Orks within, eagerly awaiting the moment when they can board an enemy vessel and sate their lust for battle.The heavy armour and massive superstructures of Ork vessels afford them considerable resilience, a trait bolstered further by the innate durability of Ork technology, which remains functional almost in spite of damage. For additional defence, crackling force fields wreathe Ork vessels, whether projected from salvaged void shield generators or bizarre mek-built “kustom” force field projectors. It is in the realm of weaponry that the Orks truly excel. Their starships are more heavily armed than Imperial vessels of comparable size. Massive batteries of macrocannons dot the hulls of every Ork ship, turrets and barrels protruding from every gap in the ship’s hull, capable of battering through a ship’s void shields and ripping chunks out of their hull. In a matter of minutes, an Ork vessel can unleash thousands of shells at a target, filling the void around an enemy with debris, shrapnel and unexploded shells. Powerful, unstable explosive warheads are loaded onto Ork fighta-bommaz and into torpedoes, to be hurled at the enemy with great abandon.orK coMponenTsOrk vessels vary immensely in the Components they are constructed from, being more the result of individual experimentation and patchworks of salvaged parts than of planned starship manufacture. drivesOrk ships use ramshackle drives that likely shouldn’t run at all, and are prone to leaks, flares, and catastrophic “accidents.” Often, great trails of superheated gas pour from the aft of Ork ships, not entirely dissimilar to the greasy black exhaust fumes of their ground vehicles. These reactors are randomly linked to all manner of conduits and cables that feed into systems all over the ship, trailing along floors and dangling from ceilings. It is a rare day that the reactor does not have additional lengths of cabling added to supply some mekboy’s new experiment.wArp eNGiNesOrk warp travel is an uncertain and erratic process, and the warp drives that allow it are similarly unstable. Some are rebuilt from the ruins of salvaged warp drives, while others are bizarre contraptions built around the disembodied brains of the Ork psykers known as Weirdboyz. Whatever the manner of their construction, Warp Engines all have the same purpose—to carry a ship into, through, and out of the warp. GellAr fields In place of the flickering Geller fields of Imperial starships, Orks use a variety of adornments, totems, huge hull-plate “teef,” and glyphs to ward off the malign influence of the warp. Whether these actually scare off warp creatures (as Freebooterz have been known to claim) or simply inspire such confidence in their crews that the ships are wreathed in a crackling shield of WAAAGH! energy while in the warp, is unknown. However, they seem to work.power shieldsOrks seem to have possessed power field technology as long as the Imperium has. Their ships sport protective energy barriers comparable to void shields, though an Ork generator is more likely to be covered in crackling electricity, spew clouds of noxious smoke, or randomly vaporize any Orks that stand too close.ship’s bridGeThe bridges of Ork vessels are dark, dank cavernous chambers, bedecked with trophies and piles of loot and stacked high with machinery of indeterminate purpose.life susTAiNersThe exact nature of Ork life sustainers is unknown. Boarding parties and Mechanicus salvage teams have observed everything from clanking pneumatic air pumps to giant squigs of unknown breeds used as bellows. The only thing these devices have in common is none of them should work.crew quArTersOrk vessels teem with greenskins of all kinds, serving as much as transport craft as warships. Many of the smaller craft are capable of planetary landing, unleashing a green tide of roaring, belligerent warriors, while even the bulkiest of cruisers regularly attempt to board enemy vessels.AuGur ArrAysWhile it would be impossible for the Orks to voyage amongst the stars without some form of long-range detection, the nature of the technologies employed are unknown. As with much of Ork technology, a crude and simplistic appearance belies impossible sophistication. Orks simply refer to their myriad scanners as “searchy grubbinz” no matter whether they’re powerful aetheric scanners or gigantic telescopes.orK WeaponsAbove all other weapons, Orks favour massive shell-hurling macrocannons, referred to collectively as “Gunz.” Grouped together into batteries, these weapons fire volley after volley of solid shot and explosive shells, overwhelming any enemy in a torrent of destruction. However, these guns don’t always work as desired, sometimes misfiring or jamming. They may also be deactivated for repairs or “improvements” by a bored mekboy.GuNzThe most common Ork macrobatteries are referred to as Gunz. Though this encompasses any number of different types of weapons, most fire projectiles of some sort or another. It’s fairly common for Orks to loot weapons from defeated vessels, so many guns are “improved” versions of Imperial macroweapons. The Ork inclination towards firepower is such that any gap in the haphazard armour plating is soon filled with a gun.‘eAvy GuNzAlongside more conventional macrocannons, the Orks commonly employ short-ranged but extremely powerful guns. Firing dense slugs of scrap metal massing thousands of tonnes, as well as a jury-rigged plasma bombs, these shells quickly become inaccurate over long range. Nevertheless, they cause terrifying damage at close range.kANNoNzOften rebuilt from the largest broadsides of Imperial Cruisers, these guns protrude menacingly from the scowling armoured prows of kroozers, ready to unleash salvoes of heavy explosive shells. Kannonz often have extra-long barrels, so the shells fire further.zzAp kANNoNsOrks rarely employ lance weapons, lacking the technology to produce them consistently or reliably. Instead, the lances occasionally found on Ork ships are rebuilt from Imperial lance weapons, often ending up far larger than the weapons they are based on, for negligible gain in effectiveness. These heavily-customised weapons unleash a coruscating green bolt of energy that blasts holes in enemy armour, and are only rarely found in Ork fleets. Inevitably, if they are to be found, they will be installed on the largest Ork ships.lAuNch bAysAs with other species’ fleets, only larger vessels normally have the space and resources necessary to support attack craft. Carved from the flanks of a kroozer, launch tubes and landing decks sit open to the void but for the crackling force fields that hold the ship’s atmosphere in. They are almost always crammed full of Fighta-bommas and Assault Boats. The remaining nooks are claimed by the swaggering and insane Speed Freaks who pilot the attack craft, their hordes of Grots, and Meks constantly building, rebuilding, and “improving” the fighters. TorpedoesAs with much of Ork technology, Ork Torpedoes are far from reliable, with some failing to ignite at launch, shooting off randomly as guidance systems fail, detonating prematurely, or not detonating at all. The Orks make up for this as only Orks can—by firing more torpedoes. Between salvoes, Gretchin slaves descend into the launch tubes to hit faulty parts with hammers and wrenches in the hope of getting them working, with varying amounts of success.upgradesNo two Ork ships are alike, even ones built by the same Meks. To represent some of the insane upgrades and “Orky Tech” that goes into making any Ork ship, each ship has a number of randomly generated upgrades. Table 3–1: Ork Ship Upgrades contains upgrades that might be found in every Ork ship, while Table 3–2: Ork Capital Ship Upgrades contains upgrades specific to Ork capital ships. Each Ork vessel entry states how many times a GM should roll on certain tables when using an Ork NPC vessel. Of course, these requirements are not absolute. If a GM prefers he may choose the upgrades instead of rolling randomly (although this is a particularly low and “un-Orky” way of doing things). In addition, however, if the GM needs to create a unique Ork vessel, possibly one that will be a recurring nemesis for the players, he can roll randomly, then select some additional upgrades. For instance, what personal vessel of a dreaded Freebooter Kaptin wouldn’t have a Throne Room, complete with mega-armoured Nobs? In all cases, the Ork ship upgrades are not Components. They cannot be disabled or destroyed by Critical Hits. orK speciaL ruLesAll Ork ships are subject to the following rules.Loadz uv Boyz: An Ork ship’s compliment of crew and warriors are all eager and deadly combatants, granting a 10 bonus on all Command Tests involving boarding actions and Hit and Run attacks. Additionally, any Ork vessel reduces Crew Population loses by 1 to a minimum of 1.Da Big Red Button: The only common feature to the bridges of Ork vessels is a giant red button, linked directly to the main drives of the ship. Orks gain a 10 bonus on all Pilot tests made to increase speed. Additionally, Ork ships move an additional 1d5 VU during any manoeuvre action during which the ship does not turn. These benefits do not apply to Roks, which lack the powerful engines of other Ork ships.Not Proppa: Orks are not inclined to subtlety. Orks suffer an additional –10 penalty on all tests made while on silent running.Unreliable Gunz: Some Ork Macrobatteries have a random Strength value, representing the uncertainty of any given gun firing. This should be rolled each time the Weapon Component fires, before rolling to hit.Torpedo Ammunition: Ork ships never run out of torpedoes, as Orks can build new ones out of “unnecessary” components.Orky Tek: Ork technology seldom functions correctly in the hands of non-Orks, tending to fail or fall apart rather than work. Ork ships may not be operated by a non-Ork crew. Components from this vessel will not function if used in non-Ork ships.Da Klanz: All Orks belong to one of the great klans that define Ork “kultur,” a social group that influences the way the Ork acts and thinks. In some cases, a ship’s crew may consist entirely of Orks from a single Klan. When using Ork ships, GMs may choose to give it one of the following Klan bonuses:• Goffs: These Orks are the largest and strongest of the klans, and are notoriously disdainful of anything they consider to be un-Orky. Goff starship crews prefer ramming and boarding tactics, and gain a +10 bonus on all Pilot Tests to Ram and all Command Tests made in Boarding Actions, in addition to any other bonuses.• Evil Sunz: Obsessed with speed, the Evil Sunz operate faster ships than other Orks. Evil Sunz ships gain +1 Speed.• Bad Moons: Wealthy and ostentatious, Bad Moons show off their flash “dakka” with every opportunity. Due to the quality of their guns, Bad Moons starships roll twice and select the highest die when rolling to determine the Strength of their macrobatteries.• Deathskulls: Notorious for their avarice and larcenous inclinations, the Deathskulls steal everything not nailed down, and are known for using technology looted from other species. One weapon Component aboard a Deathskulls ship may be Imperial in origin, selected from those normally available to an Explorer’s vessel.• Blood Axes: Distrusted by other Orks for their un-Orky behaviour, Blood Axes are known for their inclinations towards sneaky tactics. Blood Axe starships ignore the normal penalty when testing for Silent Running.• Snakebites: Hidebound and traditionalist, Snakebites distrust technology and prefer to travel the stars clinging aboard Roks. Snakebite “crews” are often accompanied by great herds of squigs which they unleash during boarding actions, causing an additional 1d5 damage to Crew Population and Morale. Only a Rok can have a Snakebite crew. The Undred-Undred Teef is a tract of systems at the heart of the Accursed Demesne that is a nest and breeding ground for Orks. Only a few of the boldest—or most foolhardy—of explorers have ventured into this place, but those who have speak of worlds held in an embrace of filth and wreckage, ringed with clouds of debris and wreckage from which Ork ships arise like flie , their brutal prows bristling with weapons and decked in grinning-skull war paint. Beneath their mantles of scrap and crude defences are worlds poisoned by the spoils of Ork industry and on which the Orks constantly slaughter one another over looted debris, competing to construct weapons, slab-sided forts, and massive machine-effigie . From these worlds the Orks have, in the past, sallied in search of booty and raw materials for their growing armies.The warring Orks of the Undred-Undred Teef are split into gangs, warbands, and clans that are lead by ever more powerful individual Ork Bosses. Orks constantly strive to overcome and dominate their fellows, with the most successful and powerful Bosses growing in size to mirror their status. Undred Undred Teef is unusual amongst Ork-held systems—it is home to many more numbers of rich, arrogant Orks known as Flash Gitz than normal. Some suggest this may be the Ork’s evolutionary response to the opportunities of the Koronus Expanse, though no one knows for sure. Flash Gitz are infamous for their love of treasure and are always interested in opportunities to raid and pillage. Flash Gitz are not above treachery, murder, or other shifty strategies to accumulate wealth and more powerful wargear. Some Flash Gitz will even hire out to other xenos races. Many of these Orks take up the life of a Freebooter to get their hands on even more ill-gotten gains. Thus, Undred Undred Teef is home to hordes of Freebooterz, and these piratical Orks dominate the greenskin hordes of this region.Hulking Kaptins emerge from time to time, cunning beasts who lead their followers forth from Undred-Undred Teef across the Koronus Expanse in search of new loot for the clans. Mercifully these few powerful individuals have only been able to command a fraction of the Orks of Undred-Undred Teef, but at the heart of this domain something is growing in power. At the centre of Undred-Undred Teef is a world where Orks have bred in greatest numbers and where the battle between them is fie cer than on any other. Powerful bosses and Freebooter Kaptins gather here to test their mettle in the greatest fight in the Expanse. With every passing cycle of conflict, the number of bosses grows fewer, and those who remain are more powerful and grow to ever greater size. In the brutal tongue of the Ork this place is called Tusk and it is the true heart of Undred-Undred Teef.Above Tusk’s surface a huge space hulk orbits, and millions of Orks and their smaller breed work under the direction of so-called Meks, fitting engines and weapons looted from the ships of other races or built in workshops scattered across Undred-Undred Teef. No individual Ork knows what compels them to gather here, but in every cell of their fleshthey know Waaagh! is gathering, and all that it waits for is an undisputed boss to emerge from the crucible of inter-Ork warfare. The Orks are poised on the edge of a great Waaagh! of destruction that, if not stopped, will shake the expanse and the reaches beyond. Orks are a race of brutish, ugly aliens with an unquenchable thirst for violence. They are a green-skinned blight on the galaxy, constantly spawning, gathering together in huge numbers, and battering through the stars like a bloody fist,looting and destroying all that is in their path. That might is right is an unquestionable and obvious mantra to all Orks and one that they understand in every cell of their being. They constantly fight amongst themselves, and only the strong survive in Ork society. Those who achieve authority over other Orks (‘da Boss’ as they are known to Orks) do so because they have proven that they are the meanest and toughest Orks around. An average Ork stands as tall as a human but is hunched with muscle and would tower over most humans if he were to stand fully upright. They have long arms that are knotted with slab-like muscle; they have a thick skull set low on their hunched shoulders with a heavy brow and glittering red eyes. Their mouths are filled with jagged fangs that jut out like a feral predator. The physiology of an Ork is such that they are exceptionally hard to kill and can shrug off injuries that would kill a human, and can survive and recover from having limbs severed and crudely reattached later. Orks speak a harsh guttural language that mirrors their physical appearance and blunt outlook on existence. Though their technology is crude, they are possessed of an innate understanding and affinity with machinery and weapons. This racial knowledge manifests through the abilities of so-called Oddboyz, who possess a strange quirk of understanding or ability that sets them aside from the rest of Orks. Of these the most crucial to the Ork war machine are the Mekboyz who create the weapons, armour, and vehicles used by Orks to do what they do best: kill things. Mekboyz are ingenious but unreliable artisans who are masters of creating ramshackle but fearsome space ships, war machines, and weapons from scrap and salvage. Even if they do not come out exactly how they were intended, these devices are still terrifyingly effective—most of the time.orK freebooTerzThere are those who would claim that the Orks are not the greatest of spacefaring races, that their ships and weapons are unreliable constructions of scrap and parts salvaged from the ships of other races, crudely refitted by luck rather than judgement. There are others, however, who point to the fact that the Orks can be encountered in every corner of the galaxy and the supposed limitations of their technology have not held them back from being some of the most feared and effective pirates in the galaxy. Their ships are massively armed and loaded with Orks eager for a fight, and an Ork’s natural love of violence and acquisition make him a terror to other space-faring races.Ork Freebooterz want more of everything: more weapons to grow stronger, more salvage to build ships and war machines, and more wealth for prestige among their kind. While many items captured in raids are of little use to the Orks, such plunder is valued highly by other races that fight and die to protect it. Thus, the value lies in the opportunity for battle, and no Ork shirks from a good fight! Orks rarely organize above the level of a single ship. However, small fleets can form around a particularly charismatic or successful Ork leader, known as a Kaptin. To the mind of an Ork Freebooter, two things are uppermost: battle lust and greed. In the Expanse, Orks are usually encountered in small raiding ships, roughly the same size as an Imperial escort vessel. However, the size of an Ork ship is deceptive: invariably, the ship is crammed with a green tide of Orks, which ensures that any boarding action is likely to only go one way. An attack by Ork Freebooterz tends to be brutal and direct, with the Ork ships rushing headlong toward the enemy firing every gun they have before ramming and boarding their victims. The directness of an Ork Freebooter attack does not mean, however, that an Ork Freebooter Kaptin lacks cunning. Orks often lurk in asteroid fields on the edges of systems where they cannot be seen by the sensors of ships passing to or from the void. Ambushes on convoys of supply ships from this kind of hidden position are common, and even small fleets or warships are not unheard of. Should an Ork Freebooter Kaptin feel the need for bigger prey, the crew may descend on an inhabited world or space station, loot and burn it, and withdraw to their ships and the protection of a debris field. If, however, the Orks of a Freebooterz fleet are really spoiling for a big fight, they are likely to brutalise a world or station and just wait and see who or what turns up to try and stop them. The Rising Green Tide of the ExpanseOrk Freebooterz lurk throughout the Koronus Expanse. From crude stations built in asteroid fields or debris clouds, numerous Ork Freebooter Kaptins lead their fleets to loot whatever they can find and fight whoever crosses their path. Even the relatively explored systems close to the Maw have all felt the iron fist of Ork piracy; in the past Footfall itself has come under attack from the ships of Ork Kaptins who had become powerful enough to command great swarms of gunships and kroozers. Luckily for those journeying into the Expanse, the presence and predations of the many Ork Freebooter fleets is haphazard and without unified purpose, and they are often inclined to war upon their own kind as much as anything else. The Orks dominate a tract of worlds within the Expanse known as Undred-Undred Teef. They exist in untold numbers, spawning like a plague within the Koronus Expanse, and the rising tally of worlds and vessels that these pirates have sacked suggests that their numbers are growing. The Ork Freebooterz are becoming a dire threat to the Expanse. The more Orks there are the bigger and meaner an Ork must be to become the leader. The more powerful the leader (called a “Warboss” in the Ork parlance), the more likely he is to gather together a huge force and batter his way across the stars. No such supreme leader has emerged from the mass of warring Orks in Undred-Undred Teef, but it can only be a matter of time.One of the most prominent Freebooterz in the Expanse is making a bid for overall leadership of Undred Undred Teef—Morgaash Kulgraz. Morgaash is a cunning and ambitious Freebooter Kaptin. He is taking ruthless advantage of the numerical superiority of the Flash Gitz and Freebooterz in Undred Undred Teef, as well being bigger and harder than all the other warbosses, to support his rise to power.morGaaSh KulGrazand daWurldbreaKaRecently, a single Kaptin has begun growing in prominence and gathering other Freebooterz under a single banner with the intent of establishing himself as the pre-eminent ruler of Undred-Undred Teef—Morgaash Kulgraz. This brutal Ork leader first appeared in the Koronus Expanse aboard a heavily damaged space hulk, the Fist of Gork. Although barely spaceworthy, the hulk was filled with loot from other parts of the galaxy. None could say how long the space hulk had drifted in the warp before arriving at Undred-Undred Teef, but Morgaash’s impressive arrival was just the beginning of his rise to power. A cunning master of ship-to-ship combat, Morgaash wrested control of the largest and most powerful ship in the system, a massive battlekroozer named Da Wurldbraka. Morgaash then got a crew of the strongest, most aggressive boyz from the other Kaptins, including as many of the psychic Ork wierdboyz as he could find. Da Wurldbraka quickly became a ship as legendary as its Kaptin, a nightmarish sight that caused panic amongst smugglers and Rogue Traders alike. Morgaash has struck quickly and forcefully in every raid, allowing handfuls of survivors to spread his infamy across the Expanse. Armed with weapons of baleful and bizarre cast, Da Wurldbraka is constantly surprising its enemies with the breadth of its capabilities. Most vessels in the Expanse can only hope to get clear before the dark xenos ship ends the battle by crippling its opponent and planting its Kaptin firmly on the enemy’s bridge. ork freeBooTerImperial lore has it that throughout history the brutal ork has contested mankind’s dominion of the stars. Built for bloodshed, violence, and little else, the average ork is a hulking simian humanoid with tough, sallow-greenish hide and a protruding jaw lined with jagged tusk-like fangs. Frighteningly strong (most can easily pull a human being apart in their clawed hands), orks are also phenomenally resistant to injury, largely fearless, and can thrive in many hazardous environments unaided. Orkiods demonstrate a staggering variety of physical types and subspecies, with the largest and most brutal always in command. While lacking intellect, orks possess an innate low cunning and simple but effective grasp of tactics. This, combined with a talent for scavenging and creating their own crude but highly effective tech, makes them a danger far beyond the near-animalistic xenos predator they at first ppear to be.Barbarous and strife-torn ork empires are scattered throughout known space, and the Koronus Expanse is no exception with a volume of space known as Undred-Undred Teef the home of a long established ork domain from which frequent raids and pirate attacks from scavenging ork warbands of loota krews and freebooter pirates are infamous. Orks!Magoros is home to more than just the faded glory of the Egarians. Decades ago, an Ork raiding fleet limped into the system and crashed on Magoros Prime. Though the ships were all but destroyed, and their crews almost wiped out the Ork spore took root and over time several feral warbands sprung up. By the time of the Explorer’s arrival, the warbands have already begun to utilise basic technology to help them in their constant intertribal warfare. The most powerful warband on Magoros, the Bloody Skullz, lay claim to the area around the Star Mirror and it is these Orks that the Explorers will encounter when they land. These Orks are also the most dangerous as close proximity to the alien array has accelerated their evolution and warped their minds (even more than usual).A Lady in TroubleHadarak has dispatched Lady Ash with a landing party to investigate the Star Mirror while he remains in the Shard Halo. Unfortunately for her, she was ambushed by Orks just as she approached the Mirror. As the Explorers approach the great crystalline structure they will hear the sounds of gunfire and animalistic grunting. If they sneak closer they will come upon a large chamber where Lady Ash and two surviving armsmen are engaged in a pitched battle with a dozen Orks. It is up to them whether or not they help her, or use the distraction to sneak past and onto the Mirror. If they choose to help, play out the combat with Lady Ash and the two armsmen on the side of the Explorers (The Orks’ profile can be found on page 377). If they win, the Lady will not attack the Explorers (unless attacked herself, in which case she will make a fighting retreat and disappear) but will offer a temporary truce and accompany them to the Star Mirror, leaving them after she has gained the location of the treasure ship.If they leave her to her fate, then after a few round she will be overcome (though not killed as the Explorers will discover later) and the Orks will head toward the Mirror forcing the Explorers to face them when they leave the alien structure.A Universe ReflectedWhen the Explorers enter the Star Mirror chamber, they will immediately be overcome by its grandeur and its unsettling alien construction. It is like standing in the centre of a sea of light, and the Explorers will be unable to tell where floo , roof or walls begin and end. Most disconcerting of all is the air that seems alive with images spinning and dancing around the Explorers’ heads. To read the information held here, an The other thing of interest here, which can be spotted from high altitude, is a massive clearing caused by a starship crash. If the Explorers make a landing in the clearing (they will need void suits to survive the hostile atmosphere) they will discover another of the world’s secrets: Orks. While there are no living xenos here, wreckage and remains clearly indicate this was an Ork vessel, and where there is one. Alongside humans, Orks are the most numerous species in the galaxy, and their kind can be found almost everywhere. Their prolific nature is made all the more perilous by their belligerence and inclination towards violence, for the Orks are a species who crave one thing above all else: war. It is no surprise, then, that mankind and the greenskins have come into violent conflict frequently since humanity first took to the stars tens of thousands of years ago—it is even rumoured that Orks were the first Xenos species ever encountered by mankind. Orks appear to have simply always been there, careening from world to world seemingly without aim or purpose other than the enthusiastic slaughter of everything they meet.That the Orks have not rallied together and swept aside all that stand before them is something many are thankful for, and it is the same predilection for violence that makes them a threat that also keeps them from uniting in such a terrifying manner. When there are no other adversaries immediately on hand, Orks will cheerfully make do with each other, engaging in anything from simple fist fights to all-out war, simply to satisfy their need for noise and mayhem. This in itself should be cause for relief, yet Orks revel in such warfare, and grow larger and stronger through constant battle.Orks, then, are a race driven by the need to fight. Their species is considered, as a whole, to consist of little more than violent animals wielding crude weapons and riding aboard ramshackle starships that hurtle between the stars at random until they find something to attack. The truth is quite different. Viewed as unintelligent, Orks possess a straightforward mindset that has little time for refined or ephemeral matters and concerns itself primarily with base needs—food, drink, shelter and aggression. Their technology is more sophisticated than many will comfortably give credit for, patched together from what appears as little more than scrap metal and junk yet capable of devastating effects that escape the comprehension of all but the finest scientific minds of the Adeptus Mechanicus.Their society is one with apparently very little internal strife—while violence is endemic to them, they consider it a natural part of life and seem to bear no ill-will towards their enemies. Ork culture is comprised of a robust caste system defined by the size, strength and aptitudes of the individuals contained within. Similarly, the issues of heresy and sedition are almost unknown amongst the Orks; lacking the inclination to muse about the nature of existence and being frequently quite content with the state of things, few Orks ever think of rebellion or the worship of the Ruinous Powers at all, let alone consider them as alternatives to the Orks’ own belligerent deities; entities known simply as “Gork” and “Mork.” These twin gods are sometimes said to embody the ideals of brutality and cunning, respectively, though few are certain which god embodies which ideal.It should come as little surprise, then, to imagine that Orks comprise a significant portion of the raiders and pirates that plague Imperial shipping and ransack Imperial Worlds. Often, the defence of a convoy or an important planet has actually attracted more Orks, drawn by the prospect of an epic battle. Rarely do they care what is being defended, simply that the presence of defenders means a fight is inevitable. These raiders and pirates are often itinerant Orks set apart from much of their society by circumstance and idle whim, collectively known as “Freebooterz.” Orks rampage between the stars looking for a fight and loot what they like from the ruins they leave behind, and in this Freebooterz are no different. (In fact, many items of Ork technology are made from the scavenged remains of human devices). However, when encountered in small groups or as individuals, the collective enthusiasm of their species is less pronounced, and reason becomes an option.Negotiating with Orks is invariably a difficult matter; it is fundamentally impossible to prevent an Ork from engaging in violent activities of some description or another, so all that remains is to offer or suggest an alternative focus for those aggressive tendencies, often at a cost. Ork Freebooterz can sometimes be found as mercenaries, often in the armies of other Orks, or even working for other species in small numbers, directing their lust for battle in the manner preferred by their employer in exchange for loot and weapons, and the Orks’ own unique currency.For reasons few can guess at, the Orks employ their large fang-like teeth as a form of currency, swapping them with other Orks for equipment, food, drink and slaves. As an Ork’s teeth, referred to as “Teef,” are shed naturally on a regular basis (and may come out as a result of the Ork’s frequent brawls anyway), few Orks are ever lacking in funds for long, and larger Orks tend to be able to afford larger purchases by literally ripping the Teef from smaller Orks. Teef degrade over time after falling out or being forcibly removed, meaning that hoarding them is seldom successful, keeping the crude—if oddly effective—Ork economy moving.ALIENBIOLOGYOrks, like all Xenos, differ from humans in a great many ways, some of which are more noticeable than others. For the greatest differences, a variety of traits have been written—their inhuman resilience, their genetic knowledge, their craving for violent conflict, and so forth are all covered in this manner. However, there are a potentially limitless variety of ways in which the particular genetic and biological makeup of an Ork will react differently than that of a human. A few examples of these differences are covered below. All other possible issues that come up should be discussed with the GM.MEDICALATTENTIONOrk anatomy is more than a little different from humans, and while many equivalent organs exist, the details of their function differ. Given that the average Medicae will be trained first and foremost to treat humans, treating a Xenos creature of any kind is a challenge. With Orks in particular, this is alleviated by the fact that their anatomy is so resilient that few mistakes will have a noteworthy impact, let alone be life-threatening.This issue also covers the use of drugs and stimulants: human-made drugs may not have an effect on Orks, and may in fact have a completely different effect. For simplicity, assume that human-made drugs have no effect whatsoever on an Ork unless the Ork passes a Toughness Test, though the GM can rule differently at any time for a particular drug.Similarly, bionics and implants can be problematic, not only because of Ork biology, but because of the way in which Orks interact with technology (the details of which are largely unknown and the subject of many wild theories). Simply put, a bionic built for humans won’t necessarily work in the way its intended, if it works at all, and all cases of Ork characters attempting to use bionics and implants of human manufacture should be subject to the final decision of the GM. Ork “Bioniks” are a different matter, of course, but just as a human bionic won’t work on an Ork (generally speaking), an Ork Bionik won’t work for a human. However, there are plenty of Ork bionics that duplicate the effects of human bionics.In general, Orks can take ‘Ork versions’ of bionics available to humans, subject to GM approval. An Ork version can only be Poor or Common Craftsmanship, should weigh at least twice as much as human bionics, and be covered in crude welds, bolts, pistons, and the odd exhaust pipe. The GM can also veto any bionics that don’t seem appropriate for an ork, such as a Calculus Logi Uprade, Cortex Implants, Locator Matrix, MIU Weapon Interface, Scribe-tines, or Volitor Implants. IFTHEGLOVE FITS...The other matter of significance is Orks using non-Ork technology. Orks actually have little difficulty using the devices of a number of other races, humans included, though their bulky, fairly clumsy hands may find small switches and dials troublesome in some cases. On the other hand, their distinct shape makes it difficult for Orks to make use of armour made for other species, particularly if the armour is rigid like Carapace or Power armour—an Ork simply can’t fit his body inside a suit of Stormtrooper Carapace made for a human being. Customising equipment for Ork use is an expensive process, normally requiring specialist artificers to perform the alterations. Orks tend not to bother, favouring the devices of their own species in most cases, and most commonly using non-Ork technology as nothing more than parts for new Ork-made items. If an Ork finds a suit of armour he can’t fit into, for example, he’ll likely either ignore it, or rip parts off and use those individually rather than bothering with the whole suit. The operations of various Ork clans are becoming a larger problem in the Kronus Expanse. In the past the Orks typically operated in bands that could fit onto one ship. Filling every available space on board, Orks would raid unprotected worlds and outposts. Particularly daring Ork Vessels would go so far as to attack other star craft in the hopes of taking the entire vessel.These disparate groups are by no means unified; Orks often battle each other as much as anyone else. Increasingly, however, the Kaptin’s operating near Undred-Undred Teef have begun cramming guns and other starship components onto asteroids and aiming them towards larger prey. A “Rok” as the Orks call it, is simply used as a mobile base as well as a planetary assault vehicle by crashing the Rok into whatever planet they wish to wage war upon.Notably Morgaash Kulgraz has called dozens of warships to his banner, raiding Imperial worlds for the slaves he needs to salvage the wreckage of other Imperial Navy Vessels. These vessels are then used to cobble together more Kruzers or Roks and in turn raid larger Imperial targets. The threat of his Waaagh is gaining quicker Imperial response in the hopes of quashing this expansion.ORKPHYSIOLOGY“Ork Physiology is fascinating and terrifying in equal measure, demonstrating inhuman degrees of resilience to the point where they can withstand seemingly fatal wounds with little apparent long-term consequence. Indeed, Orks witnessed suffering fatal wounds in the midst of heavy fighting have often been observed again several days later, larger and stronger than they were before their injuries and with no sign of those wounds save for some largely superficial scarring.”–Genetor Aurelius Thoze, Adeptus Mechanicus Xenobiologist.“DOK! Me arm got shot off ! Gimme a new’un!”–Wortgrod Mugskab, Ork BoyOrks are large, broad humanoid creatures, with rough, thick green flesh and heavy musculature. The average Ork stands approximately as tall as a human, to the top of the back—an Ork’s hunched frame means that the head generally sits level with the shoulders—and weighs roughly 60% more due to thicker bone and muscle. However, the nature of Ork physiology means that a more aggressive, more successful Ork will grow in size, and some of the largest known examples stand as much as three metres tall and weigh approximately half a tonne if some reports can be believed.The Ork body is thick-set and ape-like, with long, thick arms, ended in broad, muscular hands with thick fingers ending in large, tough, sharp fingernails. The head, set in front of and between the bulky shoulders, is solid and bony, with a large protruding jaw, great yellowish tusks, a pair of beady, almost luminescent red eyes and a short, hard forehead. The mouth of an average Ork is almost big enough to fit an adult human head entirely inside, and the overall appearance of an Ork’s face is one of a savage, largely unintelligent animal.Orks are, physiologically, not entirely animal. In fact, they’re actually two creatures—the animal body, and the algal/fungal strain that saturates their blood and flesh. This algal symbiote provides the Orks with many of their most unusual traits. The Ork body, for example, is insanely resilient—wounds that would be instantly and irreversibly fatal to a human being may only incapacitate an Ork for a matter of hours, and even the traumatic experience of having a limb stitched back on (it doesn’t even have to be the Ork’s original limb) will only hinder an Ork for a day or so. Decapitation isn’t immediately fatal, and heads can be re-attached up to half an hour after removal with no lingering side-effects. The rate at which Ork bodies can heal themselves is quite astounding, and even Orks that seem dead may simply be rendered unconscious by their wounds, recuperating until they can awaken and slay the enemy.More significant still is that this algal component of their physiology serves as their reproductive system as well. Orks shed spores as they move, and unleash a great number of these spores upon death. Given the right conditions, these spores mature into other Greenskins—Squigs, Snotlings, Gretchin, and eventually other Orks. Consequently, battlegrounds where Orks have been encountered must be thoroughly cleansed in order to minimise the risk of re-infestation at a later date. This is seldom entirely successful, and many worlds which have never had any recorded Ork invasion are known to have periodic Ork infestations, perhaps resulting from conflicts predating the Imperium. This reproductive system gives rise to another notable Ork trait: genetic knowledge. The ability to fight, to speak, and in the cases of the specialist or “Oddboy” castes, an understanding of science, technology, medicine or any of a number of other complex skills, are all hard-wired into an Ork’s genetics, as natural and instinctive as breathing. Orks emerge from the ground almost entirely mature, with most of the skills they will ever require already present.Another disquieting side-effect of their reproductive system is the effect that the prolonged presence of Orks on a planet can have. In sufficient quantities, and if left to their own devices for long enough, Orkoid creatures (the collective term for Orks, Gretchin, Snotlings and all manner of Squigs) and assorted species of fungus tend to spread across a planet’s surface, usurping and overwhelming native flora and fauna in many cases, and gradually “Orkiforming” a world. Thankfully, the process has only been observed on worlds dominated by Orks for long periods of time, but the threat of such contamination is not to be taken lightly.Their physical response to violence is also of note. As touched upon above, an Ork at war will grow larger and stronger as a matter of course. This is not merely an increase in physical fitness, but a physiological change—muscle mass increases, and the skeletal structure grows to accommodate the enhanced musculature. Even more significantly, Orks preparing to challenge the leadership of another will undergo a sudden increase in strength and mass, allowing them to more effectively challenge their erstwhile leader. As Orks equate size with authority, this makes a degree of sense, but it remains unknown exactly how this process happens, though there is considerable speculation that it may be somehow psychic in nature. Certainly, Orks possess a strong (if diffuse and unusual) psychic presence that seems to grow stronger in the presence of other Orks.ORKPSYCHOLOGY“Orkses is neva defeated in battle. If we win we win, if we die we die fightin’ so it don’t count. If we runz for it we don’t lose eva, cos we can come back for annuver go, see!” - Common Ork sayingIf Ork physiology makes them brutally efficient survivors, their psychology makes them extremely dangerous warriors. As noted previously, much of Ork knowledge is genetic in nature, the Orks themselves born with an understanding of how to fight, speak and perform a variety of other tasks useful to their society. This consequently results in a culture that needs to spend very little time dealing with the practicalities of being a culture—everything they need is there for them naturally—and thus they can focus on what matters most to them. And an Ork craves three things above all else: speed, noise, and a good fight.In particular, their desire for violence is perhaps their most defining psychological trait—Orks will fight anything, anywhere, and for the flimsiest of reasons, savouring the mayhem and thrill of battle and lamenting its end. This is, actually, one of the more curious things about the Orks. Many warrior and predator cultures known in the galaxy take pleasure in the hunt or the kill, and prize the ability to do those things. Orks are alone in their lust for the fight, not the kill. They don’t possess a true notion of victory or loss, because such things are meaningless to a creature whose idea of paradise is an eternity of battle. Yet, all this focus on warfare does not mean that Orks are fearless. Indeed, while the Ork mind views defeat differently than that of a human, it still recognises the need to flee from battle. The Orks themselves rationalise this by claiming that running away doesn’t signify defeat, but instead just means that the Orks can come back later and try again.Removing the need to consider anything other than the desire to fight has an interesting effect on Ork culture as well. With violence so desirable and so easily found—a simple bar-room brawl is a common pastime for Orks, as are a number of other brutal activities—few Orks ever really want for anything, save perhaps for an endless supply of foes and an eternity of battle. This simple sense of fulfilment pervades most of Ork society, with only those of particular ambition (who tend to end up as leaders of their species anyway) craving something more, and as a result, there is little discontent or strife amongst the Orks. Disputes are settled swiftly and effectively through bursts of spontaneous violence (the Orks themselves are sufficiently resilient that injuries are few and short-lived from such encounters), but broadly speaking Ork society is lacking in any societal ills. Certainly, Orks appear almost entirely immune to the corrupting influence of Chaos, and lack any of the difficulties with sedition or heresy that must be so brutally crushed in the Imperium.A strange facet of Ork psychology is their psychic potential. Largely unconscious, Orks produce a high level of psychic background noise which increases during periods of excitement. In the presence of other Orks, this collective noise can have strange effects. Most obvious is the way an Ork’s confidence and resolve are bolstered further by the presence of other Orks, making large groups difficult or even impossible o rout. A number of other effects have been speculated upon, some of which seem outlandish and entirely unlikely, but others are demonstrably true, such as the ability of Ork psykers (known as “Weirdboyz”) to draw on this powerful mass of psychic energy and direct it as a weapon in its own right, manifesting the collective aggression of the Orks as blasts of lurid green energy or other strange effects.In sufficiently large numbers, and with a leader of appropriately grand ambition (called a Warboss or Warlord, an Ork whose size and confidence in turn generate a stronger field), Orks can generate a psychic field so strong that it compels the Orks to greater and greater heights, as Oddboyz (particularly Mekboyz) who possess scientific and technical knowledge) are inspired to work on stranger and greater projects and the mass of common Orks puts aside their usual squabbles in anticipation of battles to come. The resultant horde of Orks, and the interstellar rampage that the horde undertakes, are both known as a “Waaagh!” and will typically only end when defeated (normally by the death of the Warlord leading it) or when they simply run out of enemies to fight, breaking up and returning to their normal state of raiding and internecine warfare between tribes and “Klans.ANALIEN MINDJust as an Ork body is different in many ways to a human one, so an Ork mind is different to that of humans. Quite aside from their innate lust for battle, the minds of Orks possess a number of quirks and oddities that make their psychology quite different to that of humans. The three most significant differences are described below. All other possible issues that come up should be discussed with the GM.DABOYZOrks are fundamentally genderless. Their reproductive system is based on the spores they shed from their skins throughout their lives and at the moment of their deaths, and the notion of gender common to many other species is of absolutely no concern to Orks, nor is it something they bother to understand. Throughout this section, Orks are occasionally referred to as “he,” but this is a simple convenience—Orks are not male, nor are they female, because such things are physiologically and psychologically irrelevant to Orks. This, combined with their warlike outlook and the fact that they’re not at all human, means that it’s fundamentally impossible to seduce an Ork, even if someone wanted to. They’re simply not built that way, physically or mentally.The Orks are a matter of growing concern to explorers of the Koronus Expanse, and to the authorities of the nearby Calixis Sector. But some see the gathering hordes of Greenskins as an opportunity, for a great many of those Orks are Freebooterz, inclined to lend out their services as mercenaries to anyone and everyone for the right price. While Orks will often use teeth as currency, Freebooterz understand the actual value of objects and often demand their payment in equipment or other objects they might find useful.In the service of humans, Freebooterz are often hired singly, the potential risk of gathering together a mob of Orks amongst humans being too great compared to the rewards, even for Rogue Traders not normally adverse to risk. Those who do employ Freebooterz are well advised to keep them busy, as a bored Ork aboard a starship can lead to dangerous complications. Line Freebooterz serve as brutal enforcers, combat specialists and terror weapons, the Orks themselves happy to do anything so long as they get their share of the profits and have ample opportunities for violence. Freebooterz tend to be more open-minded than most Orks, willing to see non-greenskins as something other than enemies, and often inclined to learn other languages. Freebooterz often affect piratical or naval-style outfits—mixed haphazardly with the squig-hide leather and scavenged armour plates that Orks typically wear. Their melee weapons tend to skew towards “bigger is better” weapons, capable of disabling an enemy in one decisive crushing blow. Ranged weapons follow a similar trend, the louder the weapon the better. Orks often describe this phenomenon as “shootier” or “more dakka”.The lifespan of Orks is unknown, and it has been speculated that they simply continue living until they die in battle, growing ever larger and more battle-scarred as years, decades or even centuries of warfare pass. Some of the Orks in the Expanse, carried there by the uncertain tides of the Warp, may be centuries-old veterans, bringing with them the experience of a lifetime of unrelenting violence. Such Orks are, where they can be found on their own, highly sought-after as mercenaries, their great size and strength unsurpassed by any unaugmented human being and their resilience sometimes even surpassing the mighty warriors of the Adeptus Astartes.Few people would ever think of Orks as a subtle species. Generally speaking, few Orks think of themselves as subtle. Kommandos are different, the exception that proves the rule. Rare enough that many Imperial Guard commanders refuse to believe in their existence, Kommandos are nevertheless an example of Orks breaking from the stereotype of witless, bestial monsters that most humans believe them to be.Many Kommandos are Blood Axes in origin, having learnt from and adopted a range of human battlefield tactics, such as the use of camouflage, stealth and surprise. In spite of the generally boisterous and unsubtle inclinations of Orks, they are remarkably successful in their chosen role as infiltrators, guerrillas and masters of psychological warfare, turning the belief that Orks could never sneak up on someone to their advantage by doing just that. The shock of their success at closing on enemies unseen is a terrifying thing, for even a small Ork (small being a relative term) is a deadly combatant in its own right, more than capable of tearing apart enemies with only the most basic of weaponry. At close range, an Ork is at its deadliest, and its enemies have few opportunities to bring such a resilient beast down by the time it reaches melee. The notion of having such a creature in your midst without warning, then, is not one that any soldier wishes to contemplate Compounding matters is that other Orks have come to the conclusion that sneaking towards an enemy and putting bombs on them without anyone noticing is not only great fun, but is also highly effective. Consequently, many Kommandos are experts in demolition, using the crude but spectacular explosives made by Mekboys to breach bunkers and set traps. Their tendency towards demolitions is both a matter of tactical effectiveness and of mutual competition—seeing which Kommandos can sneak the closest, plant the biggest bombs, and cause the biggest explosions without ever being spotted. For all their inclination towards stealth, Kommandos are still Orks, and the chance to cause a good explosion is a hard thing to pass up.Many Kommandos take their work very seriously, smearing their bodies in paint and wearing camouflaged clothing (neither of which is necessarily in the correct colours to actually conceal the Ork; Ork camouflage is of extremely variable effectiveness), stripping down to carry as little equipment as possible, and even smearing their weapons with soot or mud to eliminate a telltale gleam. Their inclination, as masters of stealth in a society that barely understands the concept, is to be “sneaky” at all times, lurking in shadows, hiding behind piles of scrap and moving as quietly as possible for as much of the time as possible. Other Orks tend either not to notice or not to care, which means that Kommandos go unperturbed for great lengths of time, or at least until they get bored and leap from their hiding place to attack.As mercenaries, Kommandos are considered quite valuable. Being predominantly Blood Axes, Kommandos often have little compunction about working for a human, and they eagerly accept payment in all manner of human-made wargear. More importantly, their understanding of stealth tactics makes them far more controllable and practical than most other Ork Freebooterz—as Orks who know how to keep quiet and wait for things, they are far less of a liability than any other Ork in tense situations, and they don’t lack for any of an Ork’s normal proclivity for violence. For the Kommando, the benefits are notable as well—lacking appreciation of his skill from his own kind, and eager to learn more of this “sneaky kunnin’” from the humans that inspired his particular ilk in the first place, Kommandos find working for humans to be a valuable experience, at least until they get bored and decide humans would be more entertaining to fight.Amongst those soldiers who frequently face Orks, Kommandos are considered some of the most terrifying to face, because they differ so greatly from what is considered to be standard Ork tactics. In many cases, experienced bands of Kommandos have learnt to play on this fear, engaging in practices such as scalping, or taunting their foes while concealed, in order to inspire further dread.As with many Ork “professions,” Kommandos are created by equal parts instinct, inspiration and obsession. Few Orks understand, let alone care to wonder, why different Orks take up different paths. It’s simply part of being an Ork. Becoming a Kommando, then, is simple enough—an Ork must be introduced to the idea of stealth (either through seeing enemies use it, or by another Kommando), be inspired by the idea, and have the willingness to take it further. Everything else, it seems, comes as naturally as most things come to Orks.Without Mekboyz, Orks would be unable to voyage from world to world. They would have no guns but those they stole from enemies, no vehicles, no “bionik” upgrades to make Orks stronger or faster or able to breathe underwater. In short, it is because of Mekboyz that Orks are the threat they are, for from the minds and genetic instincts of Mekboyz, comes all Ork technology.As with much of Ork knowledge, the technical skill possessed by Mekboyz is innate, found within their genetics, more an instinctive talent than a learned skill. In spite of this, or perhaps because of it, Ork technology at its peak—normally when Mekboyz are at their most inspired and erratic—is able to accomplish things that human science struggles to achieve. The ramshackle appearance and unstable mechanisms used in the most sophisticated of Ork devices—which are normally used by Mekboyz as well, as few other Orks have the patience or inclination to figure out how such things work—seem not to hinder their function, yet when examined by the Tech-Priests of the Adeptus Mechanicus, are built in such a way that while the science behind their creation is sound, the device should not function at all due to a variety of crucial flaws and defects.Mekboyz are considered to be a strange but vital part of Ork society, their preoccupation with machinery distancing them from other Orks, but the undeniable usefulness of their creations make highly valued by other Orks, who hand over vast quantities of Teef to obtain the latest, biggest, noisiest and most destructive creations, be they weapons, a new type of bomb, some kind of vehicle, or—in the most impressive of cases—a Gargant (a massive Ork war engine, equal in size and destructive power to an Imperial Titan) or starship. Given the intermittently unreliable nature of such devices, Meks soon after receive additional payment as their creations have broken down or exploded and need either repairing or replacing.Some of the most successful of Mekboyz work for (and under the dubious protection of ) a single large and powerful Ork Boss, turning their craft to ensure that their patron Boss gets the biggest guns, the fastest vehicles and the best armour. Others manage to play rival warbands against each other, cunningly ensuring that nobody has too much of an advantage over the others and producing lots of dangerous devices to keep everything even and the Mekboy free to work as he pleases. A rare few develop the kind of might and ambition normally seen only in Ork Nobz and Bosses, becoming what are known as Big Meks, who gather others of their kind to them and venture forth to make weapons and vehicles and starships of insane power for no reason other than that they want to.BECOMINGANORK MEKBOYOrk Mekboyz are born, not made. On some level, every Mekboy has been one ever since he emerged from the dirt as a “Yoof,” whether he realises it or not. That level of instinctive understanding of machines, getting guns to work when other Orks couldn’t, being able to fix a bike or trukk, and a host of other things all lead towards a young Ork eventually realising his fate and taking up spanner and oil squig to become a Mekboy.Trial and error—usually lots of error, but Orks are tough enough not to care too much—hone the Ork’s skill with machinery, and failed experiments are routinely sold to gullible Orks. The Ork has an innate and instinctive skill with machinery, allowing him to perform feats of engineering that defy logic, cobbling together random lumps of wrecked technology and scrap metal into something bizarre and startlingly effective. Orks with this talent gain the following benefits:An Ork with this talent counts all Ork-made weapons as Reliable—his greater understanding of them allows him to use the weapons more effectively than other Orks.An Ork with this talent may attempt a Tech-Use Test to quickly “kustomise” any device he comes across, whether it needs it or not. With weapons, this takes a number of minutes equal to the number of half actions the gun normally takes to reload. If the test is successful, then the gun’s craftsmanship improves by one step until the next time it needs to be reloaded, at which point it breaks and will need to be repaired. If the Ork “kustomises” another hand-held device or piece of gear, all tests to use the object gain a +5 bonus for a number of hours equal to the Ork’s Willpower Bonus, at which point it will cease functioning. The GM can devise alternative effects for a Mekboy’s “kustomisations.” In all cases, if the test is failed, then the device breaks and will not work until repaired fully.The Ork weapons presented in this chapter are of Common craftsmanship. Though the universally crude appearance of Ork technology would suggest otherwise, Ork weapons do possess varying degrees of craftsmanship. The difference between one shoota and another has as much to do with the skill and mad inspiration of the Mek who created it as it does with the constant tinkering the weapon has been subjected to over years of regular use. As a general rule, Orks suscribe to the belief that bigger always equates to better, and the efficacy of massive Kustom Shootas in the hands of Ork Nobz would suggest that in their case, this is true. The Craftsmanship ratings below replace those found in Rogue Trader when dealing with Ork weapons.Poor: Little more than an assemblage of scrap metal, Poor craftsmanship weapons suffer no additional penalties when wielded by Orks. However, any attempt by a non-Ork to use a Poor craftsmanship weapon causes it to jam instantly, or in the case of melee weapons, simply fall apart. A Poor craftsmanship Ork weapons weighs .5 kg less than the listed weight.Good: Examples of more sturdy construction, Good craftsmanship weapons are bedecked with extra “flash.” Though they are no more reliable than their Common counterparts, retaining the Unreliable quality, Good quality weapons grant a +5 bonus to all Ballistic and Weapons Skill Tests. Good craftsmanship weapons weigh .5 kg more than the listed weight.Best: The biggest and most effective examples of Ork armaments, Best craftsmanship weapons bristle with “flash bitz” and “gubbins.” Best quality weapons have all the advantages of Good weapons, inflict 1 additional Damage, and automatically possess one Kustom Bit (see Table 3-19: Kustom Bitz, page 145). Best craftsmanship weapons weigh 1 kg more than their listed weight. THE SIEGEOF PORT WANDERWhen Waaagh! Gulgrog attacked Port Wander in 422.M41, it struck suddenly and forcefully. With charts and observations of the Koronus Expanse even more limited than they are now, warning signs of the oncoming assault were few and largely unnoticed—those who did see the invasion coming either fl ed to safety or found their predictions falling upon deaf ears as the notably lax Port Authority busied itself with matters of profi t. By the time the Ork fl eet had swept past the recently established port of Footfall unhindered and entered the Maw, there was little that could be done to evade the swift and reckless invaders.Moving at speeds that baffl ed Navigators who witnessed it, the Orks traversed the Maw in mere days, striking fi rst at those vessels that rushed to depart Port Wander. Thirty-seven merchant haulers and transports were reduced to burning wreckage, and a dozen Rogue Traders found their prized vessels torn apart by swarms of raiders and frigates, while the bulkier “Kroozers” headed for the starport itself.Port Wander’s own defences responded admirably to the invasion, crippling and destroying innumerable vessels as the Orks attempted to board and overwhelm it. On a hundred occasions in the fi rst years of the war, the Orks managed to land groups of warriors within the fortress, only to have them repelled at signifi cant cost by the mercenaries, voidsmen and Imperial Navy armsmen who defended it.The fi rst year ware, in the estimation of those who survived, the hardest of the siege. With most ships crippled or destroyed, and the outer defences bombarded to ruin, Port Wander was essentially alone amidst the Ork fl eet. Their momentum failing, the Orks slowly divided into factions, each squabbling to salvage the most intact of the hulks that littered the Rubycon II system and competing to see which would be the one to claim the defi ant fortress. After two years of battle, the fi rst reinforcements arrived, as Battlefl eet Calixis and the Adeptus Mechanicus rallied to form a substantial rescue fl eet. A squadron of Sword Frigates—supported by the reconnaissance of Lathe monitor-cruisers—launched lightning raids to clear the outer reaches of the system. Then, a combined force of Navy warships and Secutor light cruisers arrived to begin the confl ict in earnest, supported by the Navy warships on patrol from Passage Watch 27. The resulting war of attrition may have actually extended the war—the Orks initial unity quickly fractured in the face of a prolonged confl ict, and while Port Wander could not hold out indefi nitely, the arrival of reinforcements did not have the desired effect of routing the Orks. Quite the opposite, in fact—faced with new enemies and new plunder, the Orks rallied together around Gulgrog’s fl agship and fought all the harder. The counterattack lasted for another year, as the Orks rallied to the fi ght, and was costly in terms of men, vessels and money.Lord Admiral Androvast Strophes is credited by many as being the hero of the war, leading fully two-thirds of Battlefl eet Calixis in the fi nal assault from his fl agship, the Retribution-class Battleship Fist of Adamant, and crippling Gulgrog’s fl agship in a punishing broadside duel that sentenced the Fist of Adamant to spacedock for half a century. After two days of confl ict, the Orks were fi nally routed and, wearied from battle, the Imperial Navy moved to reclaim Port Wander instead of pursuing the Orks through the Maw Mankind has, for an age longer than the endurance of any one empire, warred against the Orks. It has been said that the greenskin menace was the fi rst alien species humans greenskin menace was the fi rst alien species humans ever encountered amongst the stars, and that when Man ever encountered amongst the stars, and that when Man and Ork fi rst met, war was inevitable. Nobody, except and Ork fi rst met, war was inevitable. Nobody, except perhaps the Emperor, knows if this is true, but perhaps the Emperor, knows if this is true, but few question its veracity, so widespread and prevalent is confl ict between these two species.So it is within the Koronus Expanse. Ever since humans fi rst ventured into the Expanse to fi nd and exploit what lay within it, the Orks have been there to assail the efforts of man. In 108.M41, after the number of reported encounters had became intolerable, number of reported encounters had became intolerable, the Administratum within the neighbouring Calixis Sector the Administratum within the neighbouring Calixis Sector commissioned a search of the Koronus Expanse to seek commissioned a search of the Koronus Expanse to seek out and eliminate this Ork threat. The Imperial Navy light out and eliminate this Ork threat. The Imperial Navy light cruiser RhadamanthineRhadamanthine found them, more than a century Rhadamanthine found them, more than a century Rhadamanthinelater. Its final log entries, sent by the ship’s Astropath with his last breath, told of a cluster of worlds dominated by the his last breath, told of a cluster of worlds dominated by the Greenskins, uncovered at the cost of a vessel that had served proudly for millennia and had been part of the fleet of the Angevin Crusade. These Orks were no simple pirate raiders, but a growing menace that could escalate into a dire threat.In spite of the successes of a small but growing number of Rogue Traders traversing the Koronus Passage, the Imperial Navy could not easily or swiftly muster a force through the Maw suffi cient to destroy so large an Ork domain. The Maw was simply too unstable for so large a fl eet to pass through. Worse, the Imperial Navy could not spare the ships to even attempt such a thing, as much of Battlefl eet Calixis was embroiled within the Meritech Wars elsewhere in the Sector. In the early decades of the fi fth century M41, a fl eet consisting of hundreds of vessels burst from the Maw, laying siege to Port Wander for two years until Battlefl eet Calixis and the Adeptus Mechanicus shattered the Ork forces—later identifi ed as a part of Waaagh! Gulgrog—and reclaimed the starfortress.Their forces broken and slaughtered, the Ork survivors slunk back to their worlds. Most believed that the threat had now passed, that the remaining greenskins were too few and too demoralised to pose more than a trivial threat. For a time, they were correct—Ork raids upon ships in the Expanse dropped dramatically in the following centuries. The relative peace, however, could not last, for Orks are not easily discouraged from acts of brutality and senseless violence. By the early eighth century M41, the Ork menace had regained much of its strength and was as great a peril within the Expanse as they had been more than four centuries before, drawing in Rogue Traders in greater numbers to combat the escalating threat with the promise of handsome reward.Yet still the threat grows, and now the Koronus Expanse stands on the brink of something terrible—a second invasion preparing to burst from its depths, just over half a millennium after the last.UNDRED-UNDRED TEEFUndred-Undred Teef consists of a dozen systems within the Accursed Demesne. Four of these are reasonably well-known to humanity through the recollections of Ork Freebooterz hired by unscrupulous Rogue Traders, and survivors’ tales of those who have passed nearby: barren Krakskull, smoke-wreathed Snagruz, the broken moons of Stompgit, and the iron desolation of Tusk. Perhaps fi ttingly in a place where Ork pirates are the dominant variety of greenskin, Undred-Undred Teef has little in the way of a permanent population. Freebooterz travel to and from Undred-Undred Teef with regularity, with Kaptins and Oddboyz using their time amongst other Orks to trade and repair, while the common hordes clash on the worlds below in pointless battle solely for the sake of fi ghting. The workshops and mines and other lingering traces of civilisation change hands frequently, often abandoned when an Ork seeks to see the stars again, to be taken over by another some weeks or months later.KRAKSKULLA vast and barren world beneath a searing white star, Krakskull only barely supports life. A complete lack of native life has allowed Orkoid fl ora and fauna to spring up in places, though the general lack of moisture and the blistering heat make this diffi cult at the best of times. Surrounded by a dense asteroid fi eld, only the smallest vessels can reach Krakskull safely, and few non-Orks are reckless enough to make the attempt. These asteroids hang closely enough to the world that, on occasion, orbital collisions (often between two asteroids, but sometimes between a ship and an asteroid) knock them deeper into Krakskull’s gravity, causing them to plummet and cause vast devastation. For the most part, however, the dense clouds of asteroids, dust and debris cause fl eeting, faint patches of almost-shade, diffusing the harsh light of Krakskull’s star. Much of the life on Krakskull is migratory, following these patches of respite and sheltering in the deepest craters to avoid the worst of the sunlight.The settlement of Skulltown is the only lingering presence of civilisation anywhere on Krakskull. Located on the walls of a long, deep crater-canyon, the lower tiers of the town are equal parts scrap pile, mineworks and refuse dump, all tended by hordes of Gretchin who work “Da Drops” for salvageable materials, edible fungus and Squigs, and useful minerals. Further up are the rough workshops of Mekboyz and other Oddboyz, and the huts of the common boyz who frequently roam out across the surface on ramshackle vehicles to do battle with one another or to carve up the wreckage of a ship that didn’t survive passage through the asteroid fi eld SNAGRUZA world choking under sulphurous fumes,Snagruz is a mineral-rich,highly unstable world where volcanoes and earthquakes are not only commonplace, but abundant.Caught between three powerful stars,the planet is constantly pulled in different directions.The gravity twists and tears the crust to leave great rents and causing floods of molten rock to boil forth from below.Although the world is inhospitable even for the Orks,a crude space station sits in orbit above Snagruz,made from the wreckage of a larger “Kroozer” with its engines torn off.From there,the Mekboyz build armies of Gretchin-piloted “Kans” and other machines,which travel down to the surface in heavy shuttles to collect metal ores and vast quantities of lava to be sifted,refined and turned into metal which the Meks then trade with others of their kind from other worlds within Undred-Undred Teef.STOMPGITA massive,bright green gas giant orbiting a pale and ancient star,Stompgit is surrounded by the shattered remains of hundreds of moons and smaller planets in a vast asteroid belt.When the Orks found Stompgit,they saw within it a world like them,a great green monster that crushed and destroyed all around it. Believing it to be a lucky place,a gift from their belligerent gods,the Orks gathered around it,and formed haphazard settlements amongst the belt. Having established themselves,they sought out the largest asteroids and converted them into Roks.These massive impromptu spacecraft,little more than repurposed asteroids studded with engines and guns, were soon a common sight across Undred-Undred Teef.Stompgit is not only a place of industry and worship for the Orks—of all the potential warp-routes into Undred-Undred Teef,the ones leading to Stompgit are the most stable.Further,the Warp around Stompgit allows easy access to the rest of Undred-Undred Teef.All of this has conspired to make the asteroid-choked system a natural gateway into and out of the Ork domain,easy to reach via the Warp but diffi cult to traverse in real space.TUSKThe crown jewel of Undred-Undred Teef,Tusk possesses the largest population of Orks of any world in the Koronus Expanse.There may once have been an indigenous population on what is now Tusk,but it is long dead,any ruins of its existence ground to dust or torn apart to build the heart of an enduring Ork empire.Tusk is a world of factories and workshops, scaffolds and shipyards unceasing in their labours,producing weapons, vehicles, and starships for the Orks in vast quantities.The industry on Tusk has spread across the planet like a plague of fire and iron,the only remaining open spaces on the world serving only as testing grounds for new inventions and battlefi elds for restless greenskins (or both).This industry is not confi ned to the surface, either. Hundreds of vessels crowd the orbits of Tusk,many of which are being constructed or repaired.Others,such as the massive and derelict space hulk Fist of Gork,sit idle above the world,serving no purpose save being immense steel carcasses for the Orks to plunder,salvaging scrap metal and starship components to use on the ships that will function.Tusk’s only moon,cracked and scarred where the Fist of Gork collided with it shortly after arriving,is no less polluted and metal-strewn as the planet it circles,but for different reasons.Constructed during the time of Warlord Gulgrog,the fortress moon Slagnaz dominates the skies above Tusk.Its spires and towers provide Tusk with an additional collection of planetary defences, mostly weapons salvaged from wrecked starships,and its great hall is resplendent with the trophies of whichever Ork can claim it as his own, plus those of every ruler who has come before.Currently,this is Snaga Morbad,who claims to have been one of Warlord Gulgrog’s Nobz,centuries before.However,Morgaash Kulgraz is rapidly gathering the hordes of Undred-Undred Teef behind him,and Snaga may yet be defeated THE FISTOF GORKThough no longer functional, the colossal bulk of this derelict vessel still hangs in orbit above Tusk,almost like a second moon.Once commanded by Morgaash Kulgraz before the Warlord’s arrival in the Koronus Expanse from parts unknown,the Fist of Gork is now a shadow of its former self. Decades ago,when Morgaash fi rst arrived in the Expanse,he did so aboard the Fist of Gork,its holds full to bursting with valuable loot from distant places.Unfortunately for Morgaash,the immense space hulk emerged from the Warp far too close to Tusk,bursting from the Immaterium at high speed and colliding with Tusk’s moon only minutes later. The moon, much larger than the Fist of Gork,survived essentially intact.Only the space hulk’s unnatural construction prevented the collision from destroying it completely,but the damage was so great that it could no longer be considered anything other than scrap, and millions of Orks descended upon the wreckage to salvage anything of worth and loot the contents of its many holds. Morgaash Kulgraz, fighting off the lootas, had his boyz haul away the best of the loot and salvage and set their sights on the next biggest prize within Undred-Undred Teef—Da Wurldbreaka.A GREEN TIDE OF WAR AND PLUNDERThe number of Orks within Undred-Undred Teef is growing more rapidly with every passing year. As the months pass, new Orks are spawned, while at the same time, new ships full of grizzled Freebooterz burst from the Warp to see Stompgit’s refl ected glow, knowing that they’ve come to the right place. The Orks do not speak of it openly, for there is no need to speak of things that everyone knows. A Waaagh! is forming.Though not fully formed yet, it is only a matter of time. Still the Orks fi ght amongst themselves, raging against one another for a place of dominance within the glorious times to come, and the remaining few Kaptins not already subordinate to a greater Ork engage in vicious battles and cunning raids to see who will lead an army of billions of Orks.Waaaghs! have been encountered by the Imperium countless times, and they are seldom easily halted. Aside from the obvious orky pull of an immense green tide of destruction, one thing seems to unite many of the Waaaghs! on record: the presence of Gargants. Waaagh! Gulgrog was different, and it appears that its successor will follow suit; originating from a region where piratical raids and ship-to-ship combat is the norm, the Orks of Undred-Undred Teef are primarily Freebooterz, concerned with looting and stealing as much as they are with butchery and war. No Gargants were sighted amongst their forces; indeed, their forces never made any actual landings upon inhabited worlds before they hit Port Wander, and during the siege, the conditions allowed for large scale boarding actions at most.GATHERING FREEBOOTERZThough many Orks fl ock to the coming Waaagh! that is building in Undred-Undred Teef, there are still countless Freebooterz across the myriad systems of the Expanse, searching for loot and plunder. Some of these Freebooter Kaptins see the gathering Waaagh! as an opportunity, and are struggling to amass as much power and resources as they can grasp before it begins, to improve their own standing in the coming storm. Others simply can’t stand waiting around, and every so often Undred-Undred Teef vomits forth streams of Ork ships fi lled with excited and impatient boyz.No small number of Orks, however, have turned away from Undred-Undred Teef and its building Waaagh! Many do so out of a naturally rebellious or contrary streak, the feeling that no Ork’s going to tell them “wot’s wot.” A handful of ambitious Orks simply think they could do a better job of piracy and mayhem on their own, rather than under the claw of some Warboss. Then, there are those who made their own bid for power, failed, and survived the wrath of the three rival Freebooter Kaptins long enough to fl ee. Those Orks who have left Undred-Undred Teef (on their own or as part of a small band) are most likely to end up working with a Rogue Trader.n place of Gargants, then, it seems that the Orks of Undred-Undred Teef are more inclined to build starships than terrestrial war engines. Even amongst the smaller gatherings of Freebooterz, the Ork vessels encountered tend to be more ambitiously designed, constructed with better components (whether stolen or manufactured) and built more solidly than might be expected, as if the Mekboyz are lavishing greater care and attention upon their creations for some unknown reason. In one case, which has plagued human efforts to exploit the Expanse intermittently over the centuries, is this particularly evident—the infamous “battlekroozer” known as Da Wurldbreaka.At the heart of the Ork fl eet that besieged Port Wander was a colossal Ork vessel, identifi ed through unclear and poorly-translated Vox-transmissions as Da Wurldbreaka. The same ship had been seen for decades, maybe even centuries before that, always slightly different than it had been before, always larger than its previous sighting. As the Ork hordes have grown again since Waaagh Gulgrog’s defeat, sightings of a ship tentatively identifi ed as Da Wurldbreakahave increased also, and rumours suggest that it is commanded by a powerful, cunning and ruthless Ork who cannot be stopped.Scholars of the Adeptus Mechanicus and the Inquisition have theorised that this Ork society, so predicated upon combat between starships, has focused its religious fervour onto a starship, where other Ork empires revere Gargants. The only obvious conclusion, then, is that Da Wurldbreaka is this iconic vessel, the creation that represents the Ork gods. Consequently, a vast bounty exists upon Da Wurldbreaka, offered by the Inquisition and Imperial Navy to any who can bring back proof of its destruction, in the hope that without this vessel, the Waaagh! may stall. THE BIGGEST KAPTINIt is 816.M41, and three rival Kaptins stand opposed, each desiring dominance over the Orks of Undred-Undred Teef. For the last thirty years, the confl ict has escalated, growing larger and more vicious as the number of independent Kaptins has grown fewer. With his arrival in orbit over Tusk, Morgaash Kulgraz swiftly crushed many of his lesser rivals and set into motion a brutal confl ict that will only make the Orks involved stronger and stronger until one of them triumphs...and when that happens, they will be the one at the head of the new Waaagh!SNAGA MORBADClaiming to be centuries old and having fought in the last Waaagh!, Snaga is really only clinging to power. Though perhaps not as old as he claims—few Orks ever really care enough about history to be certain of such things—Snaga is old, and while he retains the massive frame and powerful physique of his youth, something about him failed long ago, and the Kaptin is quite mad. His insanity has taken its toll, and he is easily distracted and often forgetful of simple matters, though still possessed of a fearsome rage that has left piles of corpses in his wake. Clad in a colossal suit of Mega-Armour, Snaga remains a terrifying opponent, so long as he remains lucid enough to fight. Snaga’s dominance of the orbit of Tusk has forced both Grubskraga and Morgaash to establish bases of operations elsewhere.After fi fteen years of raiding Winterscale’s Realm, Grubskraga’s return to Undred-Undred Teef was met with heavy fi re from the guns of vessels commanded by Orks loyal to either Morgaash or Snaga. Since then, Grubskraga has proven to be a match for both his rivals, despite lacking the sheer numbers of Morgaash’s growing fl eet, or the resources that Snaga controls. Grubskraga is an exceptionally cunning creature, and though not as belligerent or ruthless as Morgaash, his grasp of Naval strategy is remarkable for an Ork, after years spent clashing against human and Eldar fl eets and observing their tactics. He exemplifi es the Ork trait of “brutal kunnin.”Grubskraga wants to control Undred-Undred Teef. To do so, he’ll have to kill Morgaash and Snaga, or possibly supplant one and use his newfound resources to defeat the other. Force of arms is not an option, so Grubskraga may ally with one temporarily, looking for a chance to betray his “boss.”MORGAASH KULGRAZ, KAPTINOFDA WURLDBREAKA, WARLORDOFUNDRED-UNDRED TEEFDemonstrating fi erce ambition and ruthless cunning of a kind seen only in very few Orks across the galaxy, Morgaash Kulgraz has slain and subjugated every Ork in his path, growing increasingly massive as other “Kaptins” challenge him. The last two decades have been particularly prosperous, with Morgaash ripping Uzrek Mag Nazdakka limb from limb in brutal unarmed combat and claiming Uzrek’s old ship, Da Wurldbreaka as his prize.Morgaash is a towering monster of an Ork, larger than most and physically imposing enough to back up his claims of being the Warlord of Undred-Undred Teef, though several rivals still claim otherwise. Few accurate records exist of Morgaash himself from the Imperial vessels he has assaulted—by the time Morgaash himself boards, the battle is normally won and all hope of escape lost. However, occasional survivor’s reports claim that the Warlord is some three and a half metres tall and may weigh as much as half a tonne, carrying a massive chain-axe that, wielded by Morgaash’s immense strength, is suffi cient to shear through deck plating and leave gouges in bulkheads and blast doors. Worse, Morgaash is a bold and daring leader, particularly during ship-to-ship combat, and more than a few enemies have underestimated what the Orks are capable of under his leadership. Morgaash spends most of his time on Da Wurldbreaka, where he is plotting the downfall of Snaga, whom he sees as his main opposition to power.The Ork menace within the Koronus Expanse grows greater with every passing day, and few who travel the Expanse do so without occasionally detecting Ork raiders on their augurs. But the Orks are not the only aggressors in this escalating confl ict; humans, Eldar, Kroot and others all loathe the Orks suffi ciently to act against them, or seek to gain something by the greenskins’ destruction.ENDEAVOUR: PURGE THE FREEBOOTERZFROMTHE REPHENID CLUSTERLesser Endeavour: +2 Profi t FactorSituated along the warp route between Footfall and Lucin’s Breath, the Rephenid Cluster is an isolated collection of rogue planets, gas and dust clouds and asteroid fi elds clinging together under the infl uence of their collective gravity. No life exists here naturally, but its placement makes it an ideal stopping point on journeys towards Winterscale’s Realm, where a ship and crew can take momentary respite from the diffi culties of traversing the Immaterium.Unfortunately, as is often the case, such places quickly become havens for pirates, hiding amongst the rocks and dust ambushing passing ships. In the case of the Rephenid Cluster, a sizeable band of Ork Freebooterz have found themselves a home, prowling and skirmishing among the asteroids and cold, dead worlds while they await the passage of a victim to assail. The Cluster has been cleared twice already, yet each time Orks return, new generations of Greenskins fi nding the remains of their predecessors as they search for a base of operations.Objective 1: Locate the Freebooter base within the Rephenid ClusterKeywords: ExplorationThe worlds of the Rephenid Cluster orbit one another randomly and uncertainly, while clouds of dust and gas cause void shields to fl icker sporadically and interfere with augurs, making navigation into the heart of the cluster perilous at the best of times. However, such is the reckless nature of the Ork that this place appeals to them, and like many pirates, take pride in their ability and willingness to venture into wild and dangerous places where their enemies and their victims cannot pursue them.It takes a great deal of painstaking searching and careful manoeuvring to navigate the Rephenid Cluster and locate the Ork base. Those lacking the skill, luck, and daring to see it through may fi nd their venture ends before it can truly begin.Objective 2: Assault the BaseKeywords: MilitaryLocating such a hard-to-reach target is one thing, but destroying it is another. Those experienced in pirate-hunting (a noteworthy number of which are pirates themselves) know that striking while the enemy is unaware is often the best and most fi tting course of action. Such battles are always swift and brutal, as the pirates soon try to fl ee to their ships and scatter rather than fi ght on another’s terms.Objective 3: Eliminate the SurvivorsKeywords: Exploration, MilitaryAn enemy that retreats shall return to avenge himself. An enemy crushed utterly vanishes from all but memory. Survivors from an assault upon a pirate base will tend to scatter deeper into their labyrinthine domain aboard whatever ships they can muster, ready to regroup and re-establish their operation again elsewhere. Orks, being particularly persistent, have even been known to return to old bases and reclaim them rather than moving elsewhere. It typically takes some weeks to track down and wipe out those scattered survivors.MISFORTUNE: ORK RAIDERSWhether raiding and extorting tribute from settled worlds, assaulting ships for salvage and slaves, or simply picking a fi ght for the sake of fi ghting, a number of Orks have set upon the Explorers’ holdings or interests, or even the Explorers themselves. Leaving them to raid and battle until they tire of it will be costly, but it will take a concerted effort to drive them off. This Misfortune can be used whenever the players suffer a Misfortune during their Endeavours. Nuisance Misfortune: The Orks are few, thankfully, numbering only a raider or two. At this stage, they are more of an inconvenience than a menace, but where Orks do battle, more Orks are sure to follow behind in time. This Misfortune, if not dealt with, causes the Explorers to lose 1 point of Profi t Factor.Grim Misfortune: A squadron of raiders—fi ve or six ships in total—represent diffi cult times and a signifi cant threat to the Explorers’ efforts. This Misfortune, if not dealt with, causes the Explorers to lose 2 points of Profi t Factor.Calamitous Misfortune: Under the leadership of a feared Kaptin, several squadrons of Ork raiders and a kroozer set about plundering and ransacking the Explorers’ interests. It will take considerable effort, time and bloodshed to end this menace. If not dealt with, this causes the loss of 4 points of Profit Factor. OrksRogue Traders investigating worlds all over the Expanse have had to deal with the encroachment of marauding Orks, to say nothing of those worlds already in their brutal hands.The mere presence of Orks in a nearby system would be enough of a threat to make many Rogue Traders reconsider developing a newly found planet, if it were not for the rarity of worlds outside the range of the Greenskin threat. In most cases, it is safe to assume that any nearby Orks probably do not have access to the ships necessary to threaten a dynasty’s holdings, and a Rogue Trader can take the absence of unruly Greenskin mobs crawling across every world in the system as evidence of this fact.In cases where an expedition is unfortunate enough to come into an Ork-held system without prior warning, most captains are inclined to promptly order their Navigators to reverse the course that took them there. On occasion, martially-minded or extremely bold captains have used their sudden arrival to strike at the Ork presence. Such battles rarely carry more reward than the satisfaction of vanquishing a thoroughly unpleasant threat. Still, Explorers who are both bold and fortunate might find that seizing the initiative in this manner allows them to claim a valuable world before the depredations of the infesting xenos stripped it bare.Habitable Planets held by Orks rarely remain so in more than the most technical sense. Territories held by Orks have a chance of being reduced to a Wasteland, instead of their normal type of Base Terrain. Former Mountain Ranges continue to assist with Navigation (Surface) Tests, but all such Territories generate Territory Traits based on their new designation. Such Territories likely show evidence of their former nature,such as the dried-out or befouled beds of marshes, or swathes of close-cut tree stumps. The Development of an Ork-held Planet determines the chance of a Territory to be changed in this manner, as described below.Advanced IndustryA world claimed by a powerful Ork warband undergoes a rapid and destructive scouring, as its resources are alternately strip-mined for their value, or wantonly destroyed for the amusement of a deranged warlord. If left unopposed, such a warband can irrecoverably ruin a paradise world in under a century. To encounter a world held in the thrall of the Orks’ savage “kultur” is to gaze upon a devastated wasteland, dotted with a mix of ramshackle structures and shattered ruins, nearly indistinguishable from the intact buildings. The one mercy of such societies is the rarity of Ork Mekboyz who can build voidships, and the lack of an attention span or organisational structure to easily support such efforts when they do arise.The wanton destruction and prodigious consumption of what passes for Ork society places a tremendous drain on the Resources of their Planets. Their Development reduces all types of Resources, and tends to be especially harsh on the sometimes delicate ecological balance supporting Organic Compounds. They reduce the Abundance of their Planet’s Resources by a minimum of five steps, across all deposits. A thoroughly entrenched and established population can reduce Resources by as many as ten steps across all deposits, after first reducing all Organic Compound Resources to a maximum Abundance of Limited. If steps are not taken to reduce or eliminate the Ork presence after it is encountered, the GM should consider further reducing the initial Resource Abundance, as time progresses in the game.The treatment of Territories on Planets of this type is appalling, and any that survive do so only because the Orks have not yet developed an interest in them. When creating a Territory on such a Planet, roll 1d10; on a result of 6 or higher, the Territory has been reduced to Wasteland. Add a +1 to the 1d10 roll if there is an active Ork population in the region. If the GM determines that the Orks have further degraded the Planet over the course of a game of ROGUE TRADER, he can freely convert any surviving Territories to Wastelands as time progresses in the game. Additionally, reduce the Abundance of all Resources on a Planet so inhabited by 2d10+5.It should be noted that while most Ork clans technically have access to the level of technology to support living on an uninhabitable Planet, such presences have never been confirmed. This is partially due to the fact that few Mekboyz would ever think of the idea, or bother attempting it, and partially due to the tendency of the handful that do attempt it to vent their comrades out the airlock for their amusement shortly afterwards. The inevitable lack of continued maintenance finishes off the few settlements that survive this danger within a few months of the resident Mekboy becoming distracted by a new project.ColonyThe concept of a true colony of Orks is widely considered a fundamental impossibility, as the savages have no understanding of concepts such as overpopulation, overconsumption, or any sort of higher purpose. When viewed from another perspective, it could also be said that Ork worlds consist of nothing but colonies, as they have no known home world, and indeed, no concept of “home.” From this perspective, there is no practical difference between the settlements that spring up around a crashed Rokk or the planetbound wreck of an overconfident Brute Ram Ship, and the sprawling factory-complexes and fortresses of the greatest Ork strongholds. The first of these inevitably becomes the second, if left to its own devices for a sufficient length of time. This school of thought has led even the most self-serving Rogue Traders to launch punitive and costly assaults on developing Ork worlds, for fear of what they will eventually become.As a result of all this, Ork worlds with the Colony Development level have certain unusual and dubious distinctions. The first is that such worlds have almost never been home to an Ork presence for any significant length of time, with the Orks’ arrival probably having occurred in what would be recent memory, if Greenskins kept track of such things. If they did not arrive through some arcane means, such as teleportation or ejection from a space hulk, then the remains of their vessel are likely to be a noticeable local fixture. Explorers who encounter and ignore an Ork Colony could well return find it has progressed in Development to Advanced Industry a scant few years or decades later.The other distinction of Ork Colonies is their unique capability to defile a pristine world. Though the colonies of other races are typically longer-standing and older than a newly-erected Ork settlement, they lack the Greenskins’ capacity for wastefulness and ruin. An Ork Colony reduces the Abundance of 1d5 deposits of the GM’s choice by 2d10+5. This degradation can affect any kind of Resource. In addition, roll 1d10; on a result of 6 or higher, the Territory nearest the Orks’ centre of activity has been reduced to a Wasteland, and a result of 9 or higher, the three nearest Territories have been ravaged in this way by the presence of the Orks.Primitive ClansThe presence of planet-bound Orks on worlds throughout the Expanse is a phenomenon that is not fully understood. In Imperial space, they are typically found as a recurring menace on worlds that have successfully repelled a Greenskin assault or invasion force. Their presence is believed to be due to leftover Ork genetic material or spores from the earlier incident, a taint which has proven all but impossible to fully remove. Sometimes, worlds infested in this manner are found in the Expanse, with the local societies stamping out the clans as they emerge as best they can. What truly baffles the understanding of Rogue Traders and Magos Xenosbiologis alike, is the presence of these feral clans on worlds that could never have repelled an actual Ork attack. Savage Greenskins have been found roaming across planets that show no signs of having ever housed another sentient race. Careful examination of captured specimens and their limited technology shows no more than the typical deviations from Orky norms, further complicating the issue.The most common theory on the topic is that these Orks are exiles or other outcasts, abandoned by their clans and left behind as they travelled to new worlds. Detractors of the theory scornfully suggest that its popularity derives from an unwillingness to face unpleasant truths, and point out the lack of corroborating evidence. Not only is the theory wishful thinking, they say, but it flies in the face of actual observation of Ork migrations. They point out that there is no recorded instance of a known Ork stronghold weakening for any reason but a direct attack, by rival Orks or by another race. Still, if the popular theory seems unlikely, those put forth by the opposition range from the similarly improbable to the outright insane. The only rival school of thought to gain any significant ground is based around observations by Magos Severian, an Explorator in service to the Disciples of Thule. Severian’s Postulate, as it is known, claims that Ork spores can be found drifting through the void all across the galaxy, and regularly fall upon almost every world. Most are burned up in re-entry, and the remainder are rendered inert, due to their isolation from further Ork presence. The examples in the Expanse are often the result of spore clusters sufficiently dense to survive planetfall in the numbers necessary to generate a new Ork population. Those who have examined his arguments and evidence have yet to find a flaw, but the implications are disturbing enough that the Postulate does not spread far.These Orks usually lack the technically-minded Mekboyz that develop most Ork technology, but their primitive Pigdok equivalents are still capable of exceeding the commonly understood capabilities of their Development. They sometimes have limited supplies of the more common sorts of Ork weapons, including choppas and sluggas.Some Pigdoks have even mastered the construction of crude cybernetics, although they are as likely to apply them to the quasi-tamed fighting beasts they keep as they are to an actual Ork. These weapons and devices are primitive, even by Ork standards, and their makers lack the skills to modify them with a proper “kustom job.”The low-tech societies of Orks are the least destructive of their kind, although this is, of course, saying very little. This degradation can affect any kind of Resource. Their migrations are unlikely to deplete the lands around them as most Ork inhabitation does, so these Orks only convert a given Territory to a Wasteland on a 1d10 result of 10 when the GM creates the Territory. Feral Orks reduce the Abundance of 1d5–1 (to a minimum of 1) deposits by 1d10+5.Voidfarers While stranded Orks may represent the lowest end of their strange technology, voidfaring Orks and their bizarre Mekboyz are capable of incredible feats of insane engineering. Orks with access to voidships tend to fall into one of two categories. Of the first, the active and rampaging war machine known as the “Waaagh!,” the Expanse remains largely and mercifully free. Unfortunately, it is riddled with the fleets of the piratical Freebooterz who comprise the second category.The strongest of such fleets often make use of a planetary base. Their reasons for doing so vary tremendously, with recorded examples ranging from constructing vast armies of bizarre cybernetic constructs to one Kaptin’s legendary attempt to carve a moon in the shape of his face.Although the firepower possessed by Freebooter Kaptins is greater than that of any planetary warlord, the proliferation of new targets opened up by void travel mean that these worlds are often less devastated than might be expected from extensive Ork habitation. Ork Voidfarers do not deplete their Planet’s Resources any further than is typical for this level of Development, although they consume all Resource types. The frequent urges of the Kaptins to engage in acts such as carving insulting messages into a planet’s crust with orbital weaponry does result in an astounding degree of destruction in the local landscape, however. When creating a Territory on a Planet held by Ork Voidfarers, roll 1d10; on a result of 4 or higher, it has been depleted, and is a Wasteland that automatically possesses the Ruined Territory Trait in addition to any other results. Additionally, reduce the Abundance of all Resources on a Planet so inhabited by 1d10+5 With Other SpeciesOrks invariably come into conflict with any other species they meet, although since this also true of any other Orks they meet, this does not generally result in a significant change on their end of the equation. Peace with Orks is quite literally impossible, as the species has no ability to grasp the concept. The best that most who encounter them can hope for is that the Orks are unable to notice or attack them, due to a lack of ships or surface-to-orbit ordnance. Such lucky cases often allow for the Orks’ numbers to be thinned quickly, but the tenacity and resourcefulness of the Greenskins often means a final clean-up must be done up close, where they cannot simply wait out the attack in a bolthole.In situations where it is impossible to surprise the Orks with a sudden orbital bombardment, it might still be possible to redirect their aggression. With sufficient inducement, most Freebooterz are willing to put off attacking a Rogue Trader for the time being. These efforts often involve outright bribery, though the Greenskins rarely show interest in any payment other than armaments and ammunition. Wiser Rogue Traders try to avoid paying off their would-be attackers with anything that can be turned against them when the Orks grow bored. Promises of more tempting targets can work even better than a direct payoff, especially if the new target promises both a good fight and valuable loot. Rumours persist that certain Traders in the Expanse seek out Freebooterz, to goad them into attacking their rivals’ interests. Such a strategy would be foolhardy in the extreme, but only a select few Rogue Traders are renowned for their caution. Martyr’s Toil: Tales tell of an ancient crusade ship, The Martyr’s ToilThe Martyr’s Toil, lost long ago while transporting much-needed The Martyr’s Toil, lost long ago while transporting much-needed The Martyr’s Toilsupplies to the Angevin Crusade—including certain, significant relics. The Explorers come across a map which seems supplies to the Angevin Crusade—including certain, significant relics. The Explorers come across a map which seems to indicate the final resting place of the Martyr’s Toil, though it lies deep in the Ork-held Undred-Undred Teef. If to indicate the final resting place of the Martyr’s Toil, though it lies deep in the Ork-held Undred-Undred Teef. If the Rogue Trader and his crew can bring the vessel back to the Emperor’s light and return it to emissaries of the the Rogue Trader and his crew can bring the vessel back to the Emperor’s light and return it to emissaries of the Ecclesiarchy, they receive the Peer (Ecclesiarchy) Talent in addition to any Profit Factor they earn from this Endeavour.Ecclesiarchy, they receive the Peer (Ecclesiarchy) Talent in addition to any Profit Factor they earn from this Endeavour
Planetside Complications The Green Menace: Wandering through the Environment, the Explorers stumble upon a large crash site, at the centre of which sits a massive stone, which appears to have been fitted with pipes, tubes, and tremendous engines. The crash is surrounded by primitive fortifications and signs of a local population. It is inhabited by a number of Stranded Orks equal to the number of Explorers, plus twice their number of Gretchin Headhunters and Huntin’ Squigs (see pages 76–77), though half of these xenos are currently away from the camp, hunting. Of course, even if they purge this nest of xenos, one never finds a single Ork encampment.single Ork encampment.Virtually no planet in the galaxy has been free of the predations of the Orks, and the regions beyond the Maw are no exception. From their strongholds on Krakskull, Snagruz, Tusk, and the moons of Stompgit, Ork Freebooterz range far and wide across the Expanse, and more than one Rogue Trader has met his end after underestimating the power of their kroozers. However, there are Greenskins aplenty to be found on worlds besides those of the Undred-Undred Teef, and few things can cause the blood to run cold like the sound of hundreds of raging throats screaming Waaagh!The presence of Orks on a planet can often go unnoticed, until they make themselves known in a violent orgy of death and destruction. Even a relatively small and primitive tribe of Orks could spell disaster for an unprepared Rogue Trader or Explorer. Tales abound of primitive Orks lurking in the jungles and mountains of scores of worlds throughout the Expanse, including wild accounts of whole tribes of pygmy Orks—most likely wild Gretchin and Snotlings—that stalk and kill any who dare intrude on their jungle dominion.STRANDEDORKBorn in the wild, without other Orks to teach them proper “Ork Kultur”, and with no access to advanced technology, these Orks naturally band together into primitive warbands (which essentially resemble more “advanced” Ork warbands, albeit without their bizarrely functional technology). As ferocious and violent as their “kultured” cousins, these Orks constantly seek battle, and live for a good fight. Often accompanied by packs of Gretchin and Huntin’ Squigs, Explorers would be well advised not to underestimate these primitive brutes.Stranded Orks frequently launch ambush attacks on interlopers (such as Explorers). Despite their technological disadvantage, they can be quite dangerous, backed by their brute strength and the element of surprise.GRETCHINHEADHUNTEREADHUNTERMore numerous than their larger cousins, Gretchin (or Grots) More numerous than their larger cousins, Gretchin (or Grots) are a sub-species of Greenskins. Smaller and weaker than Orks, are a sub-species of Greenskins. Smaller and weaker than Orks, with bulbous heads, large ears and noses, and beady black eyes, Gretchin normally serve their Ork masters with a mixture of fear and spite. However, packs of Gretchin occasionally get free of their larger cousins, forming tribes every bit as violent and cruel as those of the Orks. Cunning and malicious, a band of Gretchin Headhunters can be an unwelcome and deadly surprise RAMSHACKLEWhatever hand wrought this device was a rough one indeed, and the mind guiding it was even more jagged and deranged. Erupting with spines and blades that serve no obvious purpose besides creating a risk to the user, or fitted with shining baubles that serve no purpose at all, this device is an obvious testament to the madness of xenos.Melee Weapon: This melee weapon is hefty, and designed to crush, impale, or otherwise perform its task in some equally unsubtle fashion. Increase its Damage by 4 and double its weight. If it has the Balanced Quality, it loses it. If it has the Power Field Quality, it loses it and gains the Unstable Quality. If it already has the Unstable Quality, it also gains the Shocking Quality. The GM should also roll one additional time on Table 2–35: Quirks (see page 92) for this weapon, and apply the result.Ranged Weapon: This ranged weapon looks less like a gun and more like a club with barrels mounted on it, its blocky construction largely superfluous to its role as a firearm. Increase its Damage by 2, double its weight, and if its Damage Type is Impact, change it to Explosive. If it has the Accurate Quality, it loses it. Otherwise, it gains the Inaccurate and Unreliable Qualities. Strangely, however, in the hands of an Ork, it loses the Unreliable Quality. The GM should also roll one additional time on Table 2–35: Quirks (see page 92) for this weapon, and apply the result.Armour: This armour is incredibly bulky and festooned with absurdly think armour plates, whirring motors, and smoke-belching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer’s Strength Bonus by +2. It also imposes a –30 penalty on all Agility-based Tests.Gear or Tool:This device is ruggedly constructed—so much so that it could be used as a blunt force weapon in a pinch. Judging by the bloodstains, it has already been used this way in the past. If used as an improvised weapon, this piece of equipment has the following profile: (Melee; 1d10 I or R; Pen 0; Unwieldy).or R; Pen 0; Unwieldy). Ship Component: This Component is massive and power-inefficient, constantly belching smoke (which may or may not be toxic to human crewmen assigned to work on it). Increase its Power and Space requirements by 2 (or its Space requirement by 3, if it generates Power). However, thanks to its sheer bulk, this Component ignores the first Critical that would affect it each session. Finally, its obvious xenos origin permanently decreases Morale aboard the ship by 1.The Orks are a rampant threat in the Koronus Expanse, as was so painfully illustrated by the siege of Port Wander in 422.M41. While such a concerted attack by the greenskins is, fortunately, quite rare, isolated raids by Ork pirates, known as Freebooterz, are an all-too-common occurrence in the Expanse. Many of these Ork raiders hail from the Undred-Undred Teef, but the Koronus Expanse is an immense tract of space, and the Orks are seemingly omnipresent. One of the largest Freebooter fleets outside of those of the Undred-Undred Teef is that of Kaptin Skelkap Graffletz. With each recorded sighting of Kaptin Graffletz’s fleet, it grows in size. Indeed, many of the ships that have fallen victim to the Kaptin later reappear in his fleet, albeit with suitable, Orky modifications. As further ships fall to the predations of Graffletz’ pirates, his reputation grows, and his name is whispered more and more by fearful voidsmen.One of the first recorded encounters with Skelkap Graffletz occurred in 794.M41, when the Ork Kaptin ambushed Rogue Trader Ardemith Kulvell’s flagship, the Lord Bheroth. As the Lord Bheroth and two accompanying Sword-class frigates of the Kulvell Dynasty translated into realspace to get their bearings, just to the galactic south of the generally accepted border of Winterscale’s Realm, Graffletz’s Freebooterz fell upon them without warning. Kulvell was unprepared for the ferocity of the Ork assault, and the Sword-class Errant Dawn was swiftly holed and left adrift by a salvo from the “gunz” of Graffletz’s Kroozer, Voidchoppa. The Lord Bheroth and the remaining frigate, Moonchild, quickly regrouped, crippling two Ork attack ships in a daring “helix” pincer movement. With the Moonchild disabled by Ork saboteurs, Kulvell fled the battle, the damaged Lord Bheroth eventually limping back to Footfall. Thus was the name of Kaptin Graffletz first cursed by the explorers of the Koronus Expanse. The Orks are a rampant threat in the Koronus Expanse, as was so painfully illustrated by the siege of Port Wander in 422.M41. While such a concerted attack by the greenskins is, fortunately, quite rare, isolated raids by Ork pirates, known as Freebooterz, are an all-too-common occurrence in the Expanse. Many of these Ork raiders hail from the Undred-Undred Teef, but the Koronus Expanse is an immense tract of space, and the Orks are seemingly omnipresent. One of the largest Freebooter fleets outside of those of the Undred-Undred Teef is that of Kaptin Skelkap Graffletz. With each recorded sighting of Kaptin Graffletz’s fleet, it grows in size. Indeed, many of the ships that have fallen victim to the Kaptin later reappear in his fleet, albeit with suitable, Orky modifications. As further ships fall to the predations of Graffletz’ pirates, his reputation grows, and his name is whispered more and more by fearful voidsmen.One of the first recorded encounters with Skelkap Graffletz occurred in 794.M41, when the Ork Kaptin ambushed Rogue Trader Ardemith Kulvell’s flagship, the Lord Bheroth. As the Lord Bheroth and two accompanying Sword-class frigates of the Kulvell Dynasty translated into realspace to get their bearings, just to the galactic south of the generally accepted border of Winterscale’s Realm, Graffletz’s Freebooterz fell upon them without warning. Kulvell was unprepared for the ferocity of the Ork assault, and the Sword-class Errant Dawn was swiftly holed and left adrift by a salvo from the “gunz” of Graffletz’s Kroozer, Voidchoppa. The Lord Bheroth and the remaining frigate, Moonchild, quickly regrouped, crippling two Ork attack ships in a daring “helix” pincer movement. With the Moonchild disabled by Ork saboteurs, Kulvell fled the battle, the damaged Lord Bheroth eventually limping back to Footfall. Thus was the name of Kaptin Graffletz first cursed by the explorers of the Koronus Expanse.GREEN VENDETTAKaptin Graffletz became a threat to the Rogue Traders and Imperial presence in the Koronus Expanse after being driven from the Undred-Undred Teef, in the wake of a humiliating defeat at the hands of Snaga Morbad. Since his ouster, Graffletz has plied the Expanse, ambushing convoys of starships and raiding isolated settlements, making off with any materials and prisoners which might be of use. In the aftermath of an attack by Graffletz, settlements are stripped down to almost nothing, the raw materials put to new uses by the Freebooterz. Graffletz’s motivation for such thorough raids is a desire for weapons, ships, even warriors—anything that might bolster his fleet and give an advantage against his rivals, when he eventually returns to the Undred-Undred Teef.Kaptin Graffletz is an ambitious Ork, who hopes to one day defeat his rival Kaptins, and unite the Orks of Undred-Undred Teef under his own banner. Graffletz shows an uncanny level of patience for an Ork, and knows that for his plan to succeed, he must take the time to build his own resources. In a moment of insight, which occurred while thrashing a mob of boyz into shape, Graffletz realized that the fleets of his rival Kaptins are also growing in size, through the simple expedient of fighting and conquest, in which all Orks are driven to engage. Graffletz decided at that moment that he must take a different approach, taking great pains to ensure that his own forces grow at a faster pace.While all Orks crave destruction, Graffletz is more careful than most Ork leaders in how he defeats his enemies, preferring to take ships, and even prisoners, mostly intact. To this end, he relies heavily on his Kommandos, who specialize in ship-to-ship actions. They are adept at sabotaging enemy vessels, allowing the Boyz to board a ship and overpower its crew. As unusual as Kaptin Graffletz’s strategies are, his boyz are still Orks, after all, and boarding actions are a bloody affair. The Kaptin is fully enthusiastic, however, to take captive any crew who do survive. In addition to providing a resource for trade with other xenos (and even some humans), in the form of slaves, Graffletz has found that having the crew present for “questioning” enables his Meks to get a captured ship up and running much sooner. In those cases when the number of boyz available is insufficient to operate a newly captured vessel, Graffletz is not above putting the ship’s surviving crew back to work. In the Kaptin’s opinion, “’umies”, like grots, are tricky little buggers, best kept in line with frequent and unexpected beatings Like all Orks of the Deathskulls clan, Skelkap Graffletz has no qualms about using the technology of other races. In his case, this extends to using captured Imperial ships, with surprisingly light modification. For many voidfarers, it is quite unsettling to see a recognizably Imperial ship adorned with crude Ork glyphs and jagged armour. Even more so than other Deathskulls, Graffletz seems to be motivated by greed, rather than violence. While all Freebooterz strive to obtain loot, many Kaptins are equally likely to destroy any potential treasure in their typical, Orky enthusiasm for violence. Graffletz, however, displays an unusual level of restraint. The fact that this restraint extends, at least on some level, to the Orks under his command, speaks highly of his abilities as a leader. Since Ork “kultur” recognizes only the strongest as leaders, Graffletz must be able to enforce his orders through violence, or at least the very credible threat of it.Since his ouster from the Undred-Undred Teef, Kaptain Graffletz has become a grave threat to the commercial interests and explorers of the Expanse. His surprise attacks have overcome many freighters and transports, costing untold monetary damages for a number of Rogue Traders and other Imperial citizens. The Skaelen-Har Hegemony, in particular, has placed a high bounty on Graffletz’s head, for reasons which are unclear. This, together with the bounty offered by the Imperial Navy, has led a number of captains to seek out Graffletz. On more than one occasion, the vessel of such a bounty hunter was subsequently sighted as the newest addition to the Ork fleet.SKABGOB’S BOYZ The key to Kaptin Graffletz’s success may very well lie in his extensive use of Kommandos, in particular, those led by Skabgob Nekbreaka. Kommandos are rare amongst the Orks, which makes their extensive use by Graffletz quite notable, in itself. In support of Kaptin Graffletz’s goals of acquisition and expansion of his fleet, he has fostered the propensity to become Kommandos among the Blood Axes that make up a significant part of his force. In contrast to the brutally destructive tactics often utilized by Freebooterz, Graffletz uses his Kommandos to take ships more-or-less intact, so that they can be up and running as part of his fleet in as short a time as possible. Of course, Ork nature being what it is, even the Kommandos sometimes have trouble restraining themselves. As with most Kommandos (and Orks in general), those in Graffletz’s fleet have a fondness for explosions, which fits in quite well with their assigned purpose. From breaching bulkheads to disabling enginariums and shield generators, all manner of explosive devices built by the Meks find their use in the hands of Skabgob and the other Kommandos. Of course, Ork-built explosives are not completely reliable, nor are the demolitions skills of Orks particularly suited to the careful work of sabotaging a starship. As such, it is not uncommon for such missions to result in more collateral damage than intended. One notable example occurred during an engagement between Graffletz’s fleet and a patrol group of Battlefleet Koronus. In the midst of battle, a “skwad” of Kommandos boarded the Navy cruiser Just Cause, under orders to “blow stuff up, wot so we can bash da ‘umies and take der ship.” As part of a long-simmering rivalry with another “skwad,” the Kommandos went for the flashiest act of sabotage they could. Perhaps mistaking it for a different system, or perhaps merely failing to consider the consequences, the Orks used their entire payload to rig the vessel’s Warp drive. The explosion was indeed spectacular, and the resulting Warp rift swallowed two additional Navy escorts, as well as three of Graffletz’s own ships, including the Kroozer ‘Ardest. As much as “da boyz” enjoyed the show, Graffletz has since been more careful about both the potency of explosives and the specificity of orders granted to his Kommandos.The most infamous of Graffletz’s Kommandos, Skabgob epitomizes the Ork concept of “kunning,” and consistently devises new, and ever more outrageous, plans of attack. One tactic that has bred a degree of enmity between the Kommandos and Flyboyz of the fleet involves taking a functional Fighta, or other small craft, and purposefully destroying it. In the midst of a fleet engagement, disguised by the masses of debris generated by battle (and which Ork ships tend to generate, regardless), a crude rocket launches the seemingly scrapped vehicle toward the enemy, carrying a payload of Kommandos. Though risky, a ship’s defensive turrets often target more obvious threats, allowing the Orks to safely “dock” with the target ship. Mek Hozzgad has offered to build mock Fightas, expressly for Skabgob’s use. Skabgob has consistently rejected the idea, much to the chagrin of the Meks and Flyboys alike, believing that the vehicle must be “offentik” for the plan to work.DA MAD BOMMAZAt the opposite end of the spectrum from the “kunning” of Skabgob’s Kommandos are the exuberant strategies of the Fighta-Bomma “skwadron” known as “Da Mad Bommaz.” These Flyboyz, under the leadership of Rizzmat Daffguz, also known as “Baren Krashenbern,” hurl their craft toward the enemy at lightning speed, unleashing hails of lead and powerful “bommz,” with little regard for their own safety. While the “skwadron” has a high attrition rate, their bold tactics are useful to Kaptin Graffletz, who uses Da Mad Bommaz to drop shields and absorb turret fire, effectively covering the Kommmandos as they make their hit-and-run attacks. This is, of course, a side effect of the Flyboys’ natural tendencies, rather than a deliberate move on their part. Da Mad Bommaz are far too focused on the thrill of velocity, throttling amidst the chaos of battle at top speeds, indiscriminately bombarding whatever targets are most obvious.DA ‘POKKALEPS KANNON In recent years, Kaptin Graffletz has become obsessed with something he calls “Da ‘Pokkaleps Kannon,” which he believes to be a weapon of almost incomprehensible destructive power (destruction being one of the few concepts Orks don’t have trouble comprehending to begin with). For an Ork to show such dedication to a goal certainly speaks volumes about the Ork, the power of the weapon, or both. Graffletz is convinced that this weapon is exactly what he needs to gain an advantage over the Kaptins of the Undred-Undred Teef, and allow him to take his rightful place as Warlord. The fact that Graffletz has little inkling of what form the weapon takes is inconsequential. With typical Orky enthusiasm, the Kaptin plans to mount it on his flagship, Voidchoppa, regardless of whether or not the weapon is intended for (or even capable of ) being used in space. That’s what Mekboyz are for, after all.Generally, the men and women of the Imperium put little stock in the ravings and half-formed plans of Orks—though any wise man knows better than to underestimate the pure destructive capacity of the greenskins. Knowledge is power, but in the 41st Millennium, communication often presents a barrier to knowledge. This is especially true in the Koronus Expanse, where uncharted voids can strand messenger ships, and astropathic messages are lost in the depths of the Warp. Additionally, the myriad factions of the Expanse often see little reason to share their hard-won information, at least without a considerable gain for themselves. Thus, the Navy and Rogue Traders who regularly come into conflict with Graffletz’s Freebooterz are ignorant of the records recovered by Explorator Fleet KX-557.V, which speak of a weapon of unfathomable power. Found amidst the ruins of a moon somewhere on the border of the Heathen Stars and Accursed Demesne, these incomplete records, culled from pre-Imperial datacubes and crumbling electro-parchment, speak of a weapon that left dead systems and civilizations in its wake, a weapon representing the pinnacle of destructive works that mankind reached during the Dark Age of Technology. Though this weapon, sometimes dubbed the “Apocalypse Gun” in the records, has caught the interest of the Tech-Priests, the records are considered unreliable, and so its pursuit has been given a lower priority than Magos Trannarch’s search for the Machine World. If this information has even been transmitted to the Lathe Worlds, it has yet to make its way back to the ears of Battlefleet Koronus and the denizens of Footfall. As such, Graffletz is free to pursue his quest without competition. The Kaptin is confident that, by the grace of Gork and Mork, his rampage across space will eventually bring him to the ‘Pokkaleps Kannon, and he will fulfil his destiny KAPTIN Skelkap Graffletz is as dangerous as any Ork Boss, and almost impossible to stop once in combat. As with many Freebooterz, Graffletz’s armour is tailored—and accessorised—to mimic that of the Imperial Naval tradition. Whether this is a true imitation, or another example of the Orks’ instinctive knowledge, no one can say. Like any good Ork, Graffletz prefers to lead from the front, ripping enemies apart with his power klaw, or lopping heads off with his crude, yet effective, chain axe. Graffletz gets a particular kick out of messy slaying enemy Captain SKABGOBSkabgob has a deserved reputation amongst the Freebooterz as a “roight sneaky git,” but he also has the brute strength and warrior skill to thrash any Ork that gets on his bad side. When on a mission, Skabgob camouflages himself by strapping pieces of scrap and debris over his armour, and festooning himself with frayed wires and cables. The Kommando is particularly proud of his helmet, fashioned from an Imperial cogitator terminal. Though it’s questionable if this tactic actually contributes, Skabgob is an undeniably effective saboteur. In battle, Skabgob favours a weapon he calls “Da Nek Cutta,” a vicious, double-ended chain knife looted from a forsaken world upon which no sane being would tread.:first saw the amazing fighting prowess of an Ork some years ago in the fighting pits of Rexxis VII. Alberse had conducted another of his deals deep in the catacombs of the arena, and after its completion we headed topside for some “light entertainment.” The crowds were in a frenzy as combatants slaughtered one another. A massive Ambull had fought through three other opponents and the betting was furious that it would kill its next victim just as quickly. When the gates opened, a hulking Ork stepped into the arena and let out a mighty roar at his enemy. Cries of joy erupted from the masses as the challenger took his place in the pit. The Ork had very little armour and carried a huge axe at his side. I had heard that these weapons were called “Choppas” and were a favourite of the greenskin warriors.The Ambull dove at the Ork with its claws open, but the Ork leapt to the side and avoided the hasty attack. He (or it, as I have no idea if the Orks have genders) lashed out with his axe and delivered a crushing blow to the beast’s side. It was not daunted by the hit and quickly turned to continue its assault. The Ork simply bellowed another challenge and moved to intercept the creature.It was the next exchange of blows that showed me the terrible might of the Ork menace. The Ambull lashed out and caught the Ork squarely, nearly severing the thick right arm. Such a blow would surely bring anyone (save maybe a mighty Space Marine) to their knees. The Ork was seemingly undaunted and brought the axe down in an overheard swipe. He split the skull of the Ambull in two, then swung again, cleaving the dripping head clean away. As it stood there in the pit with his arm hanging only by a thin cord of muscle, the Ork bellowed out bestial cries, presumably demanding new combatants to fight. The crowd’s cheering was even louder, revelling in the brutality he displayed. It was then I knew that fighting these beings would be quite a challenge, something I unfortunately soon found to be very true...GREENSKINS IN THE EXPANSE Ancient myths say that Orks were amongst the first xenos race that mankind encountered in the stars. Whether this is true or not, the Orks of the Koronus Expanse have inhabited that vast region of space since time immemorial. Many throughout the millennia have debated their origins in the Expanse, but all agree on one thing: the Ork menace is growing and can pose a serious threat to humanity’s rightful presence in the Expanse. One myth relates the arrival of a massive space hulk known as The Price of Vengeance, containing an early colony ship lost from a group of human worlds eons ago. The hulk was host to all manner of xenos, including thousands of Ork raiders. Veterans of many scores of previous assaults in other sectors, these greenskins spread across the Expanse and made it their new realm. Most xenologists hold this myth as more wishful thinking than fact, allowing for the possibility that the Expanse was once more of a paradise before the green tide washed over it, and that perhaps it might one day return to that state. Another ancient legend recounted by some Ork Freebooterz says that the Brain Boyz, the mythical diminutive progenitors of the Ork race, populated parts of the Expanse with their kind before vanishing from the galaxy. This tale claims that the Brain Boyz of in the Expanse vanished into the Rifts of Hecaton, there to pursue an ancient agenda that would bring great glory to the Orks. Imperial Scholars place little faith into this legend, but it continues to worry many Ordo Xenos agents. Whatever their origins, the Orks in the Expanse have been a constant source of conflict and strife to the Imperial agents who explore this wealthy region of space UNDRED-UNDRED TEEFThe main Ork Empire in the Expanse is known as Undred-Undred Teef, a collection of roughly a dozen systems located within the Accursed Demense. In addition to the four worlds commonly known to explorers, two others areas have recently gained notoriety in that region due to the efforts of especially daring Rogue Traders. VorgratThe world of Vorgrat is a rogue moon that long ago lost its planet. The massive asteroid and debris field surrounding Vorgrat is believed to be the remnants of this world that was destroyed long ago in some epic cataclysm. This moon contains great stores of metals as well as a rare mineral compound known as Kellistraal. This compound is usually found only in the Calixis Sector and has been adapted for use in plasma drives, weapon cores, and a variety of other devices. The Orks have set up massive mines to harvest the metals and minerals from the world for their ships and weapons. The chief Mek Boy of Warlord Morgaash, Brackslik Metalhands, has been put in charge of this operation. Through his experiments with Kellistraal he has determined that it can boost the range of Kustom Force Fields a great deal, and he is working to refine this technology even further for use in Ork ships.Madrok’s RokIn the asteroid field surrounding Stompgit, there is a massive Ork vessel known as Madrok’s Rok. Finding this installation is not easy, as the outer shell of the Rok does not show any of the structures contained deep within. This huge free-floating space station is home to the Ork Freebooter Kaptin Madrok. He maintains this hidden presence near the stable warp routes of Stompgit to launch his raids elsewhere in the Expanse, and also likes to keep his eyes on “da kompitishun” in the area. Madrok has a rather sophisticated (for an Ork) system of navigating the asteroid field and keeping his Rok hidden from the other Ork ships in the area.ORK PHYSIOLOGYThe standard Ork stands approximately six to seven feet tall, with a heavily-muscled but hunched posture, and its weight is over twice that of a man. These xenos have green skin that is extremely thick and tough. Most are covered in old battle scars and they wear these with a great deal of pride. They are also very smelly and unkempt; the only cleaning an Ork is likely to receive is from a shower of flamer blasts.Studies of Orkoid cells reveal that they contain fungal and algal strains, which in turn makes them very resilient. Many Orks have been hacked to pieces only to have their Mad Doks stitch them back together again. As an Ork ages, he also slowly becomes larger and stronger. This process seems to be accelerated in some Orks, leading to mighty Warbosses and Kaptins arising who can defeat all challengers. It is believed that Orks reproduce by spores and do not have a standard reproductive cycle. This is also believed to be why infestations are so hard to eradicate; spores left behind after the menace is defeated can result in new creatures emerging years after the original Orks were killed.ORK “KULTUR”Ork culture is based on the simple principle that the strongest rule. Those who would rise to the top must battle their way over their challengers if they hope to keep the masses in line. Orks live to make war throughout the galaxy and most of their societal norms and customs revolve around this principle. When a particularly strong Ork rises to power, other Orks from all over the planet (and surrounding worlds) are drawn to this leader by the promise of battle. Orks seem to care little for material gain (with the exception of bigger guns and implements of battle) and simply live to wage war. However, Orks do have a system of currency and a primitive economy. Ork wealth is determined by “teef.” The entire Ork economy revolves around teeth as currency. The teeth must be the large, tusk like teeth of Orks; human teeth are considered too puny to be of any value. The fact that Orks shed and regrow their teeth every few years means that there is a constant stream of wealth inside an Ork settlement. Even the lowliest Ork always has some wealth as he can simply pluck money straight from his own mouth if needed—assuming that a bigger Ork has not already done so.CLANS, TRIBES, AND FREEBOOTERZOrks are broken down into clans and from there they are further subdivided into Boyz and Oddboyz, based on their role in the clan. The clans often come together for battle and it is not uncommon to see Orks of many different clans side by side on the battlefield. Clans are different from tribes in that a tribe is simply a group of Orks who live in the same geographical area, while clans embody a collective mindset and series of beliefs. There are six major Ork clans found all across the galaxy. Imperial researchers remain puzzled how these clans have each spread so far and wide and yet maintained a sense of identity. Many hypothesise Orks possess a form of genetic “racial memory” containing their knowledge of technology, beliefs, and customs. The six clans commonly found in Ork “Kulture” are the Bad Moons, Goffs, Snakebites, Evil Suns, Deathskulls, and Blood Axes. The Orks of the Expanse have ties to these common clans, but due to the relative isolation that the Expanse provides, they adapted to this region differently. A final group of Orks are the Freebooterz, wandering pirates and raiders who have adopted a different life than many of their terrestrial brethren and live out amongst the stars. They are skilled in ship-based combat and tend to adopt garish outfits mimicking naval garb seen on many other races. Freebooterz can sometimes be found in the employ of less scrupulous Rogue Traders who do not have the usual Imperial intolerance for xenos races. ORK TECHNOLOGY Adepts of the Machine God have long been fascinated and horrified by the arms and equipment of the Ork race. Simply put, Ork technology should not work. Studies of various captured weapons have killed many Tech-Priests as they tried to unlock their secrets. These deaths did not result from some insidious trap or safeguard, but from the weapon blowing up when in the hands of a non-Ork. The crude nature of these assemblies of weapons and vehicles show that the Orks possess an uncanny ability to make things work no matter the technological base, using only what they refer to as “Orky No-Wots.” They could never explain why they know how to make a shoota work, it just does. Mechanisms created by Ork Mek Boyz defy all logic on power sources, proper containment and shielding, and even means of locomotion.No matter their location, Orks almost everywhere seem to possess similar vehicles, weapons, and armour. They may take on a variety of forms and appearances, but the basic functions and abilities of the technology are the same. Xenos Biologis savants relate tales of Mek Boys deep in the Expanse fabricating Kustom Force Fields that are functionally identical to ones found far away in the Segmentum Pacificus. This continues to further the theories of racial memory and genetic knowledge in the Orks.CROSSING THE VOIDOrks utilise a large variety of ships to cross the great interstellar distances of the Expanse. Most Ork vessels such as the sport some kind of totem or decoration on the front to give it the appearance of a massive Ork head. Kill Kroozers, a common ramshackle Ork voidship, has this manner of prow. These vessels can be massive, and are classified as Battle Kroozers when they have reached a size in excess of thirty megatonnes or more.Other Ork vessels found alongside the Kroozers include gunships and other escorts. The Orks utilise a small boarding ship known as a Brute Ramship to breach the hulls of their enemies, though most Orks are happy to ram any type of ship into their foes. Orks also use asteroids as warships, hollowing them out and adding in engines and weaponry so that they are capable of warp travel. These “Roks” make for extremely durable vessels, and can easily be created in each new system the greenskins attack to replace any losses they suffer. Another method of travel favoured by the Ork race is via space hulks. These titanic amalgamations of numerous ships, asteroids, and other debris become mobile colonies for Ork raiders. When a space hulk is found by a tribe of Orks, they quickly board the vessel and begin scavenging all they can from the ship to fuel their war efforts. Mek Boyz begin fabricating weapons, armour, and vehicles almost immediately as metals and other valuable assets are salvaged and stockpiled in areas of the hulk. Often completely new ships can even be built inside the huge holds or caverns inside of massive space hulks. A space hulk usually has no means of propulsion of its own. It simply travels on the flows and eddies of the warp, on a journey across the void. Industrious Meks and Weirdboyz can sometimes assist in moving a space hulk into a warp rift or other passage, but this is by no means an exact form of travel. This suits the Orks just fine, as it appeals to their sense of adventure and conquest—they feel that a space hulk is a gift from their gods Gork and Mork, taking them to new and exciting battles. A space hulk is often accompanied by fleets of Kroozers and other escort vessels as it moves through the Expanse taking it to its destination. When an Imperial world detects the arrival of a space hulk, it often sends waves of panic throughout the sector. There are many well known legends and rumours of the destruction such a vessel can bring, and many are based in horrific fact. When it comes to transportation, Orks expect three things from their vehicles—speed, noise, and big guns. Orks often travel into battle hanging from the side of crude vehicles known as Trukks. These transports belch thick smoke as they cross the landscape, their raucous engines revving loudly as they go. An Ork Trukk can take on many different appearances, but all usually sport an open crew compartment in the back where Ork Boyz can quickly disembark for battle. The faster the Boyz can get into the action, the better the Trukk, in their opinion.In addition to the common Trukk Boyz, an entire Clan of Orks dedicates themselves to battle from atop vehicles: The Evil Sunz Kult of Speed. This Clan specializes in warfare astride mighty warbikes, atop battle-scarred Wartrakks, or inside Warbuggies ready to explode across the battlefield (or sometimes just explode). These vehicles continue the Ork custom of defying logic in their construction; they look like they might fly apart at any second under the forces exerted upon them. This trait is also true of Ork starships and flyers, and many Speed Freaks find that piloting voidships is the ultimate expression of their way of life; many have secured themselves the coveted role of voidship pilot for Freebooter Kaptins across the Expanse.The Orks of the Kult of Speed are able to achieve amazing speeds with their equipment due to what the Orks consider a must for most of their vehicles—a Red Paint Job. In their culture, Ork Boyz simply believe the red ones “go fasta.”There is no rationale as to why this should be true, but far too many Imperial Commanders have seen it first hand on the battlefield for it to be ignored. Many theorise it is simply that the better-constructed vehicles get this special paint, but then why would they slow down when the paint is scorched away? Common myth in the Expanse has it that it is the manifest will of the massed Ork consciousness. Orks are insistent that it be true, and thus it becomes so, despite any mechanism for it to happen other than their sheer determination. Despite ongoing investigation by the Adeptus Mechanicus, no definitive conclusion has been reached.ORK WEAPONS AND EQUIPMENTIn a race dedicated to war above all other things, it is not surprising that Ork weapons are especially effective, and like their users, they are brutal in the extreme. Massive axes, huge guns, and insane technology are all a part of an Ork Warband on the field of battle, where Mek Boyz utilize their knowledge to create a large variety of weapons for the Boyz. The one thing they all have in common is a propensity for massive amounts of death and destruction.MAD GENIUS: THE TECHNOLOGYOFTHE ORKSOrk Technology (or Tek) takes on a variety of forms and appearances, though there are many common similarities throughout their race. A Shoota, for example, is a common weapon amongst the greenskins all throughout the galaxy, though the actual appearance of a Shoota can vary greatly. The same standards apply to vehicles such as Warbikes, Trukks and Wartrakks—all have a common function and basic design while the actual look and workings can be very different. Why this is so is a matter of great debate amongst the Adeptus Mechanicus and Imperial Scholars, and the most widely accepted belief is that there is a form of genetic memory common to all Orks in which these technological ideas and advances are passed along. This hypothesis continues to be heavily debated across the Expanse. ORK NOBThe largest, toughest, and baddest Orks who haven’t yet risen to command their own warbands are known as Nobz. They form the retinues of the Kaptin and help keep the Boyz in line on the battlefield. It is from the ranks of the Nobz Mobz in the warband that leaders tend to emerge to challenge a Kaptin for the right to rule. Some like to make the Kaptin think they are perfectly content being the biggest and best fighters in a Kaptin’s crew and the respect that comes with that place of honour. In truth, this is just the use of Ork “kunnin” as the Nob is really biding his time to slip that Choppa into the Kaptin’s back and take his place in charge of the warband.While they have the title of Nob, there is no actual hierarchy or caste that gives these Orks the right to rule. This is simply achieved through sheer brute force, and Nobz have no problem bashing in a few heads to get the outcome they are after from the Boyz in their crew. Freebooterz NOBZThe Nobz that are found on the voidships of the Freebooterz are a different breed than the average Ork Nobz. They must oversee many different activities throughout the ships and serve as the Kaptin’s Bridge Crew. On particularly well-run ships (something of an oxymoron in Ork vessels), the Nobz gravitate to areas they specialize in and give themselves titles such as Gun Nobz (overseeing the ship’s weapons), Dek Masta (in charge of security and overallBoyz behaviour on the ship), Ship Breaka (head of boarding actions), and any other titles they can think of. Many Freebooterz Nobz adopt a Brute Ramship or other small fighter from the voidship’s bays to become their personal landing craft. This ship is decorated and adorned with all manner of totems and icons to show the Nob’s prowess in battle. GMs should always attempt to equip Freebooter Nobz with the wildest and most ostentatious of gear and weapons.KRUSHASAfter untold years of battle throughout the Expanse, especially on the outskirts of the Rifts of Hecaton, some Freebooter Nobz found themselves affected by the nearby warp rifts in strange ways. The powerful and unusual energies began to alter their brains, bringing on madness and overwhelming battle lust even beyond that normally found in Orks. Cunning Kaptins restrain these crazed Nobz below decks, bound in chains where they scream their war cries and chants to Gork and Mork to sate their thirst for battle. These Krushas fight without tiring when unleashed into battle. Many Kaptins in the Expanse fill a Ramship with these insane killers and launch them into an enemy vessel. Once the hull has been breached, the Krushas do not stop until they have slaughtered everyone in their path or they meet their own end in battle.Krusha Attack!: A Krusha loses himself in his battle frenzy, to the delight of many Kaptins (and detriment of any nearby Boyz). In this battle-crazed state, a Krusha lashes out mindlessly, his attacks clouded by his bloodlust and directed against friend and foe alike. If a Krusha Nob successfully hits against friend and foe alike. If a Krusha Nob successfully hits his target when using the Charge Action, he immediately makes an additional attack against each target in range using the same bonuses and penalties as the original attack.Ork Warbosses lead their Warband against anything they find or that dares to get in their way, and are amongst the most prominent bringers of destruction across the Expanse. There is another type of Ork leader, though, one who not only leads a Warband but also commands his own ship to carry them. This is an Ork Kaptin, a terror of the void, and there are few things Imperial merchant vessels fear more. To reach the rank of Kaptin, an Ork must prove himself to his fellow Boyz and Nobz on the ship. If a Kaptin doesn’t command respect, he doesn’t remain a Kaptin for very long. Many Warbosses and Kaptins in the Expanse have been in command of their tribes for decades and can strike fear into their lesser ranking Orks with a glance (though most prefer a mighty bellow or smack across the gob).Ork Kaptins tend to tower over their subordinates and stand nearly eight feet tall. They are pure muscle from head to toe and proudly sport the scars of hundreds of battles. Most Ork Kaptins have acquired customised weapons and armour through their travels. At times this specialised gear takes on a life and reputation of its own, giving Orks and Humans throughout the Koronus Expanse reason to hunt down a Kaptin.INFAMOUS KAPTINSOFTHE EXPANSEAcross the Koronus Expanse, there are many different Kaptins who have made names for themselves as they leave a trail of devastated planets and ships across the void. From the infamous Warlord Morgash of the Undred-Undred Teef to the dreaded Freebooter Kaptin Borgum Backstabba, Imperial captains and Rogue Traders are always on the lookout for these mighty foes in hope that killing them adds to their own reputations and coffers.Borgum Backstabba, Freebooter KaptinAs a lowly Ork soldier on a Kill Kroozer in the Expanse, the Ork known as Borgrum loved the thrill of boarding enemy ships with his Freebooter crew, the Boneskulls. He earned a reputation for particular brutality in those boarding actions against Imperial ships. Blasting “umies,” as Orks refer to humans, was a skill that he excelled at and he was chosen to personally accompany his Kaptin on a raid against the frigate Hammer of Heresy. When the Orks boarded the ship, the fighting was fierce and Borgrum and his Freebooter Kaptin became separated from the other raiders below decks. Unbeknownst to the Kaptin, Borgrum had his sights on bigger things for himself, and used the chaos of the combat to plunge his Choppa deep into the back of his leader. Then, after dispatching the defenders, Borgrum made his way back to the raiding party wearing the Kaptin’s oversized hat on his head and Shoota at his side. The other Boyz didn’t seem to care much about the change in command as the plunder was good and they didn’t have to do the thinking on the next part of the attack. Borgrum easily assumed control of the Kill Kroozer Gork’s Gibletgrinda and set off to make a name for himself in the Expanse.Since taking control of the Boneskullz Freebooterz, Borgrum has launched numerous successful raids against merchant and Naval targets ready for plunder. He is currently planning a large-scale assault on the shipping lanes near the Maw, confident this should draw many new recruits to his cause. Kaptin Krod, the Terror of Tyrex IVThe world of Tyrex IV hosted a small mining colony near the northern borders of the Expanse. A group of Imperial settlers established the outpost to take advantage of the rich promethium veins located deep within the planet. When the miners detected an unknown ship entering the outskirts of the system, they attempted to hail it. This only served to alert the Kill Kroozer Krod’s Krusha to their location.The next month would become what one colonist’s distress call referred to as “Hell unleashed,” as Krod’s Boyz took great delight in slaughtering the miners while the Kaptin’s Mek Boyz performed all manner of experiments to discover the various uses of promethium. Krod became increasingly more and more demanding for vast stores of promethium to be mined, and he worked his crews round the clock to harvest all he could. His trusted Weirdboyz continually asserted that a terrible danger was rapidly approaching, counsel that Krod took more and more seriously over time. Finally, Krod gathered his Boyz and left the world a shattered, broken shell. The excessive mining had destabilized the veins of promethium running deep in the core of the world, and as his ships left orbit Tyrex IV exploded. The massive explosion rained debris throughout the system and crippled three of the xenos ships as they made their escape. Krod has not been seen or heard from in the decade since the world’s destruction, and many wonder if he fell victim to his own greed on Tyrex IV.Rekka, the Mek KaptinIt is not often that Kaptins of Freebooter crews are also skilled in one of the various Odd Boyz disciplines. Most Kaptins concentrate their time on plundering and fighting, which leaves them little room for other pursuits. Rekka is one of those rare exceptions. He is a Mek that rose to command his own crew and ship. From the bridge of his Battle Kroozer, Gorkicus Meks, this cunning greenskin has carved a path of plunder throughout the southwestern segment of the Expanse all while continuing to create new Ork technology for his Boyz to use. One of his most notable claims to fame (among the other Freebooterz) is the development of a massive ship-mounted Shokk Attack Gun. Like its smaller, shoulder-mounted counterpart, this massive weapon opens a tunnel between two points through the warp. Rekka uses this weapon to send hordes of Boyz into enemy ships; the sudden appearance of scores of greenskins inside the secured areas of a ship catches the defenders off guard and gives the Freebooterz a decisive advantage. Rekka has also created special helmets for his warriors to wear that help shield them from the horrors of the warp tunnel, though often sending helmetless, crazed, warp-terrified Boyz into battle works just as well for him. This whirling doom has crippled at least three human warships, making Rekka one of the most wanted Freebooterz in the Expanse.s a race, Orks are not known for their stealth, as they tend to barrel headfirst into battle with a loud Waaagh! Kommandos break this mould and excel at infiltration, ambushes, and other decidedly “un-Orky” ways. Why these Orks have chosen to go against form in such a drastic way is another of the many mysteries of Ork culture that is heavily debated by Magos Biologis throughout the Imperium Ork Kommandos are often sent ahead of an invading force to scout out defences and sow discord and terror amongst the enemy troops. The nightly raids and lightning attacks from the cover of darkness keep the defenders on edge and wear down their stamina in advance of the main attack force. Under the guidance of Kommando Nobz, the greenskins work tirelessly to destroy emplacements and other structures to make it easier for the rest of the warband to overrun the defences. When Kommandos engage in open warfare, they often enter battle astride massive Warkoptas that have been assembled from a variety of looted vehicles. These twin-bladed vehicles drop their passengers directly into battle behind enemy lines through the use of repelling lines (though many Kommandos ignore the lines and just dive straight into battle from above). They also make use of individual Deff Koptas as support vehicles and fast attack flyers. The speed at which they can disrupt enemy lines is staggering and the unmistakable whirl of a Kopta’s blades can send shivers down even a hardened veteran’s spine.THE BATTLEOF FELDARRA PRIMEThe planet of Feldarra, deep in the Ragged Worlds, came under attack by an unknown enemy nearly a century ago. It began with a series of grisly murders in the capital that targeted local PDF forces. These brave men and women were found dead in back alleys, outside their residences, and even at their duty posts. After nearly a month of nightly killings, the overall morale of the PDF was shattered. The terrified soldiers invented all manner of tales for what was striking at them; tales of horrid Tyranid monsters or daemonic beasts ran rampant. Finally, on the 43rd day since the attacks began, a massive explosion rocked the city, destroying a number of Leman Russ Battle Tanks and other fortifications. Silhouetted in the flames were hulking shapes that quickly vanished back into the smoke as the residents tried to battle the blaze. Within hours of the explosion, the skies were filled with Ork Kroozers and death rained down upon the world. The battered and exhausted defenders were no match for the savagery of the onslaught that was unleashed upon them. When the Imperial Navy arrived in system to answer the Feldarran distress calls, they found a blasted and burnt-out world crawling with xenos invaders.MAD DOKTo say that Ork physiology is resilient would be something of an understatement; missing limbs, gaping holes, and even smashed heads can all be repaired by the insane science of the Mad Dok. These masters of the saw and stitch have perfected the art of putting an Ork back together again after it returns from the battlefield. A Mad Dok is one of the Odd Boyz—Orks who embrace one of the paths of their society focused on something other than warfare (though even then, almost all Odd Boyz inventions and achievements are used solely for war). From the earliest days of sentience, the Dok spends its time experimenting on other greenskins. He usually begins his tinkering on Snotlings, as they are the easiest to capture, but he then quickly moves on to Grots and other Orks. As the Dok gains more and more notoriety, he soon finds himself with willing volunteers instead of having to seek out and capture subjects. When these “‘eksperimentz” are complete, an Ork considers itself to be vastly improved over its regular brethren. Many of Orks sport shiny metal skulls, cyborg bodies, integrated weapon arms, and other upgrades thanks to the Dok’s tinkering; those who did not fair so well on the operating table are often left mindless and drooling hulks.Most Kaptins tend to keep a personal Dok in their Nobz retinue to tend to their battle wounds. While patching up the Kaptin, this personal “physician” is often overcome with an inexplicable need to enhance his leader in addition to ministering to his wounds. Most Kaptins view their new additions with a sense of pride; if, that is, they survive to become conscious of these modifications.Enhanced BoyzWhen a Mad Dok takes the field of battle, he is almost always accompanied by a group of fanatically loyal Ork Boyz who he has performed a number of procedures on. Dok’s Boyz are standard Ork Boyz with the addition of two Enhancements from the following Table. Roll twice on the table to see what upgrades each Boy gains. If the same result is rolled, the “Job’s a Bad ‘Un” instead! That Boy instead loses 1d5 wounds and 1d10 Toughness, and gains one Poor Quality Bionic Limb.1-3+d10 Wounds (may only be take once)4Swift Attack Talent5Frenzy Talent6Lightning Reflexes Talent7Fearless Talent8Regeneration (2) Trait9Bionic Upgrade (gains Bionic arm, leg, etc.)10Cybork Body (gains +5 Wounds, +5 Strength, +10 Toughness)Ork technology has been the subject of much study and debate throughout the Imperium, and entire teams of the Adeptus Mechanicus have dedicated years of their lives to researching it. How it functions—when all laws of science say it should not—is something that only the Mekboyz can ever truly know.The life of a Mek is a perilous one filled with excitement, danger, and often death—for one cannot have amazing technological advances without risks. . Ork Kaptins and Warbosses know this fact all too well and make sure that Mek workshops and foundries are located a safe distance from the rest of the warband. The hustle and bustle of these areas in an Ork encampment are both fascinating and terrifying at the same time as hundreds of Grots scurry to and fro dragging supplies to their masters. The crackle of electricity, the hum of the plasma coils, and the whine of the saws all blend together into a symphony of crazed invention. The machines of war created by a Mek are truly unique creations embodying the Ork way of life.If the life of an Ork is filled with fighting, noisy weapons and equipment, and headfirst charges regardless of circumstance, then the life of a Speed Freak is all that times one hundred. These xenos have dedicated their entire being to the extreme; whether that is barrelling into combat on the back of a warbike or piloting a voidship at full speed through an asteroid field. Speed Freaks are members of the Ork Kult of Speed, a collection of fanatical greenskins who value extreme velocities in all that they do. Everything in their life revolves around this principle. From this group the most skilled (and insane) voidship pilots are chosen, always eager and ready to perform even the most reckless and dangerous manoeuvres their Kaptin might command. Most Speed Freak pilots actually perform them when they are not asked, or even if specifically commanded not to. Throughout the Expanse, most consider Speed Freaks crazy even by Ork standards. They think nothing of sling-shotting a Kill Kroozer around a neutron star to give them an increase in speed for an attack run; never mind the lethal levels of radiation this exposes the crew to in this tactic. Voidship pilot Speed Freaks have also been known to begin slowly cackling as they approach a battle; this maniacal laugh grows in intensity as they get closer and closer to the combat. In the final stretch, all sanity is seemingly lost as the crazed laughter echoes throughout the ship’s bridge and the pilot increases speed beyond any safe levels to ram his ship directly into an enemy vessel. Even with these behaviours well known, Kaptins go out of their way to recruit Speed Freak pilots for their shipsNear the Frozen Stars on the far side of the Accursed Demesne lies a massive asteroid belt known as the Shipbreaker Field due to the number of catastrophic wrecks that have taken place in and near this hazard. The asteroids of the field are prone to flying off from the gravitational fields that hold them in place and have smashed into many passing ships over the centuries. Most human and other xenos vessels avoid it entirely, as the risk of catastrophe damage is too high. With less activity in the vicinity of the asteroid field in the past centuries, it has become home to an event that draws Speed Freaks from all across the Expanse: the Shipbreaker Run. Once every year (or thereabouts, as Orks are not the best at telling time), this suicidal race is held to determine the best pilot in the empire of the Undred-Undred Teef. Over the course of three days, these insane pilots run a route deep through the heart of the asteroid field; careening around the constantly moving rocks and often exploding off of them. At the end of the race, only the best pilots remain alive, as any Ork not skilled enough to complete the track has found a permanent home inside the Shipbreaker Field. The winning Speed Freak is given a place of great honour amongst the other Orks of the Empire and is heavily sought after by Kaptins....Our continued study of the Ork Warrior caste subgroups has yielded a number of results. From my extensive interviews with soldiers in the field, Imperial Guard Commanders, and even a lengthy discussion with members of the Adeptus Astartes we have compiled a list of the following warrior subgroups:TankbustasThe Orks who refer to themselves as Tankbustas specialise in the destruction of enemy armoured vehicles, and in breaching the hulls of ships during boarding actions. These xenos possess the same lack of fear and brazen nature as their brethren but when combined with their love of demolitions the lethality of these attacks become exponentially more dangerous. Tankbustas utilise a weapon known as a Tankhammer to deliver a massive explosive charge directly to the armour of a vehicle, often destroying themselves in the process. Flash GitzInformation regarding the ostentatious greenskins who call themselves Flash Gitz has been hard to come by. I have been able to discern that they are a subgroup of the Clan known as Bad Moons and favour heavily-modified weapons that fire energy bolts, solid rounds, and other more esoteric forms of projectiles. It is not known if these “Gitz” modify the weapons or if they employ a Mek to carry out the adjustments. In the one battlefield engagement that I personally witnessed these xenos in action, I noted that their dress and other equipment is also very elaborate, to match their weaponry. They tend to sport elaborate headwear, long coats, jewelry, and other affectations. Do not let their appearance fool you—they are extremely deadly on the field of battle.LootasOf all the various subgroups of Ork Boyz, I consider the xenos known as Lootas to be the most terrifying opponents facing the soldiers of the Imperium. These Orks have an amazing and unknown ability over technology that rivals the best Mek Boyz. They can take enemy armaments and create amalgamations of many different weapons into what they refer to as “Deffguns.” This shoulder-mounted weapon can lay down a withering barrage of fire capable of dealing serious losses to enemy infantry and vehicles. The bizarre nature of the gun’s construction seems to produce a varying level of firepower with each gun; perhaps this is due to the Mekboy’s unique vision for each weapon. I am continuing to attempt to secure one of these for further study.StormboyzSome Orks have an unnatural fascination with Imperial troops (see ref: XJH-3564.09EX) and tend to copy many of the battle tactics and equipment utilised by our fighting forces. On the world of Naxxurrus in the Foundling Worlds, I was accompanying a detached force of Brontian Longknives as they eradicated an Ork infestation from the southern deserts. While we were entrenched in a series of Imperial Bastions, we heard a strange whine approaching over the massive rock formations to our flank. As the first soldier fell to a slug through his helmet we could see the cloud of dark smoke quickly approaching us. I trained my auspex on the cloud and could not believe my augmentics—Orks were furiously flying through the air toward our position with massive rockets strapped to their backs. These strangely-constructed thrusters served as a form of jump pack to quickly propel them into battle while overcoming the intervening barricades. Once these rocket-pack Orks landed inside the perimeter, they quickly charged into combat with the Brontians, taking advantage of the surprise their arrival had caused. Luckily for us, reinforcing units of these Stormboyz (as I later learned they were called) crashed into the side of the bastion, thinning their numbers and allowing us to repel the attack.BurnasThe pyromaniac Orks known as Burnas are classified as Terror Troops by the Imperial Guard (see subsection 7, ref: 53-vh905) and are to be considered threat level Xenos Majoris. Burnas delight in setting everything in their path ablaze with their scorchas as they make their way across the battlefield. In addition, Burnas have recently been found by various Imperial Captains within the Koronus Expanse to be lethal boarding troops. According to a recent interview I conducted with Rogue Trader Vin Speng, these troops were responsible for the loss of the escort vessel Indomitable Will. It appears that these xenos are able to alter their flamethrowers to function as a high-powered cutting torch as well, and used them to bypass a number of decks on the ship after a successful boarding action during battle. The Burnas had made their way into the engine room and during a prolonged shootout, they managed to set fire to the fuel reserves and cause a catastrophic explosion that tore the ship apart.ORK BOYThe untold masses of greenskins found throughout the Expanse are simply known as Ork Boyz; these are the warriors of the Kaptins that populate the many voidships, warbands, and tribes ready to unleash their destruction upon their enemies, which for Orks simply means everyone else. Boyz (or Da Boyz, as they commonly refer to themselves) are always ready for a fight and usually spend their time looking for one. It is not uncommon for the bowels of a Kroozer to be filled with fighting pits and other areas where Da Boyz duke it out to find the biggest and best fighter in the warband. These dust-ups are brutal and bloody, but seldom lethal thanks to the amazing constitution of an Ork; the xenos just batter each other until the winner is clear (and the loser can’t stand up any longer).In battle, a Nob leads the mobs of Boyz, keeping them in line and following orders on the battlefield. A Nobz’ crew reflects his own personal style and past glory. Individual mobs sport various heraldry and totems based on past achievements and conquests; it is not uncommon for Orks to have all manner of grisly trophies on their armour, such as enemy helmets, skulls, banners, and other items. Another way these bands set themselves apart is based on any Clan affiliation that they have. For example, members of the Evil Sunz have red paint jobs and the grinning sun icon on their armour and weapons while Bad Moons have garish yellow armour and black flames as accents.KAPTIN VOGRUD’S SQUIG CANNONThe Freebooter ship Gork’s Klaw is known throughout the Expanse for its ability to plunder vessels quickly as well as its more arcane weaponry devised by Kaptin Vogrud’s insane Mek Boyz. Amidst the vast arrays of Lifta Droppas, Pulsa Rokkits, and other weapons that coat the hulls of his ship, there is one that sends more shivers down the spines of enemy captains than the others—the rumoured Squig Cannon. Where most weapons simply destroy a ship and slaughter its crew, the Squig Cannon is said to be a weapon of pure terror as it unleashes terrible, agonising change upon its victims. If a ship’s void shields are breached and an area of hull is exposed, Vogrud’s favourite tactic is to order an immediate surrender or he “Turnz uze all into stinkin’ squigs.” According to the tales, inevitably when the enemy captain refuses, Vogrud fires the cannon and unleashes its horror. How the cannon works is not said, but its rays evidently permeate the hull of the target vessel and anyone caught in the blast begins to transform as their DNA begins to mutate into something akin to that of a Squig. There is no actual proof of this weapon or its effects, but after losing several merchant barons and their valuable holds to the Kaptin, several Great Houses have jointly placed a bounty on Gork’s Klaw that could keep many Rogue Traders liv ing comfor tably for many decades.THE LOST BOYZOrk infestations can be notoriously hard to eradicate from a planet. At times decades, and even centuries, after an Ork invasion, bands of these xenos warriors who have been living in remote areas of the world or even underground may appear, often long after the initial attacks have been forgotten. These Lost Boyz can cause a number of problems for local defence forces tasked with dealing with the problem. In the aftermath of the infamous Siege of Port Wander, slain Orks were everywhere in the damaged structure. A massive effort was undertaken to clean out the xenos corpses, and hundreds of press gangs were assembled to search through the station’s untold number of decks. It took crews many weeks to even begin to clear the bodies from the station’s labyrinthine decks and corridors. During this time, a number of crewmen disappeared in some of the lowest and most remote areas and many of the superstitious workmen began blaming these disappearances on the unsettled spirits of the masses who died in the battle for the void station. Nothing was ever found after extensive internal sensor sweeps of the port, however, and additional provost-lead searches found nothing more amiss than normal for the port. Most of the naval personnel reported that the missing crew had simply deserted their posts for imagined better lives in the underdecks, a not uncommon occurrence for those under the harsh conditions of pressment. Several years later, though, a new rash of disappearances began across the station. Rumours and sightings of large, hulking creatures in the darkness began to make the rounds, as large as the common Ogryn dockworkers. Auspex readings of the station did not turn up any xenos life signs, but many areas are heavily shielded or blocked from internal sensors for a variety of reasons, rendering many of the scans inconclusive. Finally, after a Tech-Priest and a valuable team of repair servitors vanished in one of the deepest sectors of the station, a detachment of Naval proctors were sent to conduct a level-by-level sweep of the entire complex. What they discovered in a forgotten storage bay shocked the detachment sergeant. Nearly forty Ork Boyz hid here, remnants of the invasion force or perhaps new Orks grown from the spores left behind in the attack. The fighting was intense and most of the proctors lost their lives purging the taint of the xenos from the station. In the end, nearly a decade after Gulgorg’s massive Waaagh! brought it to the brink of destruction, the final Ork drew its last breath in the battle for Port Wander. To this day though, there are still tales passed across the tavern tables of unexplained murders and huge forms operating in the lower decks. Gretchin, or Grots as they are often known, are the most numerous of all the greenskins. These short, conniving, scheming, wretched creatures live only to be bullied and tortured by their larger masters. The Orks love nothing more than to kick, punch, punt, and generally abuse Gretchin at any chance they get. For all the pain and punishment they endure, Gretchin still seem to carry out what they are told to do with a mixture of fear and awe of the Orks, or at least until they can successfully scamper away to safety. These small greenskins are similar in physiology to an Ork but stand less than half their height. Gretchin are bald with large pointed ears and sharp teeth (instead of tusks), with long gangly limbs and a hardy constitution for their small size. They also have a well-developed sense of self-preservation.Gretchin are commonly found alongside Orks in any fighting, and are often used as a first wave of attack in combat so that the Orks can roughly gauge the strength and firepower of their enemy. Orks have no reservations about sending wave after wave of Grots to their death while they come up with “Da Kunnin Plan” based on the casualties, or more often simply for their own amusement. Orks also utilise Gretchin to be their weapon carriers, ammo porters, footstools, mine detectors, emergency victuals, and for other less appealing jobs not related to actually fighting the enemy. Some Orks even use specially-trained Gretchin as assistants in repairing vehicles or conducting medical operations Ork Runtherds specialise in corralling and training Grots, primarily to drive them forward into enemy fire. Needless to say, many Gretchin would rather avoid this, so the Runtherd applies encouragement involving weapons fire and application of their Grot Prods or grabba-sticks. Some Runtherds, realising that the Grots are more willing should they actually have a chance of surviving, outfit their herdz with ramshackle, blunderbuss-style weapons. In reality, this rarely helps them, but for a Grot in combat it is better than nothing. Despite what would appear as an odious chore at best, Runtherds are proud of their occupation and know they contribute greatly to the wellbeing of their tribe or ship. Maintaining a well-trained population of Gretchin is a respectable position for an Ork, Gretchin is a respectable position for an Ork, and Runtherds do their best to keep the little Grots properly in line. There are some Gretchin that can only take their downtrodden lifestyle for so long and eventually rise up and rebel against their cruel masters; the Ork Kroozer Kill ‘Em All is a tale of one of these uprisings. According to legends and tales whispered amongst Grots to keep their spirits up, the Gretchin crew of the ship plotted for many months to take control of the vessel. When the Orks were about to undertake an attack on a seemingly crippled Eldar ship, the Grots managed to arrange for most of the Boyz to be loaded onto the Ramships while they remained behind. Once the attack began, the Grots stormed the bridge and killed the few remaining Orks there, while firing the thrusters and catapulting the ship far from the battle. Without the fire support of their Kroozer, the Eldar made quick work of the Ork raiders and the Gretchin had secured a ship. This voidship was the first (and only) ship of the Rebel Grot Armada in the Expanse. In addition to Orks and Gretchin, the lands of the greenskins are filled with smaller, stranger creatures—Squigs. These creatures are so varied in form and function that some believe cataloguing them all is impossible. While Squigs may vary in appearance and ability, they all serve a fundamental role in Ork society. Some are used as medicine, others are used to oil machinery, many are used as food, and some are even used cosmetically, but all are essential to the Ork way of life.ATTACK SQUIGIn battle, the larger, most ferocious Squigs are used by the Orks in many ways. One of the most common is the Attack Squig. This creature is nothing more than a fanged mouth and a bad attitude that is unleashed on the enemies of its Ork master. There are many varieties of Attack Squig and breeding them is a favourite pastime of all manner of Orks. The most common type is known as the Ravenous Face-Biter, though others are growing in popularity amongst the Freebooterz of the Expanse including the Insatiable Armripper, the Gut-Growler, and the Large-Eyed Legsnapper. Imperial scholars and Magos Biologis adepts have debated the nature of the Snotling since mankind first discovered Orks all those millennia ago. Some thought them to be juvenile Gretchin, but more evidence indicated they are separate variant sub-species of the basic Ork form. Where they come from and why they exist may always perplex those that study Orks, but one thing is for sure—Snotlings can quickly become a menace if not dealt with quickly.A Snotling appears to be a miniaturized Gretchin. It stands roughly half a metre tall and has the same gangly appearance of a tiny Grot. Their small size means they cannot carry weapons beyond small daggers or sticks. Unlike Gretchin or even Orks, Snotlings also lack even a basic appreciation for violence, however, thus making them mostly unsuitable for combat. For the most part, these tiny creatures tend the many types of fungus and Squig-beasts that are omnipresent wherever Orks live for long, even aboard their ships. Many Orks keep Snotlings as pets, this being perhaps the pinnacle of Snotling achievement.The danger that comes with Snotlings is their ability to infest an area and generally wreak havoc upon everything they come into contact with. A Snotling has no qualms about crawling into an intake tube or engine compartment to see what is inside, resulting in a messy end for the Snotling and a large amount of damage to the mechanism. These vermin also seem to reproduce quickly if left to their own devices, another link to their fungoid heritage it would seem.On Ork ships and colonies, Snotlings are mostly left to themselves unless needed (especially by Mekboyz looking for Shokk Attack Gun ammunition). Runtherds are sometimes called in to gather the creatures when they get too numerous, too underfoot, or the ship’s rations run too low, utilising a variety of means including specialised Squig Herding beasts, Grot Prods, frag stikkbombz, and other devices.SNOTLING INFESTATIONSIf a group of Snotlings makes its way on board a Rogue Trader’s vessel, it can cause all manner of problems for the crew and damage to the ship. Here are some possible ways a GM can have an infestation play out.What’s that sound?A group of Snotlings has made its way onboard, perhaps inside an unsecured cargo container. The miniature menaces quickly make their way inside access hatches and tunnels of the ship. For the first few days, the crew hears an occasional loud scratching, wild caterwauling, and other odd noises from inside the walls of the ship. The tiny creatures are too small for easy detection, and the ship may grow a reputation as being haunted by the warp-echoes of those who died aboard her. Should that light be flashing?Eventually the Snotlings make their way to a critical system and their poking and prodding breaks something, causing the ship’s engines to fail in interesting ways. This might happen when there are no other situations demanding the Explorers’ attention, so that they can properly investigate and exterminate the creatures, but perhaps not. It’s getting away!While working to eradicate an infestation, a small number of the Snotlings escape and make their way elsewhere in the ship. This could be especially troublesome should there be visiting dignitaries or captured prisoners aboard. A key to these encounters is keeping a fine balance between urgency and levity. At first glance, Snotlings are almost comical but the Explorers should soon realise that if they are not quickly dealt with they can become a major threat to a ship or ground installation. Snotlings can get almost anywhere, and the GM should not be hesitant in using them to infiltrate a ship’s warp drive, Gellar Field, or other vital components should the players show complacency. ORK ADVENTURE SEEDSOrks can be an exciting opponent for Explorers to face. Unlike many of the xenos races that adventurers encounter, Orks can range from a desperate battle with a seemingly unstoppable force to an odd but tense encounter with wily Ork Freebooterz. The variety can be very rewarding to GMs looking for a new direction in their games. GMs should keep in mind, though, that while Orks are not the smartest species in the galaxy, they are not simple mindless brutes, either. They have motivations, goals, and plans like any other race—these desires just may be hard for the players to understand.BREAKINGTHE ROKAs the Freebooter Kaptin Madrok’s raids become more and more daring, the merchants have placed a large bounty on his head, drawing Rogue Traders from across the Expanse to hunt this elusive Ork. After much searching, the players learn of his hidden installation in the asteroids of Stompgit and set out to infiltrate his lair and bring the Kaptin to justice. Unbeknownst to the characters, the Kaptin has set up an elaborate game of cat and mouse to test his mettle against the best the humans have to offer. The players must successfully find the Rok, gain access, and survive Madrok’s traps and challenges if they are to confront him.THE MEK’S GAMBITWord has spread throughout the Expanse of a Mek Boy who builds the most amazing pieces of technology for his Kaptin and his warband. After a particularly harrowing encounter with a group of Orks armed with equipment far beyond that of normal Orks, the Explorers set forth to find this Mek and stop him once and for all. When rumours surface during the course of the investigation that the Mek possesses an ancient xenos artefact, the stakes are raised and the players must find this powerful device before the Orks unknowingly unleash a great devastation on the Expanse.THE GREEN TIDE GROWSOrks from many different warbands and ships are all making their way toward a desolate world in the Heathen Stars known as Bloodfane. What is calling these greenskins to this backwater world? Is this a new tide of Orks moving the Expanse, or are they tribes formerly occupying Undred-Undred Teef ? If a major Waaagh! is about to be unleashed, it may bring destruction throughout the Koronus Expanse THE GREAT SQUIG HUNTA Magos Biologis researching on Footfall claims a select breed of Squig has amazing healing properties and can be used to wipe out many different forms of illness. When a horrific disease strikes a pleasure world deep in Winterscale’s Realm, the Explorers are asked to find these Squigs in hopes of coming up with a cure for this plague before millions of lives are lost. They may find the Squigs do indeed aid in a cure, or they may find it all an elaborate trap designed to snare an unsuspecting Rogue Trader’s ship.For centuries, Rogue Traders and other captains have reported sightings of a massive ship just on the edge of their auspex ranges. This vessel appears briefly and vanishes before it can be identified or tracked. The only thing that is consistent in these sightings is that when this mystery ship appears, Astropaths on board report horrible visions of an Ork skull surrounded by black fire. Captains have considered this ship an ill omen; a ghost ship that brings bad luck and danger when it is seen. Is the vessel real, and if so where does the ship hail from and where is it going? Why has it not engaged in piracy and plunder like so many other Ork voidships? UNLIKELY ALLIESAn Ork Freebooter Kaptin seeks out the Rogue Trader and his crew with a strange request—another Rogue Trader who the Explorers have an enmity toward has double-crossed the Ork Kaptin and stolen his prized Snazzgun. Unable to locate the scoundrel on his own, the Ork proposes an alliance, as he knows the Rogue Traders have a longstanding rivalry and this would be a chance to get back his personally kustomized weapon. There is something else at work here, though, as the Ork is extremely knowledgeable of the Explorers and their history. How has he learned so much about them and why is he so anxious for this alliance A MYSTERIOUS TRANSMISSION...While travelling near the Accursed Demesne, the mercantile frigate Light of Macharius intercepted the following transmission. After filing the report with their House, the frigate resumed regular operations in the area. Below is an excerpt of this transmission....iz dis ting on? Attention all Orkz and‘umies! Wez iz da Rebel Grot Armada and wez have claimed dis part of spazz as our own. Wez are not to be messed wit az we are unstoppable... What? I iz making a threat ‘ere. Leave me alone! (sounds of scuffle and punching)(new voice)...I is Robgratz and wez iz da Rebel Grot Armada. Wez are an unstoppable force and wez are not to be mess ‘DA BOYZ ‘A SNAZZFLEET MORDAKKAThe reckless, ramshackle fl eet currently in control of the Zhorne system is led by the notorious Ork Freebooter Kaptin Orlog Mordakka. Originally from Tusk in the Undred-Undred Teef, Kaptin Mordakka is a vain, preening, and brutally stupid Flash Git from the Bad Moons Clan. Cast out of the clan and chased out of the system by his fellows for his inability to follow even the simplest orders and his constant braggadocio, he took to the stars. Like many outcasts, quickly fell in with one of the many groups of Freebooters operating in the Expanse. Through treachery and violence he moved quickly up the ranks aboard his ship, eventually claiming command for himself by striding onto the bridge with his Kaptin’s head on a pike and declaring himself Boss. For years now, Kaptin Mordakka has sailed among the systems of the Accursed Demense preying on anything that strikes his fancy, alien and fellow Ork alike. Despite his room-temperature intelligence, his frequent, uncontrollable rages, and his generally insufferable demeanour, Mordakka has gathered to his flag a number of less powerful Freebooterz and pirates largely thanks to his incredible luck. Thanks to this, and a certain amount of natural cunning, Mordakka has made a habit of lucking into wealth and achieving victories against even the most daunting odds. One such event was his discovery of the Zhorne system.The ships under Mordakka’s command, referred to both by him and by the other Kaptins in the armada as the “Snazzfl eet,” are indeed a force to be reckoned with. Aside from the Kaptin’s personal kroozer, the Ta k e ‘ D a t !, which hangs in orbit over Zhorne II, the Snazzfl eet is made up of a variety of raiders, attack ships, and kroozers along with a handful of inter-system craft and landas. The exact number and composition of Snazzfl eet Mordakka is left to the Game Master’s discretion and should largely depend on the number of ships under the Explorers’ command and the average of their combined power. The fi nal battle against Mordakka’s forces should be a diffi cult one for the Explorers, and one with very real consequences for failure, but should never be impossible to win. The ships in Mordakka’s fl eet use the stats for the Onslaught-class raider on page 209 of the ROGUE TRADER Core Rulebook, with an NPC Crew Quality of 35, and the Orks who man these ships use the stats for Ork Freebooterz found on pages 376-377 of the ROGUETRADER Core Rulebook. If the Game Master has any of the Rogue Trader supplements detailing Orks in the Koronus Expanse, such as INTOTHE STORM or BATTLEFLEET KORONUS, he might wish to use the ships and NPCs detailed within those books to fl esh out the Ork armada. Kaptin Mordakka uses the profi le for an Ork Freebooter with the following modifi cations: 20 Weapon Skill, 20 Strength, 20 Toughness, 20 Agility, 30 Wounds. He is equipped with “Da ‘Eadzappa,” a brutal, electrifi ed chain axe with the following profi le: Melee; 2d10 11; Pen 2; Shocking, Tearing NIGHTMARE PHILTREThis toxin creates terror in its victims, nothing more or less. Though the exact composition of this poison is a jealously guarded secret of The Sutured Helix, dark whispers tell of how Salaine Morn commissioned Drecarus to create it shortly after her forces slew a Rak’Gol raiding party that had simultaneously attacked the human settlement she was in the midst of pillaging. It is said that she brought one of the creatures’ corpses back to the Haemonculus as a gift to entice his services, and he repaid her with this serum of hell-dreams some days later. By chemically influencing the “fight or flight” reaction, and then triggering it, an overwhelming sense of panic and dread afflicts the victim, without obvious cause or reason—something that is arguably more terrifying than being afraid of anything specific. In many cases, the horrified psyche actually tries to invent some fearful apparition to justify the terror, a feat of self-delusion that only serves to act as a beautiful accompaniment to the Dark Eldar feeding upon this unreasoning panic. Hard-won experience has taught the Dark Eldar that this particular poison does not have an effect on all of their foes—even the most concentrated dose does not influence a Space Marine in any way, and it seems to merely enrage Orks.A failed Toughness Test to resist Nightmare Philtre is treated as a failed Fear Test with the same number of Degrees of Failure. As a result, the target must immediately roll on Table 10–4: The Shock Table on page 294 of the ROGUETRADER Core Rulebook. Creatures immune to Fear or that follow different rules for Fear are unaffected by this poison. Additionally, when an Ork is affected by a Nightmare Philtre, the drug always triggers the “fight” side of the reaction, causing the victim to automatically enter a Frenzy upon a failed Toughness Test instead of having its usual effect (see page 98 of the ROGUE TRADER Core Rulebook). NAVIGATING THE ACCURSED DEMESNEA voyage into the Accursed Demesne is a true voyage into the unknown. Home to inexplicable catastrophes, ghost-ships, and the countless Orks of the Undred-Undred Teef, the Accursed Demesne brims with danger for even the most experienced of Explorers. See pages 347-349 of the ROGUE TRADER Core Rulebook for more information on the Accursed Demesne.Entry Points: Footfall; Lathimon’s Death; Dolorium; Processional of the Damned.Stability: The known routes into this region are Stable (see Table 2–1: Route Stability and Risks on page 27).Astronomican: The Astronomican is normally visible in this region unless obscured by the caprices of the Warp.Charts: Charts to the Accursed Demesne are Extremely Rare, but Navigators of certain disgraced lineages, such as House Typhon and House Dakkar, already possess charts to these regions thanks to various unsavoury activities their ancestors undertook here. Navigators without these charts count all routes in this region as uncharted.Evil Reputation: A journey into this region always inspires bad omens among the crew, and any Command or Charm Tests made to negate Omens (see page 29) suffer a –20 penalty.Tusk: The Ork world of Tusk sits somewhere in the Undred-Undred Teef, brimming with Orks and surrounded by the carnage of aeons of conflict. Orks feel a natural pull towards this realm of violence and, while few imaginable Rogue Trader crews would choose to go to this world, Ork Weirdboyz always count as having a mental equivalent of a chart of the route to this particular world and always treat the route to Tusk as an Indirect Path (see Table 2–1: Route Stability and Risks onpage 27). It takes 1d10 + 40 days to reach this world from anywhere in the region with a Weirdboy’s “guidance.” this chapter contains new character options related to those granted the gift of the Warp in the Koronus Expanse. It includes the Ork Weirdboy Career, plus Alternate Career Ranks and Elite Advances for psykers and non-psykers alike, and contains options tailored for Explorers of all kinds, from those who wish to exploit the incalculable might of the Immaterium to those who would see it eradicated forever to those who delve into forbidden, tenebrous places to unlock its secrets.The power of the Warp is compelling, and there is a great deal of profit to be made by using it or exploiting those who can, for those daring—and some say reckless—Rogue Traders willing to take the required risks, gambling their very souls in the name of ultimate gain and glory.@c\HVZcUS`jk“Too much noise! Too much! I fink I’z gunna... I’z gunna... WAAAGH!” –Gazrog, WeirdboyOrk lives are governed by a very small set of rules. Fight for fun. Fight to live. Fight to get better stuff to use in the next fight. Loud things are good. Red ones go faster. Most important of all, the biggest ones are the best ones. That they form societies based on these rules is actually somewhat remarkable. The fact that Ork societies expand to other worlds is regarded by many as nothing short of amazing. Despite the rules of Ork life, it is not the biggest, the strongest, or the most brutal Orks that allow them to spread to new systems. It is the strangest and most volatile—the Weirdboyz.Perhaps their ability to create huge explosive balls of green destruction is what keeps other Orks from pounding them into piles of glowing green goo. It could be that locked somewhere deep in the savage Greenskin psyche is a genetic instruction that tells other Orks to let Weirdboyz live. Regardless of the reason, it is fortuitous for Ork-kind that they restrain their urges to pummel Weirdboyz—at least most of the time. Weirdboyz have two primary roles in Ork society: battlefield support in the form of psychic powers and “guidance” in space travel. In either role, they are isolated from the rest of their brethren.AN ALIEN MINDJust as an Ork body is different in many ways to a human one, so an Ork mind is different to that of humans. Aside from their innate lust for battle, the minds of Orks possess a number of quirks that make their psychology quite different to that of humans. The three most significant differences are described below. All other issues that come up should be discussed with the GM.DA BOYZOrks are fundamentally genderless. Their reproductive system is based on the spores they shed from their skins all through their lives and in the moments of their deaths, so the notion of gender common to many other species is of absolutely no concern to Orks, nor is it something they bother to understand. Throughout this section, Orks are referred to as “he,” but this is a simple convenience—Orks are not male, nor are they female, because such things are physiologically and psychologically irrelevant to Orks. This combined with their warlike outlook and the fact that they’re not at all human, means that it is fundamentally impossible to seduce an Ork, even if someone wanted to. They’re simply not built that way, physically or mentally.KAOSAN’ KURRUPSHUNOrks in service to the Chaos Gods, or even succumbing to the corrupting influence of the Warp, are so rare as to be essentially unheard of. Simply put, Orks aren’t so easily tempted by Chaos and they are far more resistant to the warping influence of Chaos than humans, for reasons that nobody has been able to accurately define. Orks don’t gain Corruption Points.MADBOYZOrks do, however, accrue Insanity Points. Like any other creature, an Ork’s mind can be damaged or broken by sufficiently traumatic experiences. Initially, the quirks an Ork will pick up as he faces all manner of horrors are of little concern to other Orks; they might mutter about him behind his back, but so long as an Ork is big and strong enough to threaten and pummel those who disagree with him, it isn’t a big deal if he’s a little “Eksentrik.” Of course, fully mad Orks are another matter and the Orks themselves collectively refer to them as Madboyz. These insane Orks tend towards extremely unpredictable behaviour, particularly when gathered into groups with other Madboyz. Sometimes they take things normally considered “Orky” to their furthest extreme, such as gathering scrap metal to “make sumfing important,” but just as frequently they can be found rummaging around dung-heaps pretending to be a Snotling or engaging in a six-hour shouting match with their own echo WEIRDBOYZ IN A SCRAPWhen Orks gather, they generate Waaagh! energy. This energy draws more Orks, which in turn, leads to a build-up of more Waaagh! energy. Weirdboyz act as conduits for this energy. They draw it in, concentrate it, and release it to aid other Orks in battle. Sometimes they don’t properly handle the flow of power, holding onto it for too long. This can lead to the heads of nearby Orks spontaneously exploding. While this is a good laugh for those Orks who see it happen, they know it could be their own heads next time. Because of this, Weirdboyz are tightly controlled. They are sequestered on the edge of camp, often given towers in which to dwell. Minderz watch over them in case they get the urge to wander.When the time comes to fight, however, Weirdboyz are unleashed. Their powers are often random and chaotic. They can open their mouths impossibly wide and vomit forth raw power, blasting foes into green oblivion. Nearby Orks can be filled with a portion of the Weirdboy’s power, giving them massive strength and increasing their ferocity. No matter how the power of Waaagh! energy erupts from a Weirdboy, the result is sure to be spectacular, dangerous, and impressive to his fellow Orks.WEIRDBOYZ IN SPACEBattlefields, street fights, and other combat zones are not the only places where Weirdboyz prove valuable to the Orks. When Orks travel through space, be it to seek battle or resources, it is Weirdboyz who allow them to reach their destination. Other races have navigation systems that rely on precise calculations and technical execution, faith in gods, or even eldritch incantations. Each of these systems of travel has some coherent, reproducible, understandable method that makes sense on some level, at least to the races that employ them. What Orks do makes no sense, not even to them. Like much of the rest of Ork technology, their space travel systems just seem to work. There’s no rhyme or reason to it other than the one thing that holds true for all of it—Orks believe it will work, so it does.For Weirdboyz, it couldn’t be simpler. The same things that apply to their lives on the ground, apply in space. They are still kept isolated from other Orks, still watched over by Minderz, and still grounded by copper. When called upon to use their powers, they are pushed into position and things just happen.Most of his time is spent in the navigation room. This chamber is a usually a sphere with an array of horns, probes, rods, and other devices attached to the walls. When a Weirdboy wants to guide his ship to its next destination or wants to communicate with other ships, he starts plugging himself in to the various gizmos he sees. From one session to the next, there is no consistency. The Ork never stops to make sure things are arranged just so. He just instinctively knows which bits and bobs he needs to use to get the job done. Just about the only consistent element is a horn or other funnel-like device into which the Weirdboy shouts and to which he listens. Other Orks on the ship don’t hear the response that comes back, but when the Weirdboy tells them that he has heard where to go, they go where he says TRAININGVS. INSTINCTWith so much of an Ork’s knowledge being instinctive—a quirk of his genetics rather than something learned—the matter of Ork training and development becomes a little more muddled. Do Orks learn, or are their skills something that continue to develop as they grow and age? The truth of the matter is probably something between the two, with aptitudes and physical traits becoming more evident and more pronounced as the Ork ages, grows, and wages war and learns new things. Certainly, Ork leaders seem to demonstrate increased cunning and ruthlessness compared to their lesser kin, and nobody can confidently say whether or not this was the nature of that particular Ork all along or something gained as size and confidence grew.In rules terms, this is all treated in the same manner: the Ork character gains experience, and spends it to gain Characteristic Advances, Skills, and Talents, a number of which are unique to Orks. As he fights his way across world after world, he grows in strength and size and generally becomes more deadly,as Orks are wont to do. ALIEN BIOLOGYOrks,like all xenos, differ from humans in a great many ways,some of which are more noticeable than others. About the greatest differences, a variety of tracts have been written—their inhuman resilience,their genetic knowledge,their craving for violent conflict, and so forth are all covered in this manner. However, there is a massive variety of ways in which the particular genetic and biological makeup of an Ork reacts differently to that human MEDICAL ATTENTIONOrk anatomy is more than a little different from humans and, while many equivalent organs exist, the details of their function differ. Given that the average Medicae will be trained first and foremost to treat humans, treating a xenos creature of any kind is a challenge. With Orks, however, this is alleviated by their resilient anatomy, so that mistakes in treatment are rarely damaging, let alone life-threatening.This issue also covers the use of drugs and stimulants: with a different physiology, human drugs may not have an effect on Orks and may in fact have a completely different effect. For simplicity, assume that human drugs have no effect whatsoever on an Ork unless he passes a Toughness Test, though the GM can rule differently at any time for a particular drug.Similarly, bionics and implants can be problematic, not only because of Ork biology, but because of the way in which Orks interact with technology (the details of which are subject of many wild theories). Simply put, a bionic built for humans won’t necessarily work in the way it is intended, if it works at all, and all cases of Ork characters attempting to use bionics and implants of human manufacture should be subject to the final decision of the GM. Ork “Bioniks” are a different matter, of course, but just as a human bionic won’t work on an Ork, an Ork Bionik won’t work for a human.IF THE GLOVE FITS...The other matter of significance is Orks using non-Ork technology. Orks actually have little difficulty using the devices of a number of other races, humans included, though their bulky, fairly clumsy hands may find small switches and dials fiddly in some cases. However, their distinct shape makes it difficult for Orks to make use of armour made for other species, particularly if the armour is rigid like carapace or power armour—an Ork simply can’t fit his body inside a suit of Stormtrooper Carapace made for a human being, as the intended wearer is a different size and shape. Customising equipment for Ork use is an expensive process, normally requiring specialist artificers to perform the alterations. Orks tend not to bother, favouring the devices of their own species in most cases, and most commonly using non-Ork technology as nothing more than spare parts for new Ork-made items. If an Ork finds a suit of armour he can’t fit into, for example, he’ll likely either ignore it or tear the choice bits off and use those individually rather than bothering with the whole suit.WEIRDBOYZONA VOIDSHIPOrks are strange and alien creatures to start, but (appropriately enough) Weirdboyz take the oddity of their kind to impressive new levels. Below are a few of the many adventure seeds that could tie particular Ork Weirboyz in ROGUE TRADERCampaigns:The search for a particular item, to which the Weirdboy feels inexplicably drawn, might bring him into an alliance with a Rogue Trader seeking the same object—at least until the two have to decide which of them gets to keep it.The desire to travel to a particular place, such as specific the Ork world of Tusk in the ‘Undred ‘Undred Teef could motivate a Weirdboy to work alongside a Rogue Trader, whose mighty voidship might well be the Ork’s only hope of arriving at such a specific destination. A Freebooter Kaptin might “gift” a Weirdboy who has steered his vessel one too many times into debris fields, asteroids, and Warp storms to a Rogue Trader who had hired his forces—and, after all, who could turn down such an “honour?”Orks are strong, resilient, enthusiastic, and aggressive. They are alien creatures driven by a lust for violence and a physical need to assert their strength and power over those they see as enemies. More than almost any other character type, the truth of who and what they are dictates their actions and responses to situations they find themselves in. Because of these factors, Ork Weirdboy characters are recommended for experienced players familiar with the Warhammer 40,000 Universe and do not use the standard character generation methods described in the Core Rulebook.In order to create an Ork Weirdboy character, you must first obtain your GM’s permission.GMs should consider carefully the kind of campaign and adventures he intends to run before allowing his players to use Ork Weirdboy characters.This is because, quite aside from their inhuman and virtually unparalleled ability to withstand damage,an Ork is focussed very much towards violent methods and violent activities,and is ill-suited towards games of political intrigue,social niceties, and subtle investigation. In addition, being aliens, their presence may not be tolerated by more puritanical characters within the campaign, creating further difficulties and complications However, there are a myriad of fascinating ways in which an Ork Weirdboy can join a Rogue Trader’s crew, ranging from desperate alliances to strange circumstances of mutual gain in the lawless Koronus Expanse. And, of course, there are endless interesting possibilities once a Weirdboy has actually become a member of the crew—and the other Explorers must now cope with this fact!The method of character creation is similar to, but not quite the same as, that used for human characters in the ROGUETRADER Core Rulebook. The following sections describe the many bizarre traits and innate abilities of an Ork, covering the matters discussed earlier in this chapter. Information and details regarding different of Ork Player Characters, including the Ork Freebooter Career Path and the Kommando and Mekboy Alternate Career Ranks, can be found in other ROGUE TRADER books, such as INTOTHE STORM.ALL DA RESTOrks rarely go to war alone, instead preferring to strike in massed, screaming mobs of bodies. While Ork Freebooterz sometimes leave the Waaagh! to set out on their own, they are usually not alone for long.MINDERZWeirdboyz are regarded with uncertainty by most Orks, both for their unusual powers and for their decidedly un-Orky dislike of noise and clamour. Minderz are Ork bodyguards, chaperones, and jailers in equal measure, ensuring that their Weirdboy doesn’t mingle with other Orks until needed, and marching him to the front lines when necessary. Minderz can be acquired with the Minderz Talent Ehe powers of Weirdboyz are unpredictable at best, and commonly produce bizarre side effects, particularly where the Weirdboy himself cannot properly control those powers. Numerous possible effects have been observed, from bizarre lights and sounds to bizarre telekinetic displays and a dizzying sense of unease. In the worst cases, the accumulated power can find no other means of expressing itself and simply forces itself out of the Weirdboy’s head in the fastest and most violent way possible. This can cause anything from crippling headaches to bouts of vomiting green flame to the head of the Weirdboy (and often other nearby Orks) detonating Dere’s dis fing, see, what comes from all Orks. It goes round us an’ through us, and keeps da kosmos togevva. It’s called da Waaagh!, an’ it makes Orks Orky. It gets bigga when we does, and gets stronger when we’s fightin’ an’ winnin’. An’ when dere’s enuff of it, lots and lots of it, see, den speshul fings ‘appen. Like really ‘uge wars!”either Orks nor psykers are known for their predictability, and Ork Weirdboyz combine the most volatile traits of both Greenskins and those gifted with the power of the Warp. The Waaagh! energy that flows through all Orks makes itself manifest through Weirdboyz, granting them powers that stand in stark contrast to the rigid discipline of the techniques employed by Imperial Astropaths and other Sanctioned Psykers. Instead of focusing on total mastery over certain aspects of their power, Weirdboyz often simply allow their abilities to manifest, guided only by the strength of their will and the fortune they are granted by Gork (or possibly Mork). Of course, Weirdboyz are not exempt from the consequences of using psychic powers unrestrained; though their abilities do not attract Warp predators in the same manner as those of human or Eldar psykers, Ork Weirdboyz have been known to combust spontaneously, explode, or even become disconnected from space and time itself while using their powers. These risks do little to discourage them from channelling the Waaagh! recklessly, however, and some Weirdboyz have even been seen using their abilities in the hopes of triggering bizarre new effects.Weirdboyz draw their power from other Orks, and thus become more powerful in the presence of rampaging hordes of their allies. However, most Rogue Traders take a dim view of such things aboard their vessels, and so those rare Weirdboyz in the Koronus Expanse who end up on Rogue Trader ships must usually make due with only their Minderz and a few scattered allies. Whether this provides a sense of relief to be away from the clanging masses or frustration at the limits of his powers depends on the individual Weirdboy and his particular mood at the time.STARTING SKILLS, TALENTS, AND GEARStarting Skills: Awareness (Per), Common Lore (War) (Int), Psyniscience, Speak Language (Low Gothic) (Int), Survival (Int).Starting Talents: Peer (Own Clan), Psy Rating (1), Da Power of Waaagh!Starting Gear: Copper channelling rod (see page 131), squig-hide coat and leggings, brightly-coloured clothes, distinctive hat, assorted bones and skulls ritual pouch Weirdboyz are the lightning rods that channel the fury of their massed Ork compatriots. The Waaagh! binds them to other Orks, turning the startling enthusiasm for violence of all “da Boyz” into potent psychic powers. Many of their abilities are simply blasts of manifest blood-thirst that sear their foes like lightning, but sometimes their abilities are far more bizarre and unpredictable, if no more subtle.The powers of a Weirdboy may help him to smash his foes, inspire those around him to crush those who oppose them, or simply blast his enemies to smithereens, but at their core, all of a Weirdboy’s abilities have the nuance of a sledgehammer and a similar effect when put to use. The ideals of precision and self-discipline to which human Astropaths aspire are utterly incomprehensible to an Ork psyker, and the danger of channelling dread force that might tear him asunder at any moment merely exhilarates any Weirdboy worthy of the title—to lay the path for powers so much greater than himself is to be truly alive.All Weirdboyz draw their power from masses of other Orks, but some Weirdboyz are capable of doing this at greater distance than others. While many Weirdboyz must have other Orks nearby to use even the simplest of powers, particularly powerful specimens, including those following the Weirdboy career, grow more powerful in the presence of other Orks but can also channel the Waaagh! from far-away Orks.Dat’s da Power of Waaagh!: As Orks do not manipulate the Warp the same way as other psykers, a Weirdboy has the Da Power of Waaagh! Talent, which means that he uses his abilities in a different way from other psykers. He may not use Psychic Techniques at the Fettered or Push Strength, and he counts his Psy Rating as 1 higher for every Ork within a number of metres equal to his Willpower Bonus. A Weirdboy still incurs Warp interference on any roll of doubles on a Focus Power Test, but he rolls on Table 3–2: Weird Fings (see page 58) instead of Table 6–2: Psychic Phenomena (see page 160 of the ROGUE TRADER Core Rulebook), and rolls on Table 3–3: ‘Eadbang (see page 59) instead of Table 6–3: Perils of the Warp (see page 161 of the ROGUE TRADERCore Rulebook). A Weirdboy adds +5 per point of his Psy Rating above 3 to the results of all of his rolls on these Tables. Finally, Weirdboyz find it hard to suppress the Waaagh! energy for long periods without unleashing a power (see Weirdboy Waaagh! Discipline).A suitably unpredictable ball of teeth and bad breath, a Tusk-Born Wyrd Squig is an unstable mess of Orkoid psychic potential from the savage Ork-held world of Tusk, deep in the tract of systems known as the Undred-Undred Teef. Weirdboyz in the Koronus Expanse prize these creatures and some go to extravagant lengths to personally acquire one from the war-torn and blood-soaked world of Tusk. Though no sane human psyker would go anywhere near one, in the vastness of the Koronus Expanse, there are many who are less than sane. The Tusk-Born Wyrd Squig is an example of how you can modify an existing creature into a Familiar (see page 57 for the Squig profile).Ehe Orks are an innately psychic species and they unconsciously generate a considerable amount of psychic “background noise,” an energy field known simply as “Da Waaagh!” This field grows more potent and more intense when the Orks themselves are excited, particularly during battle, creating an almost palpable tension that accompanies Ork hordes/ ORK WEIRDBOYWeirdboyz are the psykers of the Ork species, absorbing the energy of Da Waaagh! and expelling it in violent surges of luminescent green power. Weirdboyz have little control over their abilities, and as the potency of this energy increases with the number and enthusiasm of the Ork Boyz around them, so does the power that a Weirdboy must endeavour to control. Even when they manage to contain this violent and erratic force, bizarre phenomena commonly accompany Weirdboyz, ranging from flashing lights and strange noises to psychokinetic tremors and random fires. Should they fail to disperse, direct, or expel this energy in some controlled manner, they may cause even more dramatic phenomena, such as the explosion of nearby Ork heads.For this reason, and the fact that Weirdboyz dislike the company of other Orks, these psykers remain apart from the rest of their kind, dwelling in tall towers at the edge of encampments. Indeed, those who have gone truly mad are often garbed in luridly-coloured clothing and large, belled hats that signal their presence and nature to others. They commonly carry tall copper rods to ground the power they naturally gather—this can hardly disperse the energy produced by an Ork warband in the midst of battle, but it is usually sufficient to keep them safe day-to-day.A Weirdboy encountered while adventuring in the Koronus Expanse is likely to have been cut off from other Orks. Perhaps his army was destroyed. Maybe his ship was destroyed and his escape vessel spun wildly off course, separating him from the rest of “da Boyz.” Whatever the reason, it is this isolation that allows him to move about without constantly erupting with Waaagh! energy. Still, all Orks are capable of generating some Waaagh! on their own. Even the small amount a Weirdboy creates on his own or with just his Minderz can lead to surprising, explosive results.His erratic nature makes an Ork Weirdboy a particularly difficult foe to handle. Strategies that apply to dealing with psykers of other races do not necessarily work when confronting an Ork. The inherently unpredictable nature of their powers, combined with the physical capabilities of a Greenskin, means that a party will need to react to events as they unfold, countering assaults that work on psychic and physical levels at the same time .Orks are reckless creatures by nature, and Weirdboyz are “gifted” with the capacity to detonate themselves in many new and interesting ways unavailable to their more mundane brethren. As such, few Weirdboyz would survive long enough to gain any real control over their powers, even if this was something that they desired. However, Orks are not constrained by any perverse wish to “control” their power. “Restraint” is a form of subtlety reserved for “sneaky gitz, like grotz, ‘umies, and ‘dem prancin’ gitz wif ’ da’ big fancy hatz.”As such, if a Weirdboy does happen to survive the development of his powers, he is unlikely to gain any wisdom or sense of responsibility to accompany it. Instead, it is much more likely that he will go on to push himself to impressive (and undeniably insane) heights of psychic prowess, becoming more and more puissant and unhinged over time. They learn and invent increasingly bizarre and terrifying powers, mastering techniques that allow them to rend holes in the Warp through which they can travel or pulp enemies through cover with waves of Waaagh! energy. Weirdboyz who have attained these peaks of power and managed to avoid a messy death thus far are called Warpheads. Though Warpheads are obviously rare given their “profession” and proclivities, a single Warphead can make for a terrifying and unpredictable foe.The Orks wield a frightening variety of weapons, most of them variations on the classic theme of twisted metal hunks best used for clubbing an opponent upside the head. Weirdboyz use several strange tools of their trade chosen for specific purposes beyond (or at least to supplement) their capacity for blunt violence.Ork Weirdboyz often carry large copper rods. These staves can serve as a primitive psy focus and also occasionally act as a grounding rod for the Weirdboy, channelling the energy of the Waaagh! away from him. Of course, they can also serve as none-too-delicate instruments of a Weirdboy’s ire.A copper channelling rod counts as a psy focus. Further, once per encounter, if a Weirdboy holding a copper channelling rod must roll on Table 3–3: ‘Eadbang (see page 59) he may make a Very Hard (–30) Willpower Test as a Free Action. If he succeeds, he may choose his result on this Table instead of rolling as he diverts the worst of the surge away from himself. If he fails, however, he reverses the intended effect, and must add +10 to the result of his roll on the table.TUSK SQUIGKNIFEThese odd double-sided blades, made from the teeth of wyrd squigs from the Ork-held world of Tusk in the ‘Undred-‘Undred Teef, are said by Weirdboyz to possess mystical properties that enhance their powers and jinx their foes. Whether or not this is actually true might be up to debate if any Imperial scholars cared to discuss such matters, but regardless, these daggers are valuable and unpleasantly sharp.A Tusk squigknife counts as a psy focus. Further, whenever a character bearing one or more squigknives makes an Opposed Willpower Test against a psyker, he gains a +5 bonus to his Test. gur’Kall, like all of his kind, was once regarded as nothing more than another bizarre Ork Weirdboy. His Warboss tolerated his presence because he brought something to the battlefield that dakka alone could not, but as time and battles went by, Gur’Kall’s powers shifted further and further away from wanton destruction. He seemed distracted, always looking to space, seeking something ineffable and just beyond his reach. When his Warboss led his Waaagh! to the stars, it was Gur’Kall who was charged with finding the path to the best fights and shiniest loot. The journey could have taken decades, or could have been stopped altogether by supplies running out or bored Ork crew tearing themselves apart, but remarkably, Gur’Kall managed to guide it to the Koronus Expanse. They located remote Ork settlements eager to join the trek and replace lost warriors. Time after time, Gur’Kall called out to the Warp and received perfect answers. The Warboss pushed harder and harder for Gur’Kall to seek new challenges. Gur’Kall, for his part, was eager to comply. It was as if he had a destiny, a purpose beyond that of other Warpheads. He felt touched by Gork, or maybe Mork. He was certain he was being guided by an unseen hand.Then it all came crashing down. DISASTERWhen Gur’Kall’s ship drew close to the Rifts of Hecaton for the first time, he knew immediately that he was drawing closer to his unseen destination. His excitement was more than he could contain. With a shout that was so powerful that it blew up the heads of all his remaining Minderz and even a few Orks outside of his copper corridors, Gur’Kall spewed raw, destructive Waaagh! energy from every part of his being.The resultant explosion blew a hole through his chamber and straight through the decks of the ship. Navigation and propulsion systems failed. Thousands of Orks were sucked into space; thousands more burned up as the ship was pulled to the surface of a nearby planet. The Warboss was crushed under a falling fighta-bommer. By some twist of fate, Gur’Kall lived through the impact.When he woke, he was alone. His ship was shattered. His clan was destroyed. Not knowing what else to do, he raised his face to the sky and shouted. There was no response. He shouted again, louder. Still nothing. He was alone on a planet with no other Orks.For months, Gur’Kall wandered the planet, shouting at the sky and hoping that he would hear an answer. Then it struck him that perhaps his purpose was not gone after all. There had to have been a reason he was drawn so directly to this system. His ability to shout had to be useful still. He decided to spend his days searching the planet for his purpose, doing the only thing he knew. He returned to the wreckage of his ship, gathered up a few instruments from his navigation chamber, and headed out in search of something he could not express, shouting to the sky and listening for an answer.Gur’Kall has since escaped this lonely rock, but he continues his search nonetheless, ever seeking something just out of his grasp. Though most who know of him seek to avoid Gur’Kall and the wake of destruction he leaves, there are those who say that he is being drawn to something awesome and terrible, and a few choose to trail him across the stars, hoping to get a piece of the prize at the end of his winding destiny.kustoM JobZOrk Mekboyz are nothing if not imaginative, capable of creating all manner of strange devices and bizarre modifications. An Ork with the Trade (Armourer) Skill may upgrade weapons by making a successful test. It is important to note that Ork weapons cannot be given human upgrades (see Rogue TRadeR, Table 5-9: Weapon Upgrades, page 133). At the GM’s discretion human weapons may be given Ork upgrades. However, this represents the Orks salvaging human weapons and “orkifying” them. GMs would be best advised to re-stat any salvaged weapon to the most appropriate Ork weapon. (If a GM has Into the Storm, he can use the Ork Armoury to help with this). blAstAThe weapon no longer fires bullets, but rather blasts of incandescent energy that sear through armour. The weapon’s Pen becomes 1d10, rolled for each hit the weapon inflicts, and the damage type becomes Energy, but it gains the Overheats Quality.Upgrades: Any ranged weapon that deals Impact damage. ekstrA bArrulZAn additional barrel or two allows the weapon to fire much faster, to the joy of its owner. The weapon gains the Storm quality and the Innacurate Quality. If it already has the Inaccurate Quality, it imposes a –5 penalty to all attack rolls made with the weapon. Upgrades: Any ranged weapon capable of full–auto fire.ekstrA rIppyChains of razor-sharp teeth line the weapon, attached to a smoke-belching motor. The weapon increases its damage by 1 and gains the Tearing Quality. If it already has the Tearing Quality, increase the damage by 3 instead. However, the weapon becomes Unwieldy. If it is already Unwieldy, it imposes a –5 penalty to all attack rolls made with the weapon.Upgrades: Any melee weapon ekstrA kAbooMExplosive ammunition makes for bigger wounds on the enemy and louder noises when the gun fires. The weapon’s damage type becomes Explosive and it gains the Tearing Quality. Upgrades: Any ranged weapon.More dAkkAA clanking assortment of chains, gears and pistons increase the weapon’s rate of fire, granting an additional degree of success on all Ballistic Skill Tests when the weapon is fired on semi-automatic or fully-automatic. However, the weapon uses twice the usual amount of ammunition when firing. (So a weapon with a Full Auto RoF of 6 would use 12 rounds of ammo, but could only score six hits. Upgrades: Any ranged weapon capable of semi-automatic or fully-automatic fire.skAttA kAnnonRather than conventional bullets, the weapon fires piles of jagged shrapnel that tear and lacerate. The weapon’s range is halved, and the damage type becomes Rending. In addition, it gains the Scatter quality.Upgrades: Any ranged weapon that deals Impact damage.ZAppy gubbInZA strange contraption beyond the understanding of most Orks, this weapon is fitted with whirling, sparking protrusions that crackle with green lightning. These devices discharge as the wielder attacks, burning through armour and scorching flesh. A melee weapon with this upgrade gains the Power Field quality and increases its damage and Penetration by 2. A ranged weapon with this upgrade adds 1d10 to its damage value and changes its damage type to Energy, but gains the Overheats and Unstable Qualities.Upgrades: Any weapon.The Enemy Without: Possessed of an incomprehensible cunning and fuelled by Orkish enthusiasm, an Ork Mek whose maddening inventions pervert the holy tech of the Machine God. Having despoiled a Mechanicus vessel during a previous raid, the Mek discovered the best ‘worky gubbinz’ imaginable. While the spoils of the Mechanicus ship have provided for innumerable Orky creations, they have long since run out and now he and his ‘kustom boyz’ are plying the stars in search of more gadgets and better ‘whatnotz’. Unfortunately for the populace of the Expanse, the Mek has decided that ‘umie technology makes for the best ‘konvershuns’ and has taken to human space as the sole source for parts. the BrUte Ork Warboss is a formidable villain using the column of the Nemesis Path that starts with Despot and ends with The Brute. His Despotic origins grant the Warboss skills such as Command and Intimidate as well as talents like Air of Authority. Motivated by Slaughter and threatening the Explorer’s Wellbeing, he has the Frenzy, Battle Rage, Crushing Blow, Furious Assault, and (several) Weapon Training talents. Many talents designed to make the Warboss seem indomitable and fearsome such as Hardy, True Grit, and Iron Jaw complete his status as a Warrior Without Peer. Though mainly developed for his superior combat skills, he has some social ability with regards to command and intimidation and fun roleplaying bits like his trophies and Ork Speak One method some Explorers have arrived at to cut out the business of research, developing leads and salvage site, and other tiresome aspects of the Trade is to simply create their own xenos goods. Many buyers will never know the difference, and manufacturing oddly shaped items that can be sold as alien artefacts is often easier than finding the real thing. While simpler in many ways, if a Trader is prepared to make a serious business of this then some research must still be done, especially on the buyer to indicate exactly how much they know about what is being sold to them. The Trader (especially his Explorator and Seneschal) must know enough about the item to recreate a facsimile good enough to pass inspection. Ork weapons would of course be much easier to counterfeit than Eldar, but if the buyer is a dilettante out to impress his equally ignorant peers and doesn’t know the difference then it becomes even easier. Orks are amongst the most warlike aliens in the entire galaxy. They are a primitive, brutal, and savage fungoid xenos with green skin and bad tempers. Able to multiply at a prodigious rate, Orks can quickly overrun a world if left unchecked—only their constant need to fi ght each other (and everything else) keeps them in line. However, from time to time, a single Ork leader emerges (sometimes called a Boss or Warboss) who manages to get the other Orks together for a common purpose. Should this mob grow large enough, the collective mind of the Orks focuses on a single mass invasion called a Waaagh! If a Waaagh! gains enough momentum it will sweep across whole sectors as worlds burn in its wake. Ork technology is extremely primitive, even by the standards of the Imperium. Even so, these creatures are somehow able to cobble together functional devices that would be scrap in the hands of others. Nothing emphasises this more than the voidships of the Orks. Ork Kroozers are monstrous slabs of twisted metal, scrap, and bristling guns. They are ill-kempt affairs and in constant need of repair by the Ork Mekboyz and their gangs of Gretchin slaves. However, they are (much like the Orks themselves) brutal vessels, able to infl ict and absorb a great deal of damage. Ork Roks are nothing more than hollowed out asteroids with engines and weapons bolted on for good measure. Though unable to traverse the Empyrean, Roks are a true menace—easily-constructed mobile fortresses with incredible resilience. While the Orks typically use them as bulwarks to cordon off areas of space, the Orks of Warlord Snokgritz have put them to other uses. Instead of mobile defence stations, the Damaris Roks are used as dropships. Fitted with looted plasma drives and retro-thrusters, and armed with whatever weapons the Orks can cobble together, these monstrosities are fi lled to capacity with eager greenskins looking for a good scrap. The Roks then muscle their way through human defences and plummet to the planet below. Naturally, many of the greenskins perish on the way in, but a good deal more survive. After the surface of the downed meteor has cooled suffi ciently, gangways and ramps open and the tide pours forth to menace the populace.Ork technology is generally unsalvageable by humans. For some reason, Ork ships, weapons, and other technological items function far worse for humans than Orks, if they function at all. More information on the Orks living within the Koronus Expanse can be found on page 348 of ROGUE TRADER.THE ORK BEACHHEADUnbeknownst to the Explorers or those on the planet Damaris, a group of greenskins have already arrived at the edge of the system, ahead of the main fleet. They have taken up residence around the gas giant Skadi and are beginning to build a crude Rock production operation on one of the smaller moons orbiting Skadi. If the Explorers are to be victorious over the Orks, they will eventually need to locate these facilities and eradicate them. However, at the beginning of the adventure, the Explorers have no idea about their presence at the edge of the system and will have no real way of locating them without extensive sweeps of the Frozen Reaches (or psychic prognostication and divination).This is an optional encounter. It’s not essential to the completion of this adventure (though it does garner additional Achievement Points towards the Endeavour), but can provide a taste of the action to come.On the eve of planning the battle, but before the main Ork force arrives, a meteor shower (common to this world) streaks through the night sky. This shower fogs up all manner of ground–based auspex and augurs. However, several hours after the shower ends, the Explorers start to receive reports that one of the outlying monitoring stations has gone dark. No communications can be heard from the outpost. It could be due to the meteor shower, or something more nefarious. If the Explorers themselves don’t volunteer to investigate, then General Dante suggests it as a “test” to see how the Explorers acquit themselves under fi re. If Dante is at odds with the Explorers, this is a shot taken at their expense, but if they ally with him, he suggests it as a way to prove themselves capable to the soldiers they’re leading into combat. During the meteor shower, the Orks managed to land a small force several hundred kilometres outside the city limits. The Orks don’t know that they have been detected and are here to scout out potential landing sites for their Roks. This is something that isn’t normally seen in Ork behaviour, something that those with experience dealing with them would know. In truth, the Orks coming down in this craft are Ork Kommandos, who are known for their sneaky behaviour. They hoped the landing wasn’t detected by coming in with the meteor shower, but the Orks aren’t that subtle and once on the ground, decided to take on some ‘umies along the way. The Kommandos infi ltrated the compound, killing the sentries on patrol, then breachied the station while destroying one of the bunkers with stikkbombs. The crew and Levy were massacred, and when the Explorers arrive, the Orks are busy wiring more charges into the station’s subterranean genetorium, hoping for a really big boom. There are a number of Kommandos equal to the number of Explorers plus 1d5 on site. All but three are above ground, and if they see the Explorers coming, they’ll prepare an ambush. They use their stealth skills to try and attack from cover, either in melee or with their shootas. The remaining Kommandos wire the charges and attempt to skulk off into the night. If the Explorers do not fi nd and disable the charges (the genetoria is located in the station’s basement, only accessible from within the station), the charges blow within 5 minutes. For Kommandos, use the Ork Boyz from page 377 of the ROGUE TRADER core rulebook, adding Hide 10 and Silent Move 10 to their Skills. If the GM prefers, this encounter can also be run using the Mass Combat rules from Rogue Trader. This is especially appropriate if the Explorers want to bring along some additional forces. In this case, the Orks should have a number of Kommando units equal to half the number of Levy units brought along. Their tactics are still the same, ambushing the Explorers and their forces. There are still three Orks in the genetoria wiring the charges.As the Explorers look out before them, they can see that there are several large asteroids, each fl anked by a pair of smaller Ork raiders. Each asteroid looks as if it has been fi tted with massive Ork–type plasma engines and cannons. These are Ork Roks, hollowed–out asteroids fi tted with engines and weapons. These particular versions are designed to brutally force their way past any blockade and crash onto the planet below. Once there, they will disgorge thousands of Ork boyz and their assorted equipment. This mission begins with two Onslaught Raiders and two Ork Roks starting 20 VUs from the surface of the planet of Damaris. The Explorers’ ship is supported by one system ship and can also be supported by either the Ordained Destiny, Starweaver, or Aegis. The remaining ships and the Bulwark are covering other approaches to the planet, and cannot intervene in this battle. (If the GM likes, he can have VUs “count as” shorter distances so that the Explorers are more focused on their area of space.) If the Explorers have a ship cruiser-sized or larger, the GM should consider either not giving them aid from the major NPC ships or increasing the number of Roks by one. The defenders’ ships should be deployed within 5 VUs of the planet, as they are in orbit. The Orks have staged a sneak–attack raid upon the ships of the staging area. To that effect, they have managed to rig their ships to exit the warp not only near the planet (reportedly a near–suicidal stunt) but within the middle of the small fl eet amassed at the staging point. Emerging close to the Explorers’ vessel (and the pair of system defence ships escorting them) are three Ork Onslaught Raiders—aptly-named ships that are perfectly designed for this type of attack. The ships are all rocked as a fourth raider attempts to exit the warp and explodes, the fl are briefl y rivalling the sun in intensity. Luckily the explosion is distant enough that no ships are damaged, but this should serve as a graphic reminder of the dangers of using a warp drive too close to a star. The GM is welcome to adjust the number of ships on either side, but the Explorers should have at least one system ship with them. The Ork ships should appear facing whatever vessels the Explorers have, and be 1d5+2 VUs away (roll separately for each). The Ork attack is an almost complete surprise. The Explorers can attempt to make a Diffi cult (–10) Command Test to rally their ship, otherwise their vessel counts as Surprised during the fi rst Round of combat. Any system ships count as Surprised. The goal of the Orks is to jump in and cause as much damage to the human fl eet as possible before they are destroyed. None of the ships attempt to fl ee unless they are crippled, at which point they will try to disengage. The Ork ships target the system ship or ships preferentially. Obviously, the players lose a system ship (or two) if the Orks are successful, which effects future space defences. выписки из других систем Black crusade 1 At the Battle of Gorro, Horus is said to have paid off a debt by chopping off the hand of an enraged orc who intended to strangle the Emperor. Certain renegade communities have partnered with alien races for mutual benefit, especially in the general confrontation in the Imperium. Orc mercenaries ... Allies and foes come in countless shapes and forms, from the Imperium's most recognizable fleets and jetsams (human renegades, corrupted servitors, and chaos-worshiping psykers) to the worst xenos or warp creatures. (Eldar pirates, orc mercenaries. BERINAND ASFODEL The worlds of Berin and Asphodel revolve around the poisonous star Velage. Both are relatively new additions to the Vortex, drawn into it just a few centuries ago. Both worlds have been completely devastated and have long since sunk into savage barbarism of the worst kind. It is impossible to say where these worlds came from, or they could have been sucked into a roaming vortex from virtually anywhere in the galaxy. The current inhabitants of Berin and Asphodel certainly do not keep any records until their arrival at the Screaming Vortex. The two species have risen to complete dominance on the planets; Countless clans of savage orcs have invaded Berin, and countless septa of the Kruts invaded Asphodel. Primitive wars are common on both planets, and the energies of the inhabitants are usually completely absorbed by fighting other clans or septa in fierce battles for survival. Much of Asphodel is a dull swampy swamp completely overgrown with suction. mud trees Nendya, for which long beards of burning moss stretch out. Throughout this fetid twilight environment, the lithe warriors of the Kruts stalk their foes with traps and ambushes. The tribes are nomadic, weaving temporary villages in the treetops, moving from place to place. Terrible cannibalistic feasts take place in front of jumping lights, and the night air is always filled with the angry rumble of distant drums. The Cool On Asphodel seem to have retained only the smallest remnants of technology in any form. The most sophisticated devices they can make are Krut's primitive lock guns. The Asphodel Marshes are rife with Krootox, Kroothounds, and other, much weirder, divergent branches of the Kroot evolution. It seems likely that the surviving coolies are gradually transitioning to a completely animal state, and in the long term, the last remnants of their limited civilization could completely disappear from Asphodel. It is only in the Lun Mountains that the master moulders still retain full memories of their craft. These strange creatures spend their lives forming even stranger offspring - huge moon moths and twisting ethereal worms of enormous size. They wait and look at the sky to see the return of Berin, the fiery sky of their myths. Berin's orcs live on a planet dominated by scorched deserts and relentless dust storms. Water and metal ores are rare commodities in Berin, to the point where even tribes of wild orcs are struggling with resources. The orcs themselves are gnarled and tough, their green hides almost black, searing the venomous star Wedgin and obliterating the relentless winds. Each tribe fiercely guards its watering hole and constantly tries to capture others in order to increase their numbers. With typical Orcish ingenuity, all kinds of vehicles are used to traverse the arid deserts and engage in fights with each other - from sewn-skin blimps to rocket sleds. Many of the tribes are particularly adept at crafting sands to produce chemicals for making raw explosives, and have a love of rockets that far surpasses all sentient beings. Other tribes produce large numbers of feral psykers known as Weirdboyz, capable of using unpredictable but deadly forces in battle. When one tribe does indeed succeed in conquering another and taking a second watering hole, a victorious Warboss is rarely able to control both places with his ability. overestimated ambitions of his subordinates. The restrictions imposed by the harsh geographic location and climate of Berin make it impossible to create a great empire. In the worst case, deadly dust storms circling the planet can rage for weeks and reach a force that rips an orc to the bone in minutes. Even the strongholds of the tribes can be destroyed by violent storms, such as the great constant storms that the Orcs call Ulg, Bur, and Zzuk. These circular storms a thousand kilometers wide sweep randomly across the surface of Berin, sometimes colliding and destroying everything in their path. Orcs believe that demons haunt the hearts of these great whirlpools, ripping the orcs to shreds and etching their bones in a curious spiral script.On both Berin and Asphodel, only one event takes precedence over the eternal cycles of blood-debt and vendetta—the time when their sister-planet looms large in the sky. Then every Shaper or Warboss turns their thoughts to migrating to a new world. 2 From Asphodel, countless moon moths and aether wurms take flight, migrating across the void to the orange ball of Berin. Heavily adapted Kroot cling to their backs for the crossing, surviving the passage by burrowing into their flesh to suckle like giant ticks. From Berin, swarms of rockets blast skyward towards the grey circle of Asphodel in reply, and huge rocks tear free from the desert sands—propelled aloft by gangs of chanting Weirdboys to carry mobs of ecstatic warriors to battle. The two streams of invaders meet and intermingle, the ferocity of both sides often driving them to do battle in the empty fastness between their worlds. Such battles usually mean death for victor and vanquished alike, with any survivors doomed to be taken by the ever-hungry void. War erupts across the face of both worlds when the skies fi ll with enemies from the other world. Only a handful survive the crossing and the subsequent (often disastrous) landfalls, but they are enough to make great gains at fi rst. The bravest and strongest fi ghters from both worlds are so busy trying to invade the other that they leave their home defences woefully weak. However, to date no force of invaders seems to have survived long enough to be found alive in a subsequent alignment. As their sister-planet wanes in the sky all of the tribes left behind invariably turn against any aliens to be found on their own world. In a quite exemplary display of unity, they prosecute a genocidal campaign against the interlopers, only returning to the normal business of killing their own kind when every invading Ork or Kroot on the planet has been destroyed.Pirates fi nd Berin and Asphodel to be excellent recruiting grounds for bands of ferocious savages. The cult of travelling to the stars is so fi rmly embedded in both the Kroot and the Orks that they willingly serve anyone with a starship, crowning the captain of any passing tramp vessel as king, emperor, or god as takes their fancy. The buccaneer Clavis Moreff is said have employed entire squadrons of Kroot riding aether wurms in his attack on the living gardens of Endhriesh and much woe came upon the Arch-horticultralist thereby. The sixth Shadow-Margrave of Sacgrave had a company of Orks recruited from Berin much feared for their cannibalistic proclivities. Most captains limit themselves to a few bravoes recruited from either Berin or Asphodel (the two species fi ght incessantly if placed in the same crew). They make excellent fi rst mates and boarding party leaders, with exceptional hand-to-hand combat skills and senses honed to perfection by life on their deadly homeworlds. However, dealing with the natives is not entirely without its risks. A few ships have found themselves overrun by over-enthusiastic Orks from Berin and promptly crashed into the surface of their world with disastrous results. The Kroot of Asphodel can be apt to assail passing vessels and try to force their way aboard to demand passage from their unwilling hosts.Trapped in orbit around the poisonous star of Velaj, the worlds of Berin and Asphodel exist in a state of unending war. Both were drawn into the Screaming Vortex only a few centuries ago, although none can say from where. Some believe they existed on the edge of the Vortex and were slowly absorbed by its creeping expansion, others say they were drawn across the length of the galaxy through ritual sorcery or vagrant Warp tunnels. Whatever the truth, the process utterly ravaged both worlds and their inhabitants, and reduced them to savage barbarism, and any records of their previous existence were completely lost. The two races that now inhabit these worlds certainly have no care for the past, locked as they are in a constant cycle of battle, conquest, and death BeriNThe sister planet to Asphodel, Berin is a barren rock as different to its twin as can be, an empty desert world bombarded with intense stellar radiation and scoured with endless winds. Life here is harsh and uncompromising, and every day is a battle for resources. The great desert plains offer up little save the promise of a slow death. Useful ores are practically non-existent, as is standing water. Life is a constant battle against the relentless winds and the Orks that infest the planet. The terrible conditions have made these Orks tougher and larger than many of their brethren scattered across the galaxy. Lacking proper resources, many do not carry complex weapons, relying on weighty blades called choppas and the rare heavy pistol. The inhospitable conditions have had other effects on their lives. On other worlds, a healthy population of Gretchin would support the Orks in their day-to-day life; here, they are little more than a food source. Unable to cope with the lethal sunlight and flesh-stripping winds, many simply do not survive; those that do are often seized as food and consumed to feed the Boyz. 3 The terrible planetary atmosphere has also led to a preponderance of wild Squigs, and endless species of these feral creatures have evolved under the glare of Berin’s toxic star. From the lightning fast, multi-legged Racer Squig to the bloated, gas-filled Balloon Squig, these unpredictable creatures are found everywhere on the planet.Many Ork tribes settle around desert wells, defending them ferociously from any and all aggressors. A culture of Mekboyz, ingenious Ork inventors, has grown up in these settlements, replacing the typical societal norm of a single Warboss leading the tribe. However, the constant battle for water and other resources means these settlements are temporary at best. Soon enough, the wells dry up and what little minerals can be dragged from Berin’s deserts run out, requiring the tribe to move on. The tribes have become particularly adept at constructing a bewildering array of vehicles for crossing the endless deserts. Rocket-driven sleds and buggies race across the parched plains, while Ork outriderz mounted on Racer Squigs scout ahead. Huge hide-stitched airships filled with hundreds of Balloon Squigs lashed together, or in some extreme cases a single Squig bred to a gigantic size, lurch through Berin’s skies as their rocket engines cough and sputter. Some of the more successful tribes even manage to amass enough stolen metal to construct tracked battle fortresses powered with simple, smoke belching Squig-engines. Orks are an aggressive and warlike race by nature, and those on Berin are no different. When a nomadic tribe encounters a defended well or rival stronghold, bloodshed is inevitable. As the battle for water and resources is a constant struggle, a cycle of never-ending warfare has developed. These Ork tribes spend their whole lives defending their wells and settlements from encroaching nomadic tribes or searching out new settlements to conquer in an orgy of violence. The Mekboyz here excel at creating explosives from what little mineral wealth they can extract from Berin’s grasp, and many tribes become obsessed with rockets, bombs, and grenades of all types. These are used in everything from vehicular propulsion to warfare, and battle on Berin is highly mobile and very, very loud.However, no one tribe has yet achieved dominance for any length of time; the climate and geography of the world make defending more than a single settlement almost impossible. The dust storms that ravage the world’s surface can last for weeks at a time and are capable of obliterating entire strongholds, ripping down walls and stripping even Orks to the bone in moments. Three never-ending great storms in particular, known to the Orks as Ulg, Bur, and Zzuk, are exceptionally devastating. Each of these storms is a thousand kilometres wide and rages across the face of Berin, often clashing together and devastating everything in their path. Ork Psykers, called Weirdboyz, have a curious fascination with these storms, believing that Daemons stalk at their heart tearing Orks asunder and leaving messages in their wake. These beliefs are perhaps not far from the truth. Legends branded on Q’Sal soul-parchments weep that long ago, before Berin was drawn inside the Vortex, the mighty Khornate Daemon Prince Ak’cogu’thiou’euak fought a great and terrible battle there. The world was not as it is now, but that conflict may have caused the eventual absorption of the world and triggered its slide into barbarism and bloodshed. Who or what the Daemon, known to men as Warfiend, fought against has been lost in the sands of time, but what is known is that Warfiend did not win. His essence shattered, his conqueror bound what remained of the Daemon and sealed it deep below the world’s crust. Despite its defeat, Warfiend was not destroyed and raged against its imprisonment. Impotent and powerless, its anger grew and grew until its howls of rage were felt on the world’s surface. Such was his wrath that the winds of Berin echoed its call, stirring into a great and terrible storm that lashed the planet in a desperate attempt to crack it open and free the Daemon within. Even now, the dust storms that ravage the planet, destroying all in their path, are but a fraction of the true power trapped at the heart of Berin, seeking escape.III: Masters of DestructionzurrgaBThe WeirdBoy A figure of mystery on Berin, Zurrgab is a nomadic Weirdboy with no clan. What happened to force Zurrgab into this lonely life is unknown. Some Boyz claim he wiped his entire clan out with a poorly thrown Bang Squig, others that he led them into a great sandstorm from which only he emerged. 4 Whatever the truth of it, Zurrgab now wanders the desert wastes alone, forever following in the wake of Ulg, Bur, and Zzuk.The three great storms are responsible for destroying countless Ork clans and are considered an ill omen on the world, but Zurrgab has become obsessed with them. He picks over the wreckage left in their wake with great care, collecting pieces of debris and the bones of the unfortunate victims. Zurrgab believes that the strange spiral symbols often found carved into these remains form a language, one that he is determined to understand. To that end, he collects these bones and other, less identifiable pieces of debris and stores them in a great cave known as the Ossuary. There he has begun construction of a great throne. He has little comprehension about why he is doing this, only that he must. When the massive throne of bones and skulls is complete, he knows that whoever sits upon it will led the Orks in a great Waaagh! the likes of which has never been seen on Berin, enough to crush the beak-boyz, the world they came from, and anything else in the Screaming Vortex that would stand in their way /BeriN ork BoyzThe vast majority of Orks encountered on Berin are Boyz, massive, barbaric humanoids with dark green skin, deep set eyes, and huge tusks. They do not have ready access to a great many natural resources, and so fight with a far more primitive style than their counterparts elsewhere. An enraged Berin Ork armed with a choppa is still capable of inflicting tremendous damage on any foe and is rightly feared. Their world has led to other, highly ingenious, weapons including buzza bombs and snappa guns.A buzza bomb is a simple jar of fragile clay into which brave Orks stuff swarms of Buzza Squigs, highly aggressive hornet-like biting insects about the size of an Ork’s thumb. When used in battle, an Ork first shakes the jar to anger the Buzza Squigs, thus priming the bomb, then hurls it into a thickly packed group of enemies. The jar shatters, releasing a horde of angry Squigs capable of shredding enemies in seconds. The swarms soon disperse, but there are always plenty more Buzza Squigs for an enterprising Orks to gather. Equally simple and effective is the snappa gun. The Snappa Squig is a large ferocious breed notable for its massive, tooth-filled maw. Ork Boyz trap these creatures and chain them inside heavy cages with hinged doors and a quick release mechanism, which releases the Squig on activation. The enraged beast leaps out, quickly attacking anything in front of him in a burst of jagged teeth, leaving nothing but shreds of flesh behind before being dragged back into the cage to attack again.mekBoyzThe erstwhile leaders and providers for the Orks of Berin, Mekboyz fill a vital role in Ork Kulture. They are similar in appearance to other Orks, although tend to wear better armour and carry bizarre looking, and often very dangerous, weapons. They are larger than Ork Boyz; the confidence their position has given them and constant need to establish their authority over other Orks has resulted in a number of Mekboyz on Berin developing into a warlord role. These Orks are referred to as Big Meks, and their exploits have created both mythic legends in Ork Kulture and mythic craters on the planet. Orks possess a little-understood form of genetic memory, and are born with pre-learned, instinctive knowledge. This is most prevalent in the Mekboyz ability to design and construct weapons, armour, and vehicles despite having no training or contact with other Orks. Mekboyz far removed from each other are also somehow create remarkably similar devices. Those of Berin are particularly adept at creating explosives, perhaps as there are few metals to make more elaborate items. Where other Orks are content use whatever slab of metal or random Squig they can find to make war, the Mekboyz are constantly inventing new ways to make things explode. These explosives are now used in everything they construct, from highly volatile fuels to their rokkit launchas and buggy busta grenades.Another important task that the Mekboyz complete is the construction of transport, without which survival on Berin would not be possible. Many Berin tribes become obsessed with speed, and their Mekboyz are often found tinkering with sleds and buggies. There is little that Mekboyz love more than trying to coax more and more performance out of their beloved creations, all the while muttering about how much Squig-power a new engine has or how quickly it can reach “Waaagh!” velocity. 5 WeirdBoyzWeirdboyz are Ork psykers, who draw their powers from the Orks around them rather than directly from the Warp. Often tormented with vivid dreams and plagued by almost constant headaches, they are strange and unpredictable figures in Ork society and act as a conduit for the latent psychic energy generated by all Orks. It builds within them, causing immense pressure on the Ork’s already poorly developed mind. Many in their younger days are unable to contain the power building within them, and it tears its way out in a flash of pyrotechnics to the roars of delight of all Orks in the vicinity. However, those that survive long enough learn to master their powers after a fashion, and can become powerful, if unpredictable, members of a clan. Weirdboyz on Berin play an important role in the desert clans, as they are able to sense the presence of the great sandstorms that batter the world’s surface and can thus guide their clan safely around the destruction. Some are also able to sense water and mineral deposits in the planet’s crust, through methods such as casting pebbles into the air and observing where they land, feeling the pull on carved twigs to indicate locations, or reading the patterns in pools of spilled blood In battle, a Weirdboy can often be found where the fighting is fiercest, drinking in the rage of his clan and hurling it back at his foes. This is a risky tactic, however, as the sheer volume of Ork psychic energy can prove too much for the Ork psyker, resulting in a catastrophic psychic backlash and the death of all those nearby, including the Weirdboy himself. Many Weirdboyz carry small familiars called Bang Squigs for just such an eventuality. When he feels control slipping and dangerous amounts of power building, he can attempt to force all accumulated energy into this specially bred Squig and then hurl it at the enemy before the inevitable happens. Even if it fails to work properly, it is always a source of great amusement for all Orks that survive the resulting explosion.The Orks of Berin have a far more practical outlook on the matter; they see Asphodel as another planet, one rich in opportunity and plunder. A planet where they can escape the endless sun and wind, where they can begin the glorious path of the Waaagh!As the planets come to grow in the skies of the other, each race prepares for battle. The Shapers of Asphodel call the Septs to the foothills of Lun, where they select warriors worthy of the migration. Feasting on the stringy flesh of Icebloom mushrooms, hordes of Kroot begin to excrete a waxy resin that protects them from the harsh temperatures and other perils of the journey. Once ready, they clamber aboard the great mountain beasts. Burrowing into the thick fur of the moon moths and deep feathers of the aether wurms, they attach themselves to the creatures using their hook staves and spiked harnesses, and carve open blood lesions in the beasts for sustenance on their journey.Across the void on Berin, Mekboyz begin to construct great rokkit ships and vast trakta-beam generators to hurl entire strongholds into the sky. Other tribes use their assembled Weirdboyz to tear entire chunks of the planet’s surface free and propel the cheering Greenskins, encased in glowing force fields, into the air.Inevitably. Aether wurms tear Ork rokkits asunder with their terrible claws, and entire septs swarm onto Ork vessels, whose defenders gun them down or tear them to pieces in brutal hand to hand combat. Deadly Ork explosives blast moon moths apart, their charred remains fluttering lifelessly into the ever-hungry void. Battles rage across Weirdboy-powered Ork Roks as the xenos engage each other, neither caring that victory might also spell cold death. Only a handful of those that set out survives this clash to arrive at their destination.The planetfalls claim hundreds more lives, as crippled Ork rokkits smash into the surface of Asphodel and drained, nearly dead moths plummet burning through Berin’s atmosphere.Each invading race finds it is able to seize great swathes of territory, as few remain behind to defend their world. Soon, though, the native xenos briefly unite again to rid their world of the enemy, with each Ork burned to ashes and each Kroot rendered down for fuel. These fragile alliances cannot last though, and as the last invaders are dispatched, the races once again fall into their old habits of genocide and bloodletting. Such behaviour has made both races of this pair of worlds prized as mercenary and slave warriors across the Vortex, their ingrained desire for migration and travel driving their eagerness to leave their own hellish world 6 while Ork-held Territories cannot be Corrupted in any sense meaningful to the Warmaster’s efforts. 91-94 wAAAGH! An Ork Warboss arrives in the region aboard a space hulk full of Greenskin warriors. Randomly select a Territory on the Crusade Map for the Warboss to claim. Its Defender Strength is immediately set to 75, and the Territory can no longer be Corrupted/ On one occasion, the Trickster took the form of Ork Warboss Irkfang Grubbz of the Evil Sunz Clan, who had recently conquered Tenebria VI. After the real Grubbz had passed out following a week of particularly rigourous celebrating, the Changeling quietly stole into the Ork encampment. Seated atop Grubbz’s prized warbuggy, the Trickster spent hours (an effective eternity, given the average greenskin attention span) regaling the carousing Orks with an elaborate fantasy involving “The Waaagh! of True Speed.” He created a mythic yarn involving the Ork Gods Gork and Mork, who one day decided to race each other to see which “wun wuz da fashtesh.” In the earthy, colourful language of the Orks, the Changeling described each step of the contest and embellished his tale with the violent details Orks love, such as a stretch of the race that spanned half a continent when Gork and Mork were neck and neck and “bashin’ wun anuvver” for days. The Trickster knew better than to conclude his tale, which would have required him to declare one god faster than the other and thereby risk enraging many of the Orks present. Instead, while the Orks’ blood was up from his exciting story, he declared that they would re-create the race of Gork and Mork and, in so doing, become the Waaagh! of True Speed. The Orks hastily divided themselves into two teams and mounted their bikes, buggies, and battle wagons. The enormous greenskin army raced after the Changeling into the Tenebrian night and, soon after, drove off a 500-meter cliff, thus ending the Waaagh! of True Speed and Waaagh! Grubbz to boot. Only war1 Orks are everywhere: brutish, green-skinned aliens with tribes on a million worlds and a collective galactic population which may approach (or even exceed) that of humanity itself. Muscle-bound and always thirsting for violence, Orks live only for war. Whether it is against the Imperium, other xenos, or other Orks, they simply do not care. This fact alone keeps the Orks from overwhelming the Imperium, as despite their ferocity and crude but effective technology, it is rare for them to unite, preferring instead to fight among themselves in endless wars for dominance. When they do gather into a single-minded battle force, it is a terrible thing to behold and whole systems are often consumed in flame and death. Known as a Waaagh!, these alien invasions have been known to wipe out whole regiments in their advance, men and women fed to the beast to slow or stop its assault. Such is the duty of the Imperial Guard. /ORBITAL DEPLOYMENTSome vehicles possess the ability to be deployed from orbit, allowing for rapid movements of troops and other vital materiel. The most famous of this type of vehicle is the Drop Pod used by the Adeptus Astartes, but there are a number of other vehicle types that are capable of orbital insertion, including Ork Roks, which are little more than hollowed out asteroids hurled at a planet in vast numbers in the hope that some will survive the impact! A vehicle with the Orbital Deployment Vehicle Trait can choose a location on the battlefield to land rather than moving to that location like other vehicles. After choosing a location, the vehicle scatters 2d10 metres in a random direction. All shooting at a vehicle undergoing an Orbital Deployment suffers a –30 to hit whilst it is in flight. If the vehicle is capable of moving after that, it may do so during the next Round. Any weapons the vehicle possesses and any passengers that were transported by the vehicle must wait a full Round before they fire or disembark/ Primitive wagons, civilian ground craft right and most Ork vehicles are often quite straightforward when compared to the fighting vehicles of the Imperial Guard. Vehicles of these types often have crude iron sights rather than machine spirit-driven targeting systems, axels and track-links with additional redundancy and armour plating that amounts more to whatever the builder had on hand at the time of construction rather than specially cast interlocking plates of ceramite. Each race builds their weapons of war from a different technology base, and there are many vehicle types that have extremely simple or highly complex construction techniques/Vehicles that are in command of larger formations often have even greater command and control systems than low-level command vehicles. Further enhanced communication systems and scanning equipment are a good way to achieve this, but more primitive races, such as the Orks, can achieve much the same result with massive “Shoutin’ Tubes” or even groups of Grots enthusiastically waving large banners and glyphs. The commander (or driver if there is no designated commander) of a vehicle with the Improved Command and Control Vehicle Trait may use his Command Skill to affect a number of squads or units (such as a Leman Russ or Chimera), in any combination, equal to his Fellowship bonus. This effect combines with Fellowship-based Talents such as Iron Discipline, Master Orator, and the like. Any character using this equipment also gains a +20 bonus to Command Skill Tests and may re-roll any failed Command Skill Tests. These systems are often used to coordinate the actions of large forces, up to the size of an Imperial Guard Company or Super-Heavy Tank Regiment/THE GREEN TIDE RISESNone can tell what might have come of Severus’ fiefdom had events continued unchecked. Perhaps he would have grown so bold as to risk openly declaring secession, or perhaps his shadowy allies would have turned upon him in his hubris. Instead, it was another xenos species that decided the matter. An Ork invasion under the warlord Ghenghiz Grimtoof, the self-titled “Git-Slaver,” came crashing out of the darkness and fell upon the outermost fringes of Severus’ pocket empire, slaying millions in a few short months. The defence forces of these worlds were geared largely towards the suppression of their own populations, or else for blustering parades honouring their master, and few were able to mount anything like a capable resistance. World after world slipped from Severus’s grasp as the Git-Slaver’s Orks rampaged all but unchecked through his realm. There was nothing either he or his sinister allies could do to halt them. 2 Severus the Thirteenth brooded upon his granite throne as millions perished. His closest advisors counselled him to beseech the Imperium for aid, yet all were silenced by the executioner’s blow. At the last, his counsellors all dead or fled, Severus was left alone and his empire all but fallen. In a moment of grim revelation he saw they had all been correct. He dispatched his own kin to the court of Lord Sector Hax to beg for aid against the Ork invasion. Though most of the messengers were intercepted by unknown assassins or fell prey to other, equally deadly fates, one got through. Severus’s own granddaughter went before Sector Lord Hax and delivered the plea for aid. Hax simply laughed at her.The patrician sector lord had been watching the Periphery from afar for years and knew well the treachery of Severus, though how much he was aware of its origins, he did not reveal. Later hearsay implied that some link between Severus and Hax, some dark tie, perhaps even a blood tie, stayed his hand as Severus built his own private realm. Yet, when the Orks attacked, it was to Hax’s own benefit, for it humbled Severus and forced him out of the wilderness in a very public manner. At length, Hax agreed that the Orks must be checked and the sector’s reserves were mobilised.Kulth, the capital of the sub-sector, was relieved, though in truth the Imperium never committed sufficient force to truly turn the tide against the Orks. The worlds beyond the Periphery descended into a churning cauldron of total war, yet so many troops were being committed to the secret war in the Jericho Reach that to many the endeavour seemed to have little hope of success. Some whispered that those who prosecuted that distant crusade had need of a war closer to home to mask the huge drain on resources, and so a deadlock in the Periphery was at best convenient, and at worst deliberately maintained.While the situation on Kulth was stabilised, the war beyond the Periphery was going badly for Severus the Thirteenth. While the Orks plundered the worlds of Deluge, KW-9, Pertinax, and a score of lesser systems, a myriad of other threats rose up. Despite the pacts he believed he had secured with the Dark Eldar, the pernicious children of Commorragh launched ever more audacious raids against those worlds on the verges of the war zone. Drawn by the near total collapse of the Imperium’s power in the region, the servants of Chaos, in particular the warband of Sektoth the False Whisperer, launched a series of brutal assaults, pursuing their own blasphemous missions. Beset upon all quarters, Severus the Thirteenth announced his annexing of the zone beyond the Periphery into what he termed the “Severan Dominate” until the crisis had passed. Hax was incensed, declaring Severus a secessionist and a traitor, and the war escalated to a previously unseen pitch. The servants of Chaos now walk openly upon the war torn worlds, doing the unknowable bidding of their masters, while the Dark Eldar raid where they will, their pact with Severus all but torn up. The Orks have now entered the second phase of their Waaagh!, the focus shifting from slaughter to enslavement. The Ork warlord has established his own bastion world at Avitohol and enslaved its populace so that countless millions of tons of ramshackle war materiel are being churned out to feed the species’ incessant hunger for weapons and munitions. The lines are drawn and the pressure on the front is increasing, and it is only the far more pressing needs of the Jericho Reach fronts that keep the Imperium from flooding the Spinward Front with so many regiments that all resistance is crushed. Each year that the Severan Dominate is not brought to heel is another year it spends reinforcing its core worlds, and another year the Orks’ strength becomes ever more established. And all the while, the forces of Chaos move unchecked through the region, and mad prophets whisper of an imminent manifestation of the dreaded Tyrant Star...Then came Waaagh! Grimtoof. Initially, it was only those worlds beyond the Periphery’s borders that suffered the Orks’ predations and it was many months before the full extent of the crisis was realised on Kulth. Even then, Severus believed he could hold the barbarous xenos at bay using the forces under his command, without compromising his ambitions by beseeching the Lord Sector for assistance.He was proved wrong in short order and saw no alternative but to declare the secession of the Severan Dominate.Kulth is now a scorched, corpse-strewn wasteland, its continents carved up into the ever-shifting territories of whichever army has most recently committed the most resources to taking it. 3 The Sanguine Palace still stands, protected from orbital strike by multiple void domes thought to have been acquired by pacts with outcast factions of the Cult Mechanicus. The palace is surrounded on all quarters by the most formidable defences on all of Kulth and has never fallen, though both the Imperium and the Orks have come close to taking its outer precincts on several occasions. The battle for Kulth has been raging for 83 years, the fates of each faction waxing and waning as entire armies are fed into the meat grinder. At times, one party has all but crushed another, only to be counter-attacked by the third. At present, the Dominate is confined to one part of the world’s primary continent, while the vast bulk of the fighting rages between the Imperium and the Orks. How long this state might last is a question beyond even the most gifted of strategic precognosticators, however, and it could switch at any moment.It is to Kulth that Kulth that the majority of the majority of newly raised Imperial Guard regiments are likely to be sent, for its savage battle zones chew through men and machines at a rapacious rate. The world is a war zone in its own right, the Imperium’s forces commanded by Lord General Ghanzorik in person. Kulth High Command is well established in a formidable chain of bastions and fortresses near the world’s north pole, known as Fort Drusus (a title Severus the Thirteenth believes a deliberate insult), and this nigh impregnable ring of ceramite and plasteel is tested daily by the relentless frontal assaults of the Orks. Those Guardsmen that survive more than a few days soon learn that very little on Kulth is permanent, the front line shifting miles each and every day. No sooner is a position carried than it is lost to counter-attack; no sooner is a garrison established than the defenders are shipped out to bolster another assault. Ghanzorik is the most dogged of leaders, and those serving beneath him hold him in a mixture of respect and fear. Most know that he will do anything to fulfil his duty, but that this includes sacrificing countless numbers of his own troops should he deem it necessary. Not for nothing is Ghanzorik known by many on the front line as “Old Steel and Blood,” a title the dour old general is said to secretly revel in.IMPERIAL FORCESON KULTHLord General Ghanzorik’s forces represent the greatest operational concentration of the Imperium’s military resources in the entire Calixis Sector, but still they are insufficient to strike the decisive blow that will take the world once and for all. At the last estimate, they numbered at least five million troops, around two thirds serving in front line combat units and the remainder committed to second line reserve and support formations. In addition to these, countless more are engaged in the ceaseless logistical duties by which such a large force is maintained. Regiments are drawn from all over the Calixis Sector and every world able to raise a tithe is represented in Ghanzorik’s armies. With the events surrounding the rise of the Dei-Phage, numerous regiments have been drafted in from sectors much further afield, at least in part to ensure their loyalty cannot be called into question. These include regiments from Cadia, Tallarn, Vostroya and many other famed Imperial Guard home worlds.Rather than being raised specifically for the war on Kulth, these regiments have been drawn from segmentum reserves or re-tasked and diverted from whatever operations they were initially raised to undertake.Some are long service veterans with more than a decade of experience at the front line, but they will be bitterly disappointed if they expect to be assigned to fight a battle from which victory might derive settlement rights. The war on Kulth is expected to grind on for decades to come.Amongst the Imperium’s forces on Kulth can be found every type and variation of fighting force. The Imperial Guard is an incredibly varied organisation and so even the main line infantry regiments range from small bodies of heavily armed and armoured grenadiers to massive formations equipped only with the crudest mass-produced weaponry. Supporting these infantry forces are artillery regiments fielding every imaginable form of heavy gun from massed mortars to super-heavy self-propelled artillery.Leading the infantry in their massed assaults are the tank companies, most equipped with the ubiquitous workhorse of Imperial Guard armoured forces—the venerable Leman Russ battle tank.Others go to war in the fearsome Baneblade or one of its variants, each so heavily armed it can slaughter hundreds of foes or even strike down the lumbering Gargants the Orks use as titans. Mechanised infantry regiments ride to war in Chimera armoured carriers, while numerous other regiments utilise all manner of riding beasts in the mode of classic cavalry. A small number of regiments operate as drop troopers, and “Old Steel and Blood” is fortunate to have a corps of Elysian regiments at his disposal, for these are amongst the finest exponents of aerial and orbital assault in the entire Imperial Guard. The majority of these forces are stationed at Fort Drusus, or at least mustered there before being assigned to one of the numerous front lines stretching across millions of kilometres of Kulth’s surface. Fort Drusus is a sprawling base the size of a city, its landing fields never silent as millions of tonnes of materiel are shipped in each and every day along with fresh meat for the front lines. Newly drafted regiments are lucky to be granted more than a day to acclimatise to Kulth’s atmosphere, which most note tastes like ash and smells of ballistic propellant—a sensation they soon grow used to if they live long enough. Having marched or ridden out of Fort Drusus’s mighty Aquila Gate, few ever return alive unless their regiment has suffered such a mauling it is forced to withdraw for reconstitution. Most only make the return journey through the Aquila Gate in a Munitorum body-bag, having given all for the God-Emperor of Man.ORK FORCESON KULTH The forces of Grimtoof Git-Slaver are even more varied than those of the Imperial Guard, so much so that Imperial intelligence cells have long since abandoned hope of tracking their composition. Instead, the Imperium focuses on estimating the numbers of warbands present and the numbers of Ork “Boyz” that make up each one. At present, it is estimated that the Git-Slaver has committed at least ten million Ork Boyz to Kulth, with countless more of the slave creatures known as Gretchin (or sometimes Grots) being herded into battle alongside, or often in front of them. Of more use to the Imperium than crude numbers are details of what types of war machine the enemy can field. Ork forces tend to be a ramshackle riot of troops either swarming forward on foot or riding a range of mechanically improbable vehicles from light bikes to heavy battlewagons. Some field large amounts of artillery, partly looted from a range of enemies but much of it patched together from scrap. Some field walkers of varying sizes and configurations, while others equip their foremost warriors with armour as heavy as the Space Marines’ formidable Terminator suits. While there appears to be little in the way of logic or pattern to the composition of most Ork warbands, there are some that eschew any hint of balance and focus entirely on one type of force, often for no obvious reason other than the crudely expressed tastes of whichever leader has risen to power. Some warbands ride to war packed into fast but lightly armoured transports, those that reach the Imperial Guard lines leaping out directly into the defenders’ midst to unleash bloody mayhem. Others field only huge mobs of walkers, from light Killa Kans to Stompas almost the size of a scout Titan.It is rare for Orks to invest much in static defence, though they often “upgrade” those Imperial fortifications they capture. The species is so bloodthirsty and violent that the Git-Slaver’s forces are far more likely to operate on the offensive. Frontal assaults so large the landscape seethes with alien bodies from one horizon to the next are not uncommon, the mighty Gargants stomping forward with their characteristic gait, unleashing firepower sufficient to flatten entire fortresses. The Orks revel in such displays of crude power, every one bellowing the praises of their primitive gods. To an Imperial Guard trooper manning the trench line for the first time, such a spectacle is sufficient to shatter the mind. Often the only thing more intimidating is the gaping muzzle of a Commissar’s bolt pistol, held ready to gun down any who should flee.While the Imperium’s presence on Kulth is subject to the rigid command structure of the Imperial Guard and other military bodies, the Orks control their massive armies by way of the timeless principle of “might makes right.” Grimtoof Git-Slaver has ultimate control over his forces on Kulth and every other world in the region, and although he is most often to be found at his “kapital” of Avitohol, he makes regular appearances at the very front line of his armies on Kulth. The Boyz need a regular reminder, it seems, of just who is in charge. 5 When Grimtoof is not on Kulth, command is delegated in typically Orkish fashion to whichever of the warlords is strongest. At present, a particularly psychopathic warlord known as “Zog the ‘Zerker” is acting as Grimtoof ’s second. It remains to be seen if Zog will overstep the bounds of his authority and suffer Grimtoof ’s wrath or actually become strong enough to challenge his overlord. It goes without saying that several Imperial bodies, not least the Ordo Xenos, are watching the situation closely.Supreme commander of the Imperium’s forces on the Spinward Front, General Ghanzorik is an officer with a fearsome reputation, as much amongst his own staff as his enemies. He was commissioned into the 61st Maccabian Janissaries in 775.M41, and in 780 his regiment was dispatched through the Jericho-Maw Warp gate to serve in the hellish war zones of the Jericho Reach. Over two decades, Ghanzorik proved himself an able leader, his regiment primarily engaged prosecuting the wars of the Orpheus Salient. Of the sights he witnessed during those bloody years, Ghanzorik rarely speaks, but he is known to have sustained a number of grievous wounds while commanding his troops from the very front. Upon receiving one such wound that almost proved fatal, Ghanzorik was informed of his ascension to the general staff and, while he initially protested what he saw as the loss of his regiment, he soon found himself commanding entire army groups, where his courage, tactical skill, and determination found an entirely new expression. With the secession of the Severan Dominate and the establishment of the Spinward Front, Ghanzorik was raised up still higher, granted the title Lord Marshal and given the grave responsibility of repulsing an Ork invasion, putting down a pernicious rebellion, and bringing order to a region of space long known for its lawlessness. Ghanzorik soon earned his nickname, committing countless troops to the Relief of Kulth. Yet, despite his initial success in holding the Orks at the sub sector’s capital, Ghanzorik appears to be operating with one hand tied behind his back. The situation in the Spinward Front is dire indeed, and seemingly warrants far more military resources than have been assigned to it. While the most highly placed in the sector’s military authorities understand there is a grave need to send forces through the Jericho-Maw Warp gate and to use the Spinward Front as a cover for the high levels of recruitment, others believe that a deliberate policy exists to ensure that the Severan Dominate and the Orks of Waaagh! Grimtoof grind each other to mutual destruction. How complicit “Old Steel and Blood” might be in such a conspiracy, none can say, nor can they predict how he might react if he himself discovers the truth.SEVERAN DOMINATE FORCESON KULTHThe armies of Severus the Thirteenth are nowhere near as varied as those of the Imperium or the Orks, the Dominate having far fewer resources to draw upon in the appointment of their troops. The majority are infantry equipped with whatever weapons the defence forces of their home world were issued, and while some Dominate units appear almost indistinguishable from Imperial Guard units, others look more like a scrofulous mob. Despite the relative lack of resources compared to the Imperium, the armies of the Dominate still make use of the more common marks of Imperial war machines, including the Leman Russ battle tank and the Chimera armour carrier. While the Imperial Guard makes only minimum use of locally produced vehicles, the logistics train required to support such items being untenable over interstellar distances, the armies of the Dominate make extensive use of vehicle types rarely seen outside of the Periphery. These include light tanks, ambulatory gun platforms, and a number of crude but remarkably tough ground attack aircraft. What the armies of the Dominate lack in advanced equipment, however, they more than make up for in quantity. Though the worlds within the Dominate are not hugely populated, they are close at hand. While the Imperium must ship troops in from further away, the Dominate’s worlds are close by and its lines of communication correspondingly short. In addition, Severus the Thirteenth has proved remarkably adept at manipulating the hearts and minds of his peoples, such that those fighting to defend Kulth are invested with a righteous zeal rarely faced by the Imperium.They truly believe that Kulth is sacred ground granted to them by the Emperor himself and that the distant High Lords of Terra have broken faith with them and their lord by gifting it to weak puppets such as Lord Sector Hax. 6 Nothing makes this more obvious than the spectacle of the Imperial Aquila scoured from uniforms and the flanks of vehicles to be replaced with the proud profile of Severus the Thirteenth, his head crowned with a wreath of laurels. Despite their rejection of the High Lords, the defenders of Kulth regard themselves as faithful subjects of the God-Emperor and so many bear a wide variety of religious icons and personal relics. Of course, none know what vile pacts their master has undertaken in the pursuit of power.Since the coming of Waaagh! Grimtoof to Kulth, the armies of the Dominate have seen both huge gains and enormous setbacks. When the Orks first invaded, the defenders were horribly outmatched—within weeks of the first enemy drops, those of Severus the Thirteenth’s forces not slain were falling back on the Sanguine Palace. When the Imperium came to Kulth’s aid, the Orks were thrown back in disarray, but it was not long before events drove Severus to declare his secession and the liberators became the enemy too. On three separate occasions, the armies of the Dominate have come within a hair’s breadth of expelling the Imperium from Kulth, yet each time the Orks have counter-attacked, on Kulth or a nearby system, necessitating a desperate redeployment to avoid total collapse. The bones of Severus the Thirteenth’s soldiers are now scattered across every square mile of Kulth’s surface, but so too are those of their enemies, whether Imperial, Ork, or any other foe that would contest their Emperor-given right to their world.The Ganf System occupies a position of minor strategic importance within the Calixis Sector, serving as a hub and layover point on the Warp routes that connect the world of Vaxanide and Sepheris Secundus. Ganf Magna, the major world of the system, is a dusty frontier crawling with recidivists, heretics, and outcasts, yet it is also the sole producer of polygum, a naturally occurring substance with applications in bionic limb grafting, industrial grade nutritional synthesis, and parasite infestation control. This single export draws chartist captains to Ganf Magna, where those with the right trade warrants can earn themselves a respectable profit selling it on to the forge worlds and manufacturing centres of the sector.Ganf Magna is host to a sizable population of Feral Orks, as are several other worlds in the system, a fact that has drawn investigation by the alien-hunting Ordo Xenos. Orks are known to reproduce by the unconscious dissemination of microscopic spoors, a process accelerated by conditions of warfare. Thus, any battlefield over which the Orks fight is tainted with billions of spoors. A proportion will in time develop into more of the warlike creatures, unless the land is thoroughly scoured. The fact that the authorities on Ganf Magna, such as they are, have been fighting a losing war against an infestation of so-called “Feral Orks”—Orks that have spawned independently and have yet to make contact with others of their kind—suggests that either a large war was once fought there or that the planet has been deliberately “sown” with spores. No extant archive exists that describes such a prior war, while the theory of deliberate infestation is too far-fetched for most to accept. Those that advance the theory point to the fact that Ganf Magna appears to lie in the path of Waaagh! Grimtoof and as its leading edge gets closer, the Feral Ork population becomes ever more aggressive.Numerous wars have been fought on Ganf Magna in an effort to cleanse its surface of the Feral Orks once and for all, with Imperial Guard regiments drafted in from other worlds in the sector to bolster locally raised forces. Such “cleansings” must be carried out with ever greater frequency, for each time one is concluded, even more spoors are released and even more Feral Orks brought into being by the species’ bizarre reproductive cycle.Ganf Magna is host to a large Departmento Munitorum depot facility able to accommodate numerous regiments in a vast barrack complex not far from the settlement of Gulch. The depot is a staging post for regiments charged with cleansing operations against the Feral Orks and, while at least one regiment is to be found training and acclimatising, several more might be recovering from losses suffered out in the Greenskin-infested wastes.Gulch provides numerous distractions for troopers weary of battle, though whether or not they are able to avail themselves depends on their regiment’s Commissars. 7 Gulch is host to numerous bars, gambling dens, black markets, bordellos, flophouses, and even less salubrious dens of recidivism, most of which are essential to the morale of a body of troops recently returned from the front line. It is said that there is no vice not catered to in Gulch, despite the efforts of the Commissariat and the regimental provosts. These grim-faced men and women prowl the ramshackle, neon-lit streets, stun mauls ready to use against any wayward troopers that take their brief period of liberty for granted and overstep what few limits are placed upon them.SISKThe Sisk system lies close to the rimward flank of Waaagh! Grimtoof ’s main advance and, as such, is preparing for imminent invasion. The Spinward Front’s military authorities are drawing up plans for the first regimental founding in the world’s history.Sisk is classed as a feudal world, meaning it is ruled by a land-owning noble caste and that its general level of technology is barely more advanced than gunpowder. Sisk has very little contact with the Calixis Sector or with the Imperium at large and this has been the case since its earliest days. Communication with the institutions of the Calixis Sector is deliberately limited, the small Adeptus presence assigned to the world operating in or from a number of void stations in orbit. The reason for this restriction is long lost to most, but the highest-placed know that it is a holdover from the days before the Angevin Crusade conquered the benighted depths of the Calyx Expanse. Though few are now aware of it, the native peoples of Sisk resisted the crusade’s advance and it was only the actions of Duke Severus the First that eventually forced them into compliance. Since that time, a pall of sullen bitterness has hung over the population, as if the shame of that distant age is seeped into the very stones of its walled cities. There is another reason why Sisk has remained isolated, however, and why it has yet to be subjected to a regimental tithe. The population seems more prone than others to genetic deviancy, instances of mutation running at higher levels than in other worlds in the region. These mutations appear relatively stable and one of the tasks of the Adeptus presence has been to ascertain if they constitute a classifiable abhuman strain. Most of Sisk’s sizable mutant population are possessed of additional joints in their arms, legs, hands and feet, giving them a distinctive and disturbing, loping gait when they move. Where there are mutants, of course, there are frequently psykers, and herein lies the reason for the Adeptus presence remaining in orbit. As the governor of Sisk, it falls to Lord Gavvit to monitor the rate of psyker manifestation and conduct regular purges to hunt down those not rendered to his enforcers by the population itself. Countless times throughout its history, some rogue psyker has risen to power on Sisk, perhaps even gaining dominance over an army of his people, before the authorities have conducted a brutal witch hunt in which thousands must be thrown to the pyre.The surface of the world is a bleak and unforgiving land of windswept moors, foul swamps, and deep, brooding forests of twisted and malformed trees. The people live in high-walled cities, protected, so they hope, from mutant bands that roam the wilderness that are often driven to cannibalism and worse by the harshness of their existence. Very few outsiders live openly on the surface, though Lord Gavvit does maintain a number of hidden monitoring stations from which he can spy upon his subjects. Imperial Guard troopers operating on Sisk are likely to be taking part in one of the periodic mutant purges, but they might be unfortunate enough to be taking part in a witch hunt, perhaps drafted into an Ordo Hereticus operation or supporting an Adepta Sororitas mission. They will be garrisoned on one of the orbital stations, but not likely the gilded palace that is Lord Gavvit’s personal domain. All too soon, they will be fighting across the mutant-haunted wilderness, cursing the relentless wind and rain and the shrieking, multiple-jointed cannibals that attack seemingly out of the mists themselves.The green-skinned, barbarous Orks have plagued humanity for as long as he has traversed space and it is probable they are mankind’s oldest xenos foe. The Emperor himself is said to have fought, and defeated, one of the species’ mightiest leaders during the Great Crusade, averting the rise of an Ork empire that might have grown so powerful as to threaten the Imperium’s manifest destiny to rule the stars. 8 No sector of space is free of their anarchic presence, for they infest the entire galaxy. Ork society, such as it is, is focused on continuing strife, the process of powerful individuals rising to command their own stellar empires pushing the species ever onward. Through ceaseless conflict with themselves and with other species, the Orks spread across entire sectors of space. Once established, they are all but impossible to repulse and so the anarchic, ramshackle Greenskin empires expand across the void, staining vast tracts of the stellar charts with their presence.The coming of Waaagh! Grimtoof was a huge shock to the military of the Calixis Sector, for it came from a quadrant of Wilderness Space beyond the Periphery Sub-Sector not known to host any such force. The systems in that region were only partially catalogued and all-but unexplored, but the long range patrols of Battlefleet Calixis should have picked up any nascent threat. If these patrols did detect any such sign, then the intelligence was certainly not acted upon. The Periphery found itself the target of a massive Ork invasion and Severus felt compelled to declare the secession of his worlds and the creation of his Dominate. Some have whispered that Lord Sector Hax was, in fact, informed of the oncoming storm, yet chose to withhold the information from Severus, perhaps anticipating, or precipitating in, the sub-sector praefect’s treachery. Whatever the truth of the matter, it is certain that when Waaagh! Grimtoof smashed into the worlds beyond the Periphery’s spinward borders, none were in the slightest bit prepared or able to repulse them. Four entire systems fell in as many months and over a dozen more are now in the grip of total war as the forces of humanity, whether loyal to the Imperium or to the beleaguered Severan Dominate, fight desperately to hold the anarchic xenos foe at bay.Of the first worlds to have fallen to Waaagh! Grimtoof, very little is known and, while they were ostensibly within the borders of the Dominate, Severus had little or no real power over them. Most exist as names or codes on the stellar charts of the Imperial Navy and may not have known the tread of outsiders for many millennia. The outermost is a dismal world named Deluge, which was host to a small community of mendicant aesthetes thought to have settled there in the aftermath of the Angevin Crusade. Of the monks’ fate nothing is known, but Deluge has been under the hobnailed heel of Grimtoof Git-Slaver for so long that it is unlikely any are still alive.The world of Porphyry was the second settled planet to fall to Waaagh! Grimtoof, the Adeptus Mechanicus strip-mining facility making it a tempting target to the avaricious xenos. The fate of the servants of the Cult Mechanicus remains unknown. Of late, Imperial Navy long range sweeps have detected stray signals suggesting some remnant of the Adeptus Mechanicus forces still exist, though in what form none can say. Perhaps it is no more than an automated beacon cycling endlessly into the void, but perhaps it represents a small group that somehow continues to hold out.Between Porphyry and the leading edge of the Ork invasion lies a cluster of worlds linked by minor, barely known and highly unstable Warp routes. Even the largest of these are unexplored and as such have only astrocartographic identifiers, including KW-9 and XD-777. Closest to the border with the Severan Dominate is the world of Augury, a planet long shunned even by the pirates and outcasts that haunt such regions. The Orks took Augury six months into their invasion, but they seem unwilling to commit sufficient forces to keep hold of it and the Severan Dominate has retaken it on several occasions. Currently, Dominate forces have been compelled to vacate Augury by the need to bolster nearby Lukius, and so it nominally falls under those worlds in the thrall of Grimtoof Git-Slaver. Trailing Augury is a line of systems once claimed by the Severan Dominate but currently fighting desperately for their own survival in the face of the xenos invasion. The Imperium is largely unaware and uncaring of their fate and the Dominate is unable to project forces much further than Lukius and Augury. The worlds of Pertinax, Letum, Melqart, and Iris form a lost front, the peoples of each fighting alone to keep the Orks at bay.Several amongst the Spinward Front’s high command have proposed sending Imperial Guard and Imperial Navy units to bolster the defence of these beleaguered worlds and in so doing draw Ork forces away from more valuable war zones. Such proposals have met with dogmatic intransigence, for the worlds lie beyond the effective rule of the Imperium. 9 A number of missions have been launched to ascertain how effective such operations might be, but to date they have all met with such overwhelming Ork forces that none have returned with any useful intelligence. UNDERTHE HEELThose worlds that have suffered the presence of the Git-Slaver’s invasion fall under several types. Those that fell in the opening phase of the invasion are now largely desolate wastes reduced to ashes by the unleashing of total war. Several of these have now spawned populations of Feral Orks, which are likely to be unaware that they were “seeded” by the passage of a mighty Waaagh! Even now they are struggling to gain power and momentum of their own, so that the greatest of their leaders might launch their own migration.The second type is where the forces of humanity, whether the Imperium, Dominate, or native, are holding on and all-consuming war rages. Such planetary war zones are the scenes of epic, meat grinder battles consuming thousands of warriors of all sides each day. There are at least a dozen primary worlds of this type in the Spinward Front, and countless more planets and systems where war waxes and wanes as the embittered foes launch massive salients or counter-attacks.The last type is relatively new and its appearance heralds a new phase in Grimtoof Git-Slaver’s invasion. Several of those worlds the warlord’s forces have captured have not been razed to ashes, nor their populations slaughtered for food or for sport. Rather, they have been taken largely intact and their populations have been enslaved in sprawling, forced labour camps and slave-foundries, forced at gunpoint to manufacture the crude arms and ammunition used by the barbarous Orks. This turn of events signals a failure on the part of the Imperium, for it means the Orks have been allowed to consolidate their gains to such an extent that their migration is becoming an occupation. History teaches that if the Orks are allowed to establish a new empire, their inexorable pattern of strife and migration will make a new invasion inevitable. With the source just beyond the Calixis Sector’s borders it will prove a hundred times more challenging to halt. Some whisper that the Spinward Front’s high command has been negligent in allowing this state of affairs to develop, for with a full commitment of forces, the Orks could have been defeated decades ago and the Severan Dominate would never have come into being. With the drain on resources by the Jericho Reach and the upheavals caused by the appearance of the Dei-Phage, however, it is hard to see how events could have proceeded differently. The situation is a perfect example of the perils that beset the Imperium at every turn, with entire systems falling, or being ceded, as forces are deployed in other, more important regions despite the potential loss of millions of the Emperor’s loyal subjects.AVITOHOLThe world of Avitohol lies within the borders of the Periphery Sub-Sector, and has been part of the region’s infrastructure since the founding of the Calixis Sector a thousand years ago. When the Angevin Crusade first made planetfall there under the command of Duke Severus the First, they found a fertile, windswept land ruled by primitive and warlike nomads. This barbaric culture lived and died by the possession of the vast herds of gargantuan bovine creatures thought to have been genetically engineered from the yaks of Old Earth and brought to Avitohol at some point during the Dark Age of Technology. These beasts have such prodigious appetites that they must continually migrate across the endless plains and they are so massive and stubborn that all the nomad tribes could do was follow along in their wake or on their backs. This mode of existence led to the Imperium drawing upon the herds of Avitohol as a food source, but it also meant that the tribes would never be able to settle and enjoy the fruits of their world’s integration into the greater empire of Man. Instead, the tribes maintained their aeons-old ways and the Chartist Captains of the Calixis Sector came once each season to purchase a share of Avitohol’s mighty herds to feed the teeming masses on the distant Hive Worlds. This way of life continued almost without interruption until, one day, the skies turned black with the contrails of countless thousands of drop vessels and soon the grasslands were set alight in a raging inferno that swept from one horizon to the next. Waaagh! Grimtoof had come to Avitohol and nothing would ever be the same again.On Avitohol, Grimtoof Git-Slaver found a world teeming with humans and ripe for exploitation. 9 Despite being fearsome warriors, the natives were tragically outgunned and, though the tribes came together for the first time in recorded history, they could not defeat the overwhelming numbers of bloodthirsty rampaging Orks. Within three months the steppes were reduced to a smoking, corpse-strewn wasteland. Those nomad warriors that could not flee to the deepest wilderness regions were enslaved. Grimtoof informed the captured natives that they would be allowed to live, so long as they worked to build what he believed would be his greatest work—a world of foundries, ruled over by a palace as great, in his mind, as any the Imperium had ever built.The invasion of Avitohol caused great consternation within the ranks of the Spinward Front High Command, for no stable Warp route exists between it and the nearest Ork held system. This is not to say that a route could not be forged, but traversing the uncharted currents of the Warp in such a manner is generally beyond all but the most experienced or desperate Navigators. Not anticipating an assault from that vector, the Imperium had failed to reinforce Avitohol, and so when the Orks came they were unopposed. To make matters worse, Avitohol represents the apex of a new salient, the tip of Waaagh! Grimtoof plunged deep into the Periphery. When Avitohol fell, heads rolled amongst the general staff, several veteran commanders losing their stars or their lives as punishment for the unforgivable dereliction in duty. Its upper echelons drastically re-ordered, Spinward Front High Command ordered a hasty counter-attack on Avitohol before the Git-Slaver could fully consolidate his gains. The Imperium launched the largest planetstrike operation of the war—twenty entire regiments landing in three successive waves and striking out for Grimtoof ’s half-built “kapital.” The battles that followed have entered into the consciousness of the Spinward Front staff corps, or at least those allowed to live following the massive defeat that ensued. Despite initial gains, the Imperial Guard soon found their advances surrounded on all sides by far larger numbers of Orks than any had prepared for. In days, the assault ground down into a bloody slog to win every metre, before stalling entirely and becoming a bitter war of attrition. Lord Marshal Ghanzorik was faced with the choice of committing still more resources to a battle it was clear to all he could not hope to win. Vowing to return to Avitohol at the head of an army ten times the size of that committed to the operation, Ghanzorik ordered those troops who could leave to do so. It is estimated that less than thirty per cent of the units on Avitohol when the withdrawal order was given made it off world. The remainder either died glorious but unheralded deaths, refusing to surrender to impossible odds, or they were captured and set to work in Grimtoof ’s foundries. In the aftermath of the failed assault on Avitohol, Lord Marshal Ghanzorik unleashed a ferocious purge of his intelligence units, who he blamed for multiple failures. Not a single intelligence officer between the rank of General and Major is said to have survived Ghanzorik’s purge, further reinforcing his reputation and his nickname of “Old Steel and Blood.” In so doing, Ghanzorik became something of a folk hero amongst the rank and file, whose ire was shifted from the command corps to the intelligence advisors.With the decapitation of the Spinward Front’s intelligence infrastructure came another purging, one that could only be instigated with the express aid of the Ordos Calixis. Avitohol was declared a forbidden world and all reference to what had occurred there was struck from the records. Lethal data-slayers were released into cogitation networks across the entire sector and, while many physical or isolated records no doubt survive, almost all mention of the fate of Avitohol and its would-be liberators is now destroyed. So far as those that ply the Warp routes of the Calixis Sector are concerned, Avitohol is simply out of bounds, none having any notion that it is, in fact, the capital world of a nascent xenos empire on the very edges of the Calixis Sector, nor that millions of natives and Imperial Guardsmen labour there under the yoke of Ghenghiz Grimtoof the Git-Slaver’s despotic regime, forced to manufacture arms and ammunition for the Orks.WAR UNENDINGThough the Imperium has withdrawn its forces from Avitohol, the world is far from free of war. Firstly, numerous Imperial Guardsmen escaped the initial encirclements that slaughtered so many of their fellows and even years later many of these still fight on, organised into ad hoc units and striking the Orks wherever they can. 11 The object of these attacks is two-fold—if sufficient damage can be done to the Orks’ war effort, then perhaps the Imperium will consider a return to Avitohol, but they also hope to free as many as possible of the hundreds of thousands of their fellows captured during the withdrawal. Ork hunter-killer-eater mobs roam the blasted steppes in search of insurgents and, to many, it is as if war has never gone away. Some of the most organised of these guerrillas have made contact with those surviving nomad tribes that still exist in the deepest wildernesses and have launched a number of highly effective joint attacks.THE LAIROF GHENGHIZGRIMTOOFTHE GIT-SLAVERSeveral years after his invasion of Avitohol and the enslavement of its native peoples, Grimtoof Git-Slaver has constructed for himself a formidable empire. That empire has as its capital a structure now rivalling the average Imperial hive city, a teetering spire so tall its peak skewers the clouds and constructed from the scrap of an entire sub-sector at war. At the very summit of this grim, rusted edifice, which Grimtoof has dubbed Iron Mountain, is the lair of the Git-Slaver, a huge throne room with one face open to the skies, the walls bedecked with trophies from a hundred battlefields and more. Opposite the open wall is Grimtoof ’s throne, a massive seat constructed from the weapons and armour of the greatest of his foes.Seated upon his throne, the Git-Slaver glowers out across the ashen steppes of Avitohol, brooding sullenly on the next stage of his conquest. By his side are his most trusted Nobz, those with more to gain in protecting his life than betraying him. About the dais are chained numerous captives, for Grimtoof delights in laying low the champions of his enemies in such a way. It is said that Imperial Guard marshals have suffered such treatment, as well as aliens, including a Succubus of a Dark Eldar Wych Cult, though she escaped within days of her capture leaving a trail of dead Nobz behind her. By day, the vast expanse of the chamber floor is filled with Orks of all stations, some receiving their orders to conquer distant worlds, others seeking some favour from their dread overlord. Several hundred of the diminutive Gretchin slave race scamper to and fro, running errands and attending to their master’s every need. On occasion, Grimtoof has even ordered the largest of his gargants to attend his throne by crossing the steppes far below to stand before the Iron Mountain. From his throne, the Git-Slaver looks down at even the mightiest of his race’s creations, and with a grunt orders the destruction of countless foes.Yet, even though his nascent empire is by far the most powerful of its type in the region, perhaps even the segmentum, Grimtoof the Git-Slaver is entirely unsatisfied. Like all successful Ork Warlords, he is prone to fits of violent rage, but of late, Grimtoof has been known to enter protracted periods of dour brooding. With no warning, he dismisses his entire court and sits alone upon his throne, his brow furrowed and his red eyes glowering out across the blasted steppes of Avitohol. What thoughts of doom and bloodshed cross his blunt consciousness none can say. Perhaps with his Waaagh! entering its new stage, Grimtoof expects a challenger greater than any he has faced before to appear before him. Or perhaps he ponders the next stage of his endeavour, when his great work is complete and the entire Calixis Sector will tremble before him, his armies fuelled by the toil of scores of enslaved worlds. The Orkish mind is a tiny thing, capable of little more than thoughts of violence, yet the scope of that violence in the mind of one such as Ghenghiz Grimtoof the Git-Slaver must be limitless.THRAXThrax is a frontier world located on the Calixis-Scarus Warp route, its once tranquil, now war torn plains host to an array of weird fungus forests. Thrax has suffered greatly at the hands of Grimtoof Git-Slaver’s forces, yet Severus has managed to cling tenuously to possession of the system. The world of Thrax and several of its moons are densely populated, though technology is rarely more advanced than the black powder stage thanks to the system’s isolation. It is likely that Thrax was settled by human colonists long before the Age of Imperium and never really integrated into the Emperor’s domains, even over the course of the ten thousand years since the Great Crusade. Rather, Thrax’s society has continued its lurching climb towards civilisation, the war on the Spinward Front setting it back millennia in one fell swoop.The war has brought twofold suffering to the people of Thrax.On one hand, the advance of Waaagh! Grimtoof has drawn numerous Ork warbands in search of slaves, 12 and hundreds of thousands have been dragged off to serve in the Git-Slaver’s foundries.in 815, when the Imperial Guard launched a planetstrike against Thrax Nine entire regiments were committed to an operation in the world’s southern hemisphere, the intention being to gain a lodgement which could be supplied by orbital drop as needed. The landings were contested by a native force of roughly equal size, but the Imperial Guard should have been able to prevail given the time and space to bring their superior firepower to bear. Tragically, the landings coincided with a massive Ork slave raid and the landing force’s orbital support was forced to withdraw in the face of the far larger enemy fleet Cut off, the Guardsmen fought on, though under attack by two enemies. Exactly how many were slain is impossible to ascertain, though it is believed that the Orks captured thousands of troopers and dragged off to serve in Grimtoof ’s foundries. A force of regimental size is believed to have broken out, however, the survivors vanishing into the wastes where they continue to operate as guerrillas, launching punishing attacks on Severus’ forces and living off of the alien land. Maesa is a world in utter ruin. At one time it was classed as a frontier world, its population existing in a subsistence state in a number of scattered cities. When Waaagh! Grimtoof descended upon Maesa, its people fought valiantly to defend their world, but ultimately had no chance of repulsing the overwhelming invasion. Within six months, the world had fallen, the surviving populace rounded up by the Orks in slave pens holding thousands in the grimmest conditions imaginable . Though Imperial forces were too far distant to intervene, a small infiltration mission had been launched to observe the invasion, and it was this team who were the first to observe a change in the Orks’ strategy. Instead of slaughtering the defeated natives as they so often did, the Orks rounded them up and set them to work in vast, ramshackle labour camps producing arms and armaments for the warlord Git-Slaver’s vast armies. This event marked a turning point in the invasion and its significance was so great that the team set off on the perilous return to the Spinward Front high command immediately. Though only a few members of the infiltration team made it back, those that did carried such important intelligence that the Imperial Navy mustered a scratch task force of long range cruisers and escort squadrons, and set out for Maesa without delay. When they reached the planet, almost three months after its fall, they found a world transformed. The cities had become huge, ramshackled manufacturing centres and countless Ork vessels teemed in orbit as they loaded hundreds of thousands of tonnes of materiel every day. The task force’s orders were clear and, with a prayer upon his lips, the admiral commanding ordered the cities razed to the ground by a massive orbital bombardment. The Ork slave labour camps were destroyed in a single night, their manufacturing capacity utterly ruined, along with hundreds of thousands of enslaved Maesans, whose souls were commended to the Emperor.Since the so-called “Scouring of Maesa,” the world has been transformed into a warzone. The Imperium has launched several planetstrike operations there, but the bulk of the fight has been undertaken by the natives themselves. Those not slain in the Scouring rose up against their alien overlords and now fight the bitterest of wars through the ruins of their former homes. The cities are blackened shells while the land all about is cratered and dead, yet still the Maesans fight on against the Orks. Grimtoof was outraged by the Scouring, for he views the numbers of slaves in his service as a measure of his power and he has ordered them all recaptured or slain. Though distant from the Imperium’s front lines, the battle for Maesa looks set to rage on until one side or the other is defeated. Orbiana has seen numerous Ork attacks throughout the course of the war, but it is too far from the Imperium’s territory to come under direct assault from that quarter. Nevertheless, several highly placed members of the Spinward Front High Command have expressed the opinion that an assault from the Dominate’s spinward flanks might crush the secession once and for all. It is probable that these planners have no knowledge of the Orbiana defence platform and, were it to be restored to operational status before an assault was launched, the attackers might find themselves facing a well prepared and potent defence where they least expected to discover it. 13 Lukius is a system entirely devoured by war, for it represents the line in the sand across which Severus has vowed the Orks shall not advance. When it comes to the Dominate’s war against Waaagh! Grimtoof, Iron-age barbarians used to conducting war with little more than sharp spears have been drafted en masse into the armies of the Dominate, equipped with mass-produced autoguns and clad in ill-wrought battle dress. Certainly, both sides are brutal and bloodthirsty, preferring to establish the victor in the anarchy of close combat.Forces drafted from across Severus’s realm are shipped to the continent-sized battle zones, sometimes travelling for weeks only to be scythed down within minutes of setting foot on the surface. The Dominate’s forces lack the long established infrastructure of the Departmento Munitorum, and so the armies might go hungry one month and run out of ammunition the next. Entire phalanxes of tanks might grind into action in majestic armoured assaults, only to run out of fuel before the battle is concluded. It is whispered that some of the native Lukians have turned to the eating of the flesh of their enemies when their own supplies have run low, and perhaps found it to their liking. What consequences the vile habit of eating Ork flesh might have remains to be seen, as does what might ensue if and when Imperial forces face these savage warriors. While each Ork is a dangerous combatant is its own right, they are rarely encountered alone. Orks gravitate toward one another, gathering in tribes and clans under the brutal leadership of the strongest Ork present, the Boss. These smaller mobs of “Greenskins” are dangerous enough, quite capable of threatening an Imperial planetary defence force, but it is the collected might of a true Waaagh! that Mankind must truly fear. When a particularly savage Boss unites several clans together under his Waaagh! banner, the resulting mass of Orks is a nearly unstoppable threat, a surging tide of green-skinned warriors desiring only battle, bloodshed and war. The Orks of the Spinward Front possess infinite variety, though they all share one common trait: an unquenchable thirst for violence. BOYZ. Orks are an unruly, savage, and generally witless bunch, but there is one thing that they do exceedingly well—wage war. An Ork by himself is a dangerous foe, but fifteen, sixty, or ten-score is a truly terrifying force. Orks “Boyz” have a natural instinct to mob up, to gather into massive gangs and strike out violently at whoever or whatever happens to get in their way. These mobs tend to consist of like-minded Orks, and in time each mob begins to reflect the character of its members. As all Orks have a great drive to inflict harm on other sentient beings and to crush, destroy and conquer the foundations of civilization wherever they find them, each Mob is a testament to a particular way in which Orks wage war. By far, the most numerous Orks are those who delight in the pure ferocity and savagery of hand-to-hand combat, wielding their heavy-bladed choppas and thick-barrelled sluggas in the frenzy of melee. These Slugga Boyz exalt in the feeling of the hot blood of their foes spraying across their green skin and the satisfying crunch of bones with each swing. While all Orks appreciate the press of melee and the fury of hand-to-hand combat, there are those who crave the thunder of gunfire, who wholly embrace the simple pleasure of watching their foes fall to a hail of shells. These Shoota Boyz wield the firearm that is their namesake with glorious abandon, bellowing wordless roars of pleasure as they unleash hell in the form of large-bore shells. The shoota they carry is an effective, yet fiendishly simple weapon, little more than a barrel, a trigger and a shoddy, yet strangely reliable firing mechanism. Some Shoota Boyz may add embellishments like sights and scopes, but they are largely for show, as Orks have little to no understanding of their actual purpose or function. Similar to Shoota Boyz are the Lootaz, though these Orks take a much larger approach to their preferred tools of war. Lootaz possess a truly remarkable talent for machinery and mek-craft. With their skills they fashion their own weapons from the discarded technology of their fallen foes. Cobbling together the broken pieces of Imperial, traitor, and alien weaponry, Lootaz craft enormous weapons built onto full-body harnesses. It is unknown just how they are able to meld these technologies into a working whole, but the resulting firearms are truly terrifying, transforming the wielder into a walking artillery platform. Or course, as one might expect from a species obsessed with war and devastation, there are those Orks who delight in fire. 14 The pure, unfocused destruction of an inferno is too great a temptation for many Orks. These sorts of Orks form up into great mobs of Burna Boyz. Bearing their smoke-belching, dirty-fuelled flame-throwers, Burna Boyz carve out belching, dirty-fuelled flame-throwers, Burna Boyz carve out huge swathes of the battlefield with their gouts of greasy fire. huge swathes of the battlefield with their gouts of greasy fire. On the field of battle, or off, Burna Boyz are never without some source of fire and smoke. Smoking thick,acrid cigars or simply leaving the pilots lit on their burnas, one can always smell when a Burna Boy is close. Since they are, at heart, a competitive species, Orks can be counted on to spur each other on to greater feats of villainy and violence, each competing with the next, all striving to be the Ork with the loudest Shoota, the most scars, or to simply be the biggest, meanest, and greenest Ork in their mob. When a clear winner of this constant competition is made apparent, he inflicts his will on the rest of the mob, holding true the Orkish notion, that might makes right and the biggest Ork is da boss. These leaders, who, by definition, are the largest and most brutal of their kind, are known as Nobz. Most often Nobz force their way into a command position among their mob, but, every so often, a gang of Nobz will band together into a mob of their own. These Nobz mobs are unparalleled in their lust for war and their skill at bloodshed. It is not uncommon for a mob of Nobz to form the elite bodyguard of their Warboss, accompanying their leader into the thickest, heart of battle, crushing all before them and leaving a wake of bloody foes and battered machinery.“FERAL” ORKSWaaagh! Grimtoof has swept through the Spinward Front, leaving whole systems as no more than desolate, smouldering battlefields in its wake. As the hordes of Orks that make up Grimtoof ’s forces rage their bloody war across the front, they inadvertently release their spores into the air, “seeding” planets with the Ork-taint as they carve their warpath across the stars. After the Waaagh! moves on, these seeded planets begin to spawn new populations of Orks. Not part of the thrumming energy of the Waaagh!, these tribes of “Feral” Orks develop only rudimentary technology and fight for control over small sections of these ravaged worlds.To represent Feral Orks, use the profiles presented for Ork Boys, Nobs, and Runtherds, but only equip them with the most basic of weaponry such as Choppas and the occasional Slugga.STORMBOYThe Ork race as a whole really only values one thing—strength. Strength determines who ought to lead, who owns what, and most importantly, who is da best. Those who would argue with the strongest deserve no less than to be crushed. To a lesser degree, Orks value cunnin.’ If an Ork is cunnin,’ he can out-fox his enemies and crush them before they crush him. The ability to out-think one’s opponent is not as greatly feared as the ability to pound them, but those who possess both strength and cunnin’ make the most successful and long-lived Warbosses. What few Orks understand and even fewer fear is discipline. In war, each Ork seeks his own entertainment and victory. Certainly, Orks are driven by the impetus of the mob, but this is purely instinctual, not something learned through drills or reinforced through battlefield experience.In this way, Stormboyz are unique among the Ork species. For some unknown reason, a very few Orks are drawn to a life of coordinated and disciplined war, not the furore and chaos of the mob. These Orks gather together in great bands of fearsome warriors and become known as Stormboyz. Similar, in many ways, to the shock troopers of other species, Stormboyz often far more organised than the other Ork troops. Wearing primitive uniforms and wielding standardized wargear, at least by Orky standards, the Stormboyz are an enigma to regular Orks, who cannot understand what would drive a warrior to work closely with another Ork, when competing with one would be much more enjoyable. The Stormboyz themselves do little to dissuade their fellows of this notion, and indeed only confuse them further by strapping enormous, fuel-filled rokkit packs to their backs, that they might reach the thick of the fighting more quickly once battle is joined. Storm Boyz tend to be much younger than the average Ork. Sick of being told that they can do whatever they want, many young Orks run off to join the Stormboy camps so that they can rebel by living their lives with more focus and direction. 15 The rockets Stormboys employ are an potent threat on the battlefield, but Stormboyz appear to value the speed and manoeuvrability they afford more greatly than they value their own lives. Using the great bursts of propulsion from their rokkit packs, the Stormboyz leap high into the air; then, once they have reached the apex of their jump, their engines sputter and cut out, and with a roaring battle cry of “‘Ere we go!” they come crashing down amongst the enemy. Certainly, the occasional Stormboy is killed or crippled by their descent, but they consider this a perfectly acceptable risk if it gets them to grips with their enemies more quickly.RUNTHERD All Orks possess the instinct to bully those smaller than themselves and while Ork culture, if one chooses to call it that, is based around this fact, Runtherds take special pride in their talents for bullying. A rare member of Ork society, the Runtherd possesses remarkable patience and foresight, often able to plan weeks in advance, a capacity almost unheard of in the rest of their kin. Runtherds use these rare talents to breed the fiercest Gretchin, Snotlings, and Squigs, providing their clans with runts capable of several tasks both in and out of combat. While many Orks would grow bored tormenting weedy runts like grots and snots, Runtherds delight in their work, taking great pride in their charges. This notion of pride does not go so far as to become sentimentality or leniency, indeed, Runtherds can often be some of the most brutal and cruel bullies within Ork society, seeing each and every thump of their grabba stick as one more step towards the perfect runt. Traditionally, Runtherds goad their charges into battle from the rear, armed with either a grabba stick or a grot-prod. The former is a long pole topped by a vice-like pincer, oftentimes embellished with spikes and other nasty accoutrements. This weapon-tool is used to restrain errant runts while inflicting enough pain to discourage future mistakes. The grot-prod is a devious device built by an ingenious Mek consisting of long pole topped with a shock-prod, which combines the reach of a grabba stikk with the painful and incapacitating effects of a shock maul. Progressive Runtherds take nearly as much delight in the flash of voltaic light as they do the twitching forms of their charges after the liberal application of this device. Few can deny the effectiveness of the Runtherds’ methods, as they are able to drive the cowardly Gretchin into the very heart of battle, focus the bumbling swarms of Snotlings to overwhelm the mightiest foe, and even direct the mindless hunger of their Squigs. GretchinSave for the stupid little Snotlings, Gretchin truly are the lowest form of life amongst the Ork hordes of the galaxy. Even the mindless eating machines known as Squigs receive more respect from their Orkish masters on account of their ferocity. Also known as Grots, Gretchin possess a cruel sense of mischief and a clever notion of self-preservation, collectively known as cunnin’, but these talents are entirely lost on their massive green-skinned cousins. Utter cowards, Grots never enter combat willingly, but they fight like cornered underhive rats when caught unawares or forced into battle. To this end, Orks will often gather the little blighters into huge mobs, kept in line by the lash of a skilled Runtherd. They are often sent into combat entirely unarmed, though the foraging skills possessed by the Gretchin are not a thing to be overlooked, and it is quite common for them to be armed with small slug-throwers and energy weapons. Individually these weapons are nearly harmless, but in numbers they can fill the air with enough projectiles to find chinks in even the finest suits of armour.Snotling SwarmWhile the greenskins are savagery defined, they do have one law which they follow without deviation: the biggest and the meanest call the shots. The Orks truly exemplify the notion that might makes right. It is small wonder, then, that the diminutive pests known as Snotlings exist entirely outside Orkish society, not even serving the minor roles as menials as their Gretchin cousins do. Snotlings are base, nearly animalistic creatures, incapable of higher functions, strategising, or even the use of relatively simply machinery. In combat, Runtherds will gather thousands of the minuscule Snotlings and send them at the enemy in great waves of tiny green-skinned bodies.
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If the GM wants to use an attack craft that does not have a Craft Rating, he can use its Manoeuvrability instead. Ork Craft Fightabommerz Craft Rating+8 (+5) Speed (VUs) 8 Squadron Size 25 Multi-purpose craft: The Fighta-bomma is “designed” as both an interceptor and bomber. When used as a bomber, its Rating drops to +5. Assault Boats Craft Rating+8 Speed (VUs)10 Squadron Size 15 Fighta-BoMMaThere is no such thing as a “standard” design for Ork attack craft, although those unfortunate enough to fight them note that they tend to fall into broad patterns. The most common Ork attack craft found on Ork capital ships is referred to by greenskins as the “fighta-bomma.” To the frustration of those in the Adeptus Mechanicus, fighta-bommas are also used as ground-support aircraft planetside, and as far as anyone can tell, the only difference is space-born fighta-bommas may be slightly bigger. The learned magos are at a loss to explain how something apparently designed for atmospheric operations also works in the void. Fighta-bommas carry large payloads of heavy bombs for anti-ship work, though not as large as dedicated bombers such as the Starhawk. Type: Spacecraft/Flyer Tactical Speed: 20 AUsCruising Speed: 2,200 kph/ 8 VUs per Strategic Turn in Space Manoeuvrability: +5Structural Integrity: 25 Size: EnormousArmour: All 25 Carrying Capacity: Assorted bomms, rokkitts, Crew: Ork Pilot, 2-4 Grot Riggers, 1-2 Grot Gunners and Grot-guided ordinance Weapons4 Forward Pilot operated Big Shootas (Facing Front, Range 400m (4 AUs), S/3/10, 1d10+6 I, Pen 4, Clip 1000, Reload —, Inaccurate, Unreliable)1 Grot operated Bigga Big Shoota Turret (Facing Left/Right/Rear, Range 400m (4 AUs), S/3/10, 2d10+10 I, Pen 5, Clip 1000, Reload —, Inaccurate, Unreliable, Twin-Linked)Special rulesSpacecraft: See page 137, with the modification that this vehicle can only operate as a flyer in atmosphere, not a skimmer. More Dakka: Orks have a simple philosophy—if one shot doesn’t kill it, shoot it more. Instead of firing its weapons separately, the pilot can combine fire, rolling once for all four Big Shootas. In this situation the shots deal 3d10+20 damage, with a Pen of 4. Bomber: See page 137. Availability: Extremely Rare if allied with Ork Freebooterz.ork aSSault CraFtOrks, more than any other race, are more than willing to use other races’ equipment—with suitable “improvements,” of course. This is especially true with their assault boats, many of which are scavenged Imperial craft. To use an Ork Assault Craft, use the Shark Assault Boat, but increase its front armour to 50, decrease its rear armour to 25, and replace its weapons with four Grot-operated Bigga Big Shoota Turrets.
Table 3–2: Ork Capital Ship UpgradesRoll ResultUpgrade1Trakta Field: This field projects gravitational forces that draw enemy vessels closer, making it easier to board or ram them. However, the field also attracts enemy ordnance, making it an easier target for torpedoes. The vessel gains a +20 bonus on all Pilot Tests to ram or initiate a boarding action. However, torpedoes gain a +20 bonus to hit the ship.2Throne Room: More akin to audience chambers or trophy rooms than command bridges, Throne Rooms are an expression of a kaptain’s power, and Kaptins powerful enough to rule from a Throne Room are often surrounded by a retinue of nobs armed with the finest wargear he leads into combat. When used to conduct a Boarding Action, the Mega-Armoured Boarding Teams deal twice the normal damage to Crew Population, Morale and Hull Damage as appropriate.3-4‘Uge Armour Plates: Extra plates of thick metal cover the ship’s hull, providing further protection but making it even more unwieldy. The ship’s Manoeuvrability is reduced by –5. The ship’s armour on all locations is increased by 2.5-6Bigger Red Button: Extra switches and levels surround the big red button, connecting to extra fuel tanks and power couplings. When activated, these flood the engines with additional fuel, boosting the ship’s speed further. Once per combat, when performing an Flank Speed Action or All Ahead Full Order, the ship automatically moves the maximum possible distance, as if the GM rolled the absolute best result.7Weirdboyz’ Tower: Protruding from the top of the ship is a twisted brass tower, crackling with green lightning. Within the tower are groups of weirdboyz, their brains surging with the combined psychic noise of the thousands of Orks in the ship below. Every so often, a great arc of green energy shoots out from the tower. Occasionally, it hits an enemy. The ship counts as having an additional, dorsal mounted lance (regardless of weapon capacity slots) with a Range of 3, a Strength of 1, a Crit Rating of 3 and a Damage Value of 2d5+1.8Extra Shield Generator: The ship’s generators have been boosted and reinforced. The ship gains 1 additional Void Shield.9-10Armoured Kaptain’s Bridge: The bridge is clad in massive sheets of heavy armour plating, protecting the kaptin from the ravages of battle.If this Component takes a Critical Hit, becomes Damaged, Disabled or loses Power, roll 1d10. On a 4 or more, the Component is unharmed.
Table 3–1: Ork Ship UpgradesRoll ResultUpgrade1Kustom Enjinz: Created from scratch by insane Mekboyz, Kustom Enjinz operate through impossible methods to produce incredible amounts of power. The power they produce is unstable and difficult to contain, but makes for swift vessels. A ship with Kustom Enjinz gains +1 Speed. If the ship’s plasma drives are Disabled or Damaged, the ship vessels. A ship with Kustom Enjinz gains +1 Speed. If the ship’s plasma drives are Disabled or Damaged, the ship loses 1d10 Hull Integrity and one Component of the GM’s choice is set on fire.2Kustom Force Field: This field crackles with extra power, sometimes flaring to life to block powerful hits, but sometimes catastrophically failing. When the Void Shield is brought down by enemy fire, roll 1d10. On an 8 or higher, the shield is not brought down and can cancel an additional hit (this can happen multiple times). On a 2-7 it behaves as normal, and on a 1, the Void Shield Component counts as Damaged and must be repaired.3Grot Holes: Alongside the teeming hordes of Orks, this vessel’s superstructure is filled with holes, nooks and crannies containing squabbling mobs of Gretchin slaves, who are kicked and bullied into performing the many and varied tasks essential to the running of a starship. Any damage to Crew Population is halved, due to the sheer number of additional Grots. However, whenever the ship takes Morale damage, it takes an additional 2 points due to the Grots being easily panicked.4Lookout Towerz: Scattered across the hull, tall towers mounting guns and scanning devices watch the void for enemies and unleash trails of gleaming tracers into the darkness of space at anything that strays too close. The ship gains +1 Turret Rating from the hordes of small caliber weapons, but reduces all armour values by 1 for all the holes cut in the hull to hold them.5Kustom Skanna: Crackling with greenish-tinged electric bolts, this “skanna” dominates the dorsal ridge on the Ork vessel, giving the ship +10 Detection. 6Dakka Kontrol: Demonstrating planning quite unusual for Orks, targeting systems from all the ship’s guns have been wired into a single control centre, making them more effective. The ship’s targeting systems show Gretchin in place of enemy ships; having practiced since a young age how to hit Grots, the Orks hit more reliably. This grants a +5 bonus to all Ballistic Skill Tests made to fire the ship’s weapons.7Mek’s Workshop: The ship has a greater-than-normal compliment of Mekboyz on board, who continually tinker with every machine within reach. The Meks may, as an Extended Action once per turn, improve a single weapon Component providing one of the following benefits: +2 Range, Re-roll the weapon’s random Strength, +1 damage, +1 bonus degree of success on attack rolls. After firing with this benefit, the improved gun immediately becomes Unpowered for one turn as the improvements over-work the weapon.8Extra Smashy Ramming Spike: A two-hundred-metre-long spike of solid adamantium, this addition to the vessel’s prow makes it deadlier when ramming. The ship causes an additional +1d5 damage when ramming.9Squig Pens: Cages full of attack Squigs are scattered throughout the ship, ready to be unleashed during boarding actions. During any successful Boarding Action, the ship causes an additional +1d5 damage to Crew Population and Morale as the angry balls of teeth hunt down and eat enemy crewmen.10Red Paint Job: “Red wunz go fasta” is a common Ork belief, and one that oddly seems to be borne out in practice. Ork vehicles painted red do travel faster than those not. The ship gains +1 Speed.
usiNG ork kroozers Ork Kroozers are large, unsubtle, and exceptionally dangerous, as they have loads of Hull Integrity, tough armour, and bristle with multiple macrobatteries. If an average Rogue Trader ship goes toe to toe with an Ork vessel, it will likely come off poorly. However, a Rogue Trader can exploit a Kroozer’s weaknesses. Specifically, weak rear armour, a single void shield, and low manoeuvrability mean the ship is vulnerable to lances and attacks from the rear. However, GMs should keep in mind that the more Ork ships there are, the less these weaknesses come into play, as multiple Ork ships can cover each other’s blind spots. Terror Ships also break this rule because they have fighta-bommerz that can strike at any ship in range.Generally, Ork ships drive straight at an enemy, attempting to close and pound it with their big guns—or preferably, ram and board. The following are two common Ork “designs” for the Kill Kroozer and Terror Ship:Kill Kroozer: Prow Kannonz and ‘Eavy Gunz. Gunz Battery and ‘Eavy Gunz port and starboard. Terror Ship: Prow Kannonz and ‘Eavy Gunz. Gunz Battery and Launch Bays port and starboard.usiNGork Ark ArkTTA ATTA AckshipsOrk escorts have similar strengths and weaknesses to Ork capital ships–lots of firepower and high Hull Integrity, but weak rear armour and low manoeuvrability. In addition, “Attack ships” cannot turn as well as other escorts and their weapons are focused towards the prow, meaning an opponent is best served getting behind or alongside one of these ships. As with Ork Kroozers, Ork escorts become exponentially more dangerous the more there are, as they can cover blind spots and combine fire to make up for a bad roll on the Gunz or Torpedo Strength.All Ork Attack Ships have the following rule:Slow to turn: An Ork Attack Ship may only turn 45 degrees, rather than 90.The following are two common Ork “designs” for the Kill Kroozer and Terror Ship:Savage Gunship: Prow ‘Eavy Gunz. Ravager Attack Ship: Prow Gunz and Torpedo Launcha. Brute Ram Ships are a completely different ship than the rest of the Freebooter armada. Unlike most other Ork ships, they can turn 90 degrees, rather than 45, and have a greater Manoeuvrability. However, their weaponry is fairly weak. This makes them almost the antithesis of other Ork vessels. GMs can use Brutes in two ways. The first is to challenge players with fast, light ships. In this case the GM should use a squadron of several Brutes combining their fire as per page 113. The second use, of course, is to plow straight at an enemy vessel and attempt to tear through them at maximum speed. This makes the Brute a surprisingly dangerous threat to large, slow vessels, and can prove a nasty surprise for overconfident Explorers.spAce hulksAmongst the methods Orks use to travel around the galaxy few are as feared and treated with nigh-mythical status as the space hulk. Each comprised of potentially dozens of derelict starship hulls, solid rock and random debris, twisted together by the unnatural forces of the Immaterium, space hulks occasionally emerge from the warp near star systems.Genestealers, Orks or other creatures often board space hulks as a means of migrating between star systems, leaving the space hulk whenever it emerges from the warp at the other end of its random voyage. Orks in particular make considerable use of space hulks, and sometimes gain control over their movements, with massive space hulks forming the core of Ork invasion fleets.Within the Koronus Expanse, there are a few famous space hulks. The Fist of Gork, which brought Morgaash Kulgraz to the Expanse, is perhaps the best known space hulk in Imperial memory. However, given the unusual preponderance of Ork Freebooters within the Expanse, and the vast number of Ork-constructed starships, the need for space hulks is considerably lower.In game terms, a space hulk would be a massive craft, with hundreds, even thousands of points of Hull Integrity, dozens of weapon Components and a virtual immunity to critical hits due to not being a true starship. Further, many space hulks contain ancient technology, relics of a former age, or other secrets of great value.usiNG roksLike Ork capital ships and attack ships, Roks are tough and well armed, at the expense of Manoeuvrability and void shields. Keel weapons means a Rok can fire in all directions, essential due to its extremely awkward turning.Roks are less likely to be found amongst Freebooter fleets, but are common in Ork infested systems, where they serve as fortresses, space installations, and crude transports all in one. GMs can use them as obstacles to be avoided or dealt with if the Explorers are delving into an Ork system, defences around an Ork planet, or even an ambush in an uncharted asteroid field.
onSlAughT ork rAiderHull: FrigateClass: Onslaught-class ork pirate raiderDimensions: aprox 1.5 km long, .4 km abeam approx.Mass: 9.5 megatons approx.Crew: countless boyz, even more grots. Accel: 2-4 gravities accelerationThough many Orks naturally take to piracy, their tactics differ from those preferred by human buccaneers. Orks are unlikely to flee from a scrape, and their ships always reflectthat, with giant armoured prows, lumbering engines, and as many weapons as the meks can strap on.Speed: 5Manoeuvrability: +15Detection: +10Armour: 18Void Shields: 1Hull Integrity: 40Space: 40 (Used: 40) Power: 40 (Used: 35) Turret Rating: 1Weapon Capacity: Dorsal 1, Prow 2Essential ComponentsLooted Drive: This may have been an STC-standard drive...once.Warp Engine: ‘Ere we go, ‘ere we go! Really Big Teef: Protects the vessel in the immaterium, and functions similarly to a Gellar field.Single Void Shield ArrayAir Pumps: Best not ask how it works.Boyz Barracks: No self respecting ork goes anywhere without his boyz!Armoured Kaptin’s BridgeThere’s a lot of metal between the ork boss and space. Reinforced Armour: If this Component takes a Critical Hit, becomes damaged, or suffers power loss, roll 1d10. On a 4 or higher, the component is unharmed. Big Red Button: If this vessel chooses not to turn, it may move an additional 1d5 VUs during its Manoeuvre Action. Lotsa BoyzThis Component grants +10 to all Command Tests involving boarding actions and Hit and Run Actions. supplemental Components2x Looted Prow Macrocannons: These macrocannons used to be on an Imperial ship. Not anymore. (Macrobattery; Strength 3; Damage 1d10+2; Crit Rating 5; Range 5) Dorsal Gunz: Technically macrobatteries, ‘improved’ with orky tek. (Macrobattery; Strength 1d5†; Damage 1d10+4; Crit Rating 6; Range 4) † Roll Strength before firing this weapon each turn.
Stowage BaysPirate ships do not often bother with true cargo holds, preferring smaller bays where valuable cargos can be stored. Cargo bay.Booty!: If this ship is captured with this Component intact, the captors gain 50 Achievement Points. Ork Armoured ProwOnly an ork would add a gigantic armoured prow to such a small ship. Good an’ Ard: Macrobatteries may still be prow weapons on this vessel. This ship gains +4 Armour in its fore arc only. This ship also does 1d10 additional damage when ramming. ComplicationsOrky Tek: This ship may not be piloted by a non-ork crew. Components from this vessel will not function if added to non-ork ships. KrooZerHull: CruiserClass: Ork “kroozer” designation – typically either Kill Kroozer or Terror ShipDimensions: Varies; 4.5 km long approx, 1.1 km abeam approx.Mass: 30 megatonnes approx.Crew: hordes of Grotz and BoyzAccel: 2.7 gravities max sustainable accelerationAmongst the largest of the most commonly encountered Ork vessels, a “kroozer” is broadly analogous to the cruisers of the Imperial Navy in mass and armament. Kroozers are heavily armed, mounting eclectic clusters and batteries of heavy macrocannons. Thick prows protect these lumbering craft from enemy fire as they rush headlong towards their victims. Two distinct designs of kroozer have been regularly identified over the centuries. The Kill Kroozer mounts gun batteries of various sizes, and is a common sight in Freebooter fleets. Terror Ships replace some guns with great holes in the flanks of the ship containing launch bays for squadrons of fighta-bommas. Other kroozers may conform to one of these configurations, or mount other weapons such as torpedo tubes or crackling energy weapons. Speed: 5 Manoeuvrability: +0 Detection: +10 Void Shields: 1 Armour: 23 prow, 19 port and starboard, 16 stern Hull Integrity: 90Morale: 100 Crew Population: 100 Crew Rating: Crack (40)Turret Rating: 1 Weapon Capacity: Prow 2, Port 2, Starboard 2essential componentsLooted Drive, Warp Engine, Single Void Shield Array, Air Pumps, ‘Uge Teef, Boyz Barracks, Kaptin’s Bridge, Searchy Gubbinzsupplemental componentsChoose two prow weapons from the following.: A ship may have one Zzap Kannon or Torpedo Launcha.Prow Kannonz (Macrobattery; Strength 1d5+2; Damage 1d10+3; Crit Rating 5; Range 9)Prow ‘Eavy Gunz (Macrobattery; Strength 6; Damage 2d10; Crit Rating 4; Range 3)Zzap Kannonz (Lance; Strength 2; Damage 1d10+4; Crit Rating 3; Range 6)Torpedo Launcha (Torpedo Tubes; Strength 1d5+2; Damage 2d10+14, Terminal Penetration [3]; Range 35) These torpedo tubes are loaded with Looted Torpedoes, and may be loaded with different torpedoes (such as boarding torpedoes) at the GM’s discretion. Choose two port and two starboard weapons from the following list. Launch bays may only be selected once per side:Gunz Battery (Macrobattery, Strength 1d5+1; Damage 1d10+4; Crit Rating 6; Range 5)‘Eavy Gunz (Macrobattery; Strength 4; Damage 2d10; Crit Rating 4; Range 3)Launch Bayz (Launch Bay; Strength 2) This bay holds 2 squadrons of Fighta-bommas and 2 squadrons of Assault Boats.Kustom Kannonz (Macrobattery; Strength 1d5; Damage 1d10+2; Crit Rating 5; Range 6) These “flash gunz” are slightly more reliable than regular gunz, and may re-roll their Strength result before firing each turn.Da Hold: Typically laden with all manner of scrap, junk and detritus, the hold of an Ork kroozer is nonetheless likely to contain at least some items of worth. If the ship is captured with this Component intact, the captors gain 100 Achievement Points.Armoured Prow: The bonuses for this gigantic snarling Ork visage are already included in the ship’s statistics.In addition, roll once on Table 3–1, and once on Table 3–2 to generate two Ork upgrades. Modifier summaryThe following modifiers may be further altered by specific upgrades.• +10 bonus on all Command Tests involving boarding actions and Hit and Run attacks.• When losing Crew Population, lose one less than normal.• +10 bonus on all Pilot tests to increase Speed• +1d5 Seed during any manoeuvre action when the ship does not turn• –10 penalty on all tests made while on silent runningaTTcKshipHull: FrigateClass: Ork “Attack Ship” designation – no specific class knownDimensions: approx 1.5 km long, 0.4 km abeam approx.Mass: 9.5 megatonnes approx.Crew: unknownAccel: 2-4 gravities accelerationOrk escort craft resemble those of the Imperium in size more than anything else, generally lacking the speed and manoeuvrability that characterise most frigates and raiders. Typically lacking in armour along their flanks and rear, and difficult to quickly manoeuvre, Ork attack ships are useful only for the head-on attacks typical of Ork tactics. A number of different configurations have been observed over the years, including the Onslaught class, which mounts an array of macrocannon batteries, the Savage-class, which mounts similar, but shorter-ranged and higher-powered guns, and the Ravager class, which mounts unreliable but potent torpedoes. Lance-armed escorts are very rare, normally mounting weapons salvaged from wrecked Imperial vessels.Speed: 5Manoeuvrability: +15Detection: +10oid Shields: 1Armour: 22 prow, 16 port/starboard/sternHull Integrity: 40Morale:100Crew Population: 100Crew Rating: Competent (30)Turret Rating: 1Weapon Capacity:Weapon Capacity:W Dorsal 1, Prow 2essential componentsLooted Drive, Warp Engine, Big Teef, Single Void Shield Array, Air Pumps, Boyz Barracks, Kaptin’s Bridge, Searchy Gubbinzupplemental componentsDorsal Looted Macrocannons: (Macrobattery; Strength 3; Damage 1d10+1; Crit Rating 5; Range 5)Choose two prow weapons from the following.: A ship may have one Torpedo Launcha:Torpedo Launcha (Torpedo Tubes; Strength 1d5; Damage 2d10+14, Terminal Penetration [3]; Range 35) These torpedo tubes are loaded with Looted Torpedoes, and may be loaded with different torpedoes (such as boarding torpedoes) at the GM’s discretion. ‘Eavy Gunz (Macrobattery; Strength 4; Damage 2d10; Crit Rating 4; Range 3). The massive size of this weapon component means it fills both Prow weapon capacity slots.Gunz (Macrobattery, Strength 1d5; Damage 1d10+3; Crit Rating 6; Range 5)Stowage Bays: Typically laden with all manner of scrap, junk and detritus, this hold may contain something worthwhile. If the ship is captured with this Component intact, the captors gain 10 Achievement Points towards an Objective they are working towards.Armoured Prow: The bonuses for this gigantic snarling Ork visage are already included in the ship’s statistics.In addition, roll once on Table 3–1 to generate one Ork upgrade. Modifier summary Modifier summaryThe following modifiers apply to Ork Attack Ships. These may be further altered by the specific Components.•+10 bonus on all Command Tests involving boarding actions and Hit and Run attacks.When losing Crew Population, lose one less than normal.• +10 bonus on all Pilot tests to increase speed• +1d5 speed during any manoeuvre action when the ship does not turn• –10 penalty on all tests made while on Silent RunningBruTe raM shipHull: RaiderClass: Ork “Ram Ship’”Dimensions: approx 1.1 km long, 0.5 km abeam approx.Mass: 6.5 megatonnes approx.Crew: unknownAccel: 3-5 gravities accelerationThe first encounters between Imperial Navy forces and Ork ram ships were uncertain affairs, with the small, nimble Ork craft initially believed to be a more conventional form of escort vessel. However, the brutish tactics of the Orks soon showed through, with the ram ships using their mobility to close with enemy vessels swiftly and collide with them at full speed. Their heavy armoured prows, comprising two-thirds of the vessel’s mass and fitted with drills and spikes, allow them to cause significant harm to even capital ships.Speed: 8 Manoeuvrability: +20 Detection: +10 Void Shields: 1 Armour: 23 prow, 15 port/starboard/stern Hull Integrity: 30Morale: 100 Crew Population: 100 Crew Rating: Competent (30)Turret Rating: 1 Weapon Capacity: Dorsal 1 essential componentsLooted Drive, Warp Engine, Big Teef, Single Void Shield Array, Air Pumps, Boyz Barracks, Kaptin’s Bridge, Searchy Gubbinzsupplemental componentsDorsal Looted Gunz: (Macrobattery; Strength 4; Damage 1d10+3; Crit Rating 5; Range 5)Armoured Ramming Beak: While most Ork vessels have heavily-armoured prows, few take it to the extreme demonstrated by the Ram Ship. Half of the vessel’s volume is taken up by a dense metal ramming beak, tipped with sharp protrusions designed to tear at the hulls of the ships it collides with. This ship gains +8 armour in its fore arc only, and does 3d10+23 total damage when ramming, instead of the 1d5+23 a raider would normally do.Stowage Bays: These loot-filled compartments are scattered across the ship, more because there was space to put something than because they were designed to store anything. If the ship is captured with this Component intact, the captors gain 10 Achievement Points towards an Objective they are working towards.complications and special rulesWAAAGH! Ram Ship crew are not only eager to ram their vessels into enemy ships, but they’re quite skilled at it as well. A Ram Ship gains a +20 bonus on all tests made to ram an enemy ship.Modifier summaryThe following modifiers apply to Ork ram ships. These may be further altered by the specific Components.• +10 bonus on all Command Tests involving boarding actions and Hit and Run attacks.• When losing Crew Population, lose one less than normal.• +10 bonus on all Pilot tests to increase speed• +1d5 Speed during any Manoeuvre action when the ship does not turn• –10 penalty on all tests made while on silent running• +20 bonus on all pilot tests to ram an enemy shiproKHull: Repurposed Asteroid Class: Ork “Rok” Dimensions: varied; up to 4 km in diameterMass: varied Crew: unknown Accel: 1-2 gravities accelerationRoks are little more than large asteroids hollowed out and fitted with drives, guns and crew quarters. Typically incapable of warp travel, the number of asteroids in most star systems is such that mekboyz can construct Roks upon arrival in a system. Any system inhabited by Orks for any length of time will be home to an increasing number of Roks for this reason. Within the Koronus Expanse, however, some enterprising meks have experimented with adding warp drives to Roks, allowing them to accompany Ork fleets in raids across the region.Roks are tough, as only a repurposed asteroid can be, but almost completely lacking in manoeuvrability and incredibly slow. However, they are extremely heavily armed, as befits an Ork spacecraft, and the speed with which they can be manufactured makes them a particularly serious threat to Imperial shipping.Speed: 3 Manoeuvrability: –20 Detection: +0 Void Shields: 1 Armour: 20 Hull Integrity: 90Morale: 100 Crew Population: 100 Crew Rating: Competent (30)Turret Rating: 1 Weapon Capacity: Keel 3essential componentsLooted Drive, Warp Engine, Big Teef, Single Void Shield Array, Air Pumps, Boyz Barracks, Kaptin’s Bridge, Searchy Gubbinzsupplemental components2x Keel Loads o’ Gunz: (Macrobattery; Strength 1d5+3; Damage 1d10+2; Crit Rating 6; Range 6)One of the following Weapon Components: Torpedo Launcha (Torpedo Tubes; Strength 1d5; Damage 2d10+14, Terminal Penetration [3]; Range 35) These torpedo tubes are loaded with Looted Torpedoes, and may be loaded with different torpedoes (such as boarding torpedoes) at the GM’s discretion. ‘Eavy Gunz (Macrobattery; Strength 4; Damage 2d10; Crit Rating 4; Range 3). Stowage Bays: These loot-filled compartments are scattered across the ship, more because there was space to put something than because they were designed to store anything. If the ship is captured with this Component intact, the captors gain 10 Achievement Points towards an Objective they are working towards.complications and special rulesRepurposed Asteroid: Roks are not ships, but rather floating lumps of rock filled with Orks and laden with guns and engines. Consequently, whenever a Component would be Damaged by a critical hit, roll a d10: on a 6+, the attack has struck nothing but rock, and reduces the Rok’s Hull Integrity by 1d5 instead. A Rok deals 1d10 damage when it rams, as its ponderous speed does not allow it to ram with particularly great force.Unwieldy Movement: Roks have only one possible Manoeuvre action. As a Manoeuvre Action, the Rok may move its Speed straight forward. It may only increase or decrease its speed using the Flank Speed Extended Action or All Ahead Full order. At the end of its movement, it can make a Challenging (+0) Pilot (Spacecraft) + Manoeuvrability Test. If successful, the Rok to turn up to 90 degrees at the end of its normal movement. In addition, roll once on Table 3–1 to generate one Ork upgrade. Modifier summaryThe following modifiers apply to Ork Roks. These may be further altered by the specific Components.• +10 bonus on all Command Tests involving boarding actions and Hit and Run attacks.• When losing Crew Population, lose one less than normal.• –10 penalty on all tests made while on silent running• Cannot increase or decrease its speed• Deals 1d10 damage when ramming• Critical Hits become 1d5 Hull Integrity Damage on a 1d10 roll of 6+haMMer BaTTLeKrooZerHull: BattlecruiserClass: Ork BattlekroozerDimensions: 4.8 km long, 1.2 km abeamMass: 30 megatonnes approxCrew: unknownAccel: 2.7 gravities max sustainable accelerationThe Hammer-class “battlekroozer” has a myriad of myths surrounding its origins. Some claim they were first built in the empire of the Great Despot of Dregruk, others claim they are scavenged Imperial cruisers formerly armed with Nova cannons, while a few credit the Mekaniak Garzog under the infamous Tyrant Uzog Armripper. Certainly, the unique weapon system on the Hammer’s prow was invented by Garzog, due to Uzog’s insane desire to have both torpedoes and big guns on his vessel. Garzog is said to have rigged the Nova Cannon’s conduits to massive cylindrical launchas that could fire torpedoes or bombardment cannon shells, but not both at once. Since he got the design half right, Uzog is said to have only ripped one of his arms off.Whatever its origins, the Hammer is a feared and hated vessel in the Expanse. There is only one known Hammer, the Dethburna, and the Navy is known to rate only Da Wurldbreaka itself as more dangerous.Speed: 5 Manoeuvrability: +2 Detection: +10 Void Shields: 2 Armour: 24 prow, 20 port/starboard/stern Hull Integrity: 95Morale: 100 Crew Population: 100 Crew Rating: Crack (40)Turret Rating: 2 Weapon Capacity: Prow 2, Dorsal 1, Port 2, Starboard 2essential componentsSupa Drive, Warp Engine, Big Teef, Mega Void Shield Projecta, Air Pumps, Boyz Barracks, Kaptin’s Bridge, Searchy Gubbinzsupplemental componentsProw Kannonz Battery (Macrobattery; Strength 1d5+4; Damage 1d10+3; Crit Rating 5; Range 9)Garzog’s Dead Kunnin Device: This crazed invention can fire as either a torpedo launcha or a bombardment cannon, though not both in the same turn. The following profiles are used depending on which weapon is chosen. (Macrobattery; Strength 5; Damage 1d10+6; Crit Rating 2; Range 4) or (Torpedo Tubes; Strength 1d5+2; Damage 2d10+14, Terminal Penetration [3]; Range 35). The torpedo tubes are loaded with Looted Torpedoes, and may be loaded with different torpedoes (such as boarding torpedoes) at the GM’s discretion.Dorsal Launch Bayz (Launch Bay; Strength 2) This bay holds 2 squadrons of Fighta-bommerz and 2 squadrons of Assault Boats.Port and Starboard Gunz Battery (Macrobattery, Strength 1d5+1; Damage 1d10+4; Crit Rating 6; Range 5)Port and Starboard ‘Eavy Gunz (Macrobattery; Strength 4; Damage 2d10; Crit Rating 4; Range 3)Da Hold: Typically laden with all manner of scrap, junk and detritus, the hold of an Ork kroozer is nonetheless likely to contain at least some items of worth. If the ship is captured with this Component intact, the captors gain 100 Achievement Points.Armoured Prow: The bonuses for this gigantic snarling Ork visage are already included in the ship’s statistics.In addition, roll once on Table 3–1, and once on Table 3–2 to generate two Ork upgrades. Modifier summaryAll modifiers that apply to Ork Kroozers apply to the Hammer class Battlekroozer. deThburNAAn Ork kroozer known to have plagued shipping across Winterscale’s Realm for a little over a decade, the ship identified as Dethburnahas resulted in the destruction of dozens of human and Eldar vessels. The vessel is now apparently embroiled in an escalating conflict with the Rak’gol as their invasion routes cross into territory that Dethburna’s unknown kaptin seems to have claimed as his own.The identity of the Dethburna’s kaptin is a persistent mystery to the Imperial Navy and the Inquisition. The Ork has, against the normal Ork inclination towards egotism and self-aggrandisement, refrained from announcing himself over vox channels or otherwise revealing any sign of his specific nature.Dethburna is seldom encountered without an escort of attack ships, normally five or six of them. Against the majority of transports and patrols, a half-dozen Ork raiders is a deadly threat. It takes a concerted effort to shift Dethburna and its “minions” after it has found a new hunting ground, normally involving the Imperial Navy either despatching a task force or hiring a Rogue Trader to drive away the Orks.Deathburna is a Hammer-class battlekroozer. To use the Deathburna use the above profile, but instead of rolling for Ork Upgrades, give it the Kustom Enjinz, Dakka Control, and Traktor Field upgrades. The Deathburna is run by the Blood Axe Klan and has a Blood Axe crew. In addition, the ship is usually accompanied by two Savage gunships for close support, and three to four Ravagers. A favoured tactic of Deathburna’s Kaptin is to have the Ravagers wildly shoot their torpedoes at a foe from the side, hopefully forcing them to turn towards the Deathburna.
DA WURLDBREAKAHull: Ork BattleshipClass: Unique Ork “Battlekroozer”Dimensions: 11km long approx, 1.8km abeam approxMass: Unknown; believed to be greater than 100 megatonnesCrew: Unknown, but likely at least 250,000 greenskinsAccel: 2.4 gravities max sustainable accelerationNobody is entirely sure where Da Wurldbreaka came from, nor how old the vessel is. The Orks talk of it as a vessel that has grown like the legend that surrounds it, commanded by dozens of would-be Warlords over the years, taken as the spoils of war and rebuilt bigger and deadlier than ever each time. The oldest of tales, told by the oldest of the ship’s Mekboyz, tell that it has existed for thousands of years and has fought in the biggest of wars, ravaging worlds across the galaxy. Whether or not this is true, the Meks enjoy telling the story and their audiences enjoy hearing it, so it continues to be told.Now owned by Morgaash Kulgraz, Da Wurldbreaka has grown again, the upper decks swelling with the towers and cells of enslaved Weirdboyz, who strain and thrash in the proximity of more than a quarter of a million greenskins eager for bloodshed and plunder, and whose presence makes the entire vessel fl icker and crackle with unconstrained power. Scores of Mekboyz labour eagerly all across the vessel, even in the midst of a battle, rebuilding and replacing systems with their own inventions with a manic fervour that seems almost religious, granting Da Wurldbreaka a capacity for destruction that seems limitless because its weapons grow and change with every confl ict.Speed: 4 Manoeuvrability: –10 Detection: +10 Void Shields: 2 Armour: 24 prow, 20 port and starboard, 16 stern Hull Integrity: 120Morale: 110 Crew Population: 120 Crew: Veteran (50)Turret Rating: 2 Weapon Capacity: Prow 2, Dorsal 2, Port 2, Starboard 2Space: 150 Power: 120Essential ComponentsLooted Drive, Warp Engines, Multiple Void Shield Arrays, Air Pumps, Boyz Barracks, Armoured Captain’s Bridge, Searchy GrubbinzSupplemental ComponentsProw ‘Eavy Gunz Battery (Macrobattery; Strength 6; Damage 2d10; Crit Rating 4; Range 3)Prow Zzap Kannonz (Lance, Strength 2; Damage 1d10+5; Crit Rating 3; Range 9)Port ‘Eavy Gunz Battery (Macrobattery; Strength 6, Damage 2d10; Crit Rating 4; Range 3)Port Gunz Battery (Macrobattery, Strength 1d5+4; Damage 1d10+2; Crit Rating 5; Range 10)Starboard ‘Eavy Gunz Battery (Macrobattery; Strength 6; Damage 2d10; Crit Rating 4; Range 3)Starboard Gunz Battery (Macrobattery; Strength 1d5+4; Damage 1d10+2; Crit Rating 5; Range 10)Dorsal Pulsa Rokkitz Battery: Too small and short-ranged to act like true torpedoes, these bizarre rockets generate concussive shockwaves, gravity pulses and magnetic fi elds that disrupt enemy vessels (Macrobattery, Strength 1d5+2, No damage, but target suffers a –5 per hit to Manoeuvre during the next turn, Crit Rating N/A, Range 5)Dorsal Weirdboy Towerz (Strength 1d5, Damage 2d10, Crit Rating 4, Range 3, May be fi red as either a Macrobattery or a Lance, choose each time the weapon fi res before rolling any dice. If fi red as a lance and any single hit rolls an 18 or higher for damage, this Component is immediately destroyed from a backlash of WAAAGH! energy.)Da Face of Gork: A huge Ork-like visage dominates the ship’s prow. In addition to being heavily armoured, (already totalled into the prow armour) and dealing a total of 4d10+24 damage when ramming, the immense maw of the face is hinged and can be opened as Da Wurldbreaka approaches a victim, only to close down over it, allowing for boarding parties to swarm over in vast numbers through the boarding tunnels within the face. When attempting to Board an enemy vessel, if Da Wurldbreaka passes its Pilot (Starships) + Manoeuvrability Test by two or more degrees, then the jaws will latch on, dealing 1d5 damage to hull integrity, and granting the Orks an additional +20 bonus on the opposed Command Test to win the subsequent boarding action. Loot Hole: A vast and cavernous chamber where piles of loot can be found. Often the site of vicious battles as different ship-board factions fi ght over particularly good bits of loot. Capturing Da Wurldbreaka—a diffi cult prospect to say the least—with this component intact grants the captors 300 Achievement Points from the sheer quantity of plunder contained within.Trakta Beams:Da Wurldbreaka’s Trakta Beams impose a –20 penalty to all Pilot (Space Craft) + Manoeuvrability Tests made by a single enemy vessel within 4 VU, chosen during Da Wurldbreaka’s Shooting Action. SHIP COMPLICATIONSAND SPECIAL RULESOrky Tek: This ship may not be piloted by a non-Ork crew. Components from this vessel will not function in non-Ork ships.Loadz ov Boyz:Da Wurldbreaka’s compliment of crew and warriors are all eager and deadly combatants, granting a +30 bonus on all Command Tests involving boarding actions and Hit and Run attacks. Armoured Kaptain’s Bridge: The bridge is heavily armoured, and if it every suffers a Critical Hit, becomes damaged, or suffers power loss, roll 1d10. On a 4 or higher, the damage is ignored. Da Big Red Button: If this vessel chooses not to turn, it may move an additional 2d5 VUs during its Manoeuvre Action.Lotsa Mekboyz: Always tinkering, inventing and customising, the vast compliment of Mekboyz on board never seem to stop trying to improve the ship, even in the midst of battle. All Tech-Use Tests made by the crew of Da Wurldbreaka’ gain a +10 bonus. In addition, the Meks may, as an Extended Action once per turn, improve a single weapon component providing one of the following benefi ts: +2 Range, Re-roll the weapon’s random Strength, +1 damage, +1 bonus degree of success on attack rolls. After fi ring, the improved gun immediately becomes unpowered for one turn as the improvements over-work the weapon.
Table 1–4: Derelict Station Origins1d00 RollStation Type01–10Egarian Void-maze: The station is a baffling construct of crystals with no readily apparent purpose or function, but The station is a baffling construct of crystals with no readily apparent purpose or function, but built along similar geometrical principles as the dead cities of the Egarian Dominion.built along similar geometrical principles as the dead cities of the Egarian Dominion.11–20Eldar Orrery: The station is constructed of the smooth, bone-like material from which the Eldar make their ships, and is The station is constructed of the smooth, bone-like material from which the Eldar make their ships, and is riddled with cloistered cells. Examination by a Navigator or psyker hints at a long-vanished power permeating the structure.riddled with cloistered cells. Examination by a Navigator or psyker hints at a long-vanished power permeating the structure.21–25Eldar Gate: This vast Eldar contraption resembles nothing so much as the frame of an enormous door, but only the This vast Eldar contraption resembles nothing so much as the frame of an enormous door, but only the empty void shows through it. No amount of searching yields a sign of its purpose or function. empty void shows through it. No amount of searching yields a sign of its purpose or function. 26–40Ork Rok: From the outside, this “station” appears to be nothing more than a lonely, out of the way asteroid. Despite From the outside, this “station” appears to be nothing more than a lonely, out of the way asteroid. Despite its appearance, it has been thoroughly hollowed out, and filled with dubious Orky technology. Some of the technology its appearance, it has been thoroughly hollowed out, and filled with dubious Orky technology. Some of the technology might even have worked at one point.41–50STC Defence Station: The core of the station is based off a standard pattern derived from Standard Template The core of the station is based off a standard pattern derived from Standard Template Construct technology, like countless others throughout the Imperium. What remains of the banks of weapon batteries Construct technology, like countless others throughout the Imperium. What remains of the banks of weapon batteries and torpedo bays indicates that it was once intended to safeguard a human colony from attack.and torpedo bays indicates that it was once intended to safeguard a human colony from attack.51–65STC Monitor Station: The core of the station is based off a standard pattern derived from Standard Template Construct technology, like countless others throughout the Imperium. Despite its age, the hull still bristles with auger arrays and reception panels that indicate its former use as a communications or intelligence hub.66–76Stryxis Collection: Calling this accumulation of wreckage and junk a space station would insult an Ork Mek, much less a shipwright of the Adeptus Mechanicus. The only explanation for its accretion comes from the vox-beacon broadcasting some kind of territorial claim by the Stryxis.77–85Xenos Defence Station: The architecture of the station does not match any examples yet encountered, but it is clearly inhuman in origin. Though the technology that comprises it is strange, there is no mistaking the intended purpose of its decaying armaments.86–100Xenos Monitor Station: The architecture of the station does not match any examples yet encountered, but it is clearly inhuman in origin. Its purpose is hard to ascertain for sure, but some of the arcane devices that line its hull resemble vox hubs and other necessities for a deep space monitor station.
DA KAPTIN’S KROOZERKaptin Mordakka’s fl agship, the Ta k e ‘ D a t !, uses the following profi le:Hull: Cruiser (Modifi ed)Class: “Kustom-built dakka-kroozer”Dimensions: 7 km long, 2 km abeamMass: 60 megatonnesCrew: hordes of Grotz and BoyzAccel: 2.3 gravities max sustainable accelerationSpeed: 4 Manoeuvrability: –10Detection: +10Void Shields: 2 Armour: 25 prow, 14 sides and sternHull integrity: 120Morale: 100 Crew Population: 100Crew Rating: Crack (40) Turret Rating: 3 Weapon Capacit y: See belowEssential Components: Orky equivalents of a Jovian Class 4 Drive, Strelov 2 Warp Engine, Double Void Shield Array, Vitae Life-Sustainer, Pressed-crew Quarters, Combat Bridge, and Mark-100 Auger Array. These Components are usable only in Ork-built vessels.Prow Weapons: Three Kustom Dakka-blastas†Port Weapons: Two Kustom Dakka-blastas†Starboard Weapons: Two Kustom Dakka-blastas††Dakka-blasta: (Macrobattery; Strength 1d5+4; Damage 1d10+2; Crit Rating: 4; Range 5)
DA RIPPA’Hull: CruiserClass: Ork Kill KroozerDimensions: 4.5 km long, 1 km abeam, approx.Mass: 32 megatonnes, approx.Crew: countless Boyz and even more GrotsAccel: 2 gravities, max sustainable accelerationDa Rippa’ is Warboss Snokgritz’s fl agship, an Ork Kill Kroozer built to his exacting specifi cations (“more fasta and more dakka!”). This profi le can also be used for any other Kill Koozers in THE FROZEN REACHES. Speed: 5Manoeuvrability: +5Detection: +10Armour: 19 (Prow 23) Void Shields: 1Hull Integrity: 80Morale: 100Crew Population: 100Crew Rating: Crack (40) Turret Rating: 1Weapon Capacity: Prow 2, Port 2, Starboard 2Space: 80Power: 70Essential ComponentsLooted Drive, Warp Engine, Really Big Teef (functions like a Gellar Field), Single Void Shield Array, Air Pumps, Boyz Barracks, Armoured Kaptin’s Bridge.Supplemental ComponentsProw Gunz Battery, Prow ‘eavy Gunz Battery, Starboard Gunz Battery, Starboard ‘eavy Gunz Battery, Starboard Gunz Battery, Ork Armoured Prow, Stowage BaysArmament and OrdnanceProw/Port/Starboard ‘Eavy Gunz Battery:(Macrobattery; Strength 4; Damage 2d10; Crit Rating 4; Range 3).Prow/Port/Starboard Gunz Battery: (Macrobattery; Strength 1d5; Damage 1d10+4; Crit Rating 6; Range 4). Special Rules and ComplicationsOrky Tek: This ship may not be piloted by a non–Ork crew. Components from this vessel will not function if added to non–Ork ships.Reinforced Bridge: If the bridge suffers a Critical Hit, becomes damaged, or suffers power loss, roll 1d10. On a 4 or higher, the bridge is unaffected. Good an’ ‘ard: Macrobatteries may still be prow weapons on this vessel. This ship gains +4 Armour in its fore arc only. This ship does 1d10 additional damage when ramming.Additional Bonuses and Penalties• +10 bonus on all Command Tests involving boarding actions and Hit and Run attacks.• When losing Crew Population, lose one less than normal.• +10 bonus on all Pilot tests to increase speed• +1d5 speed during any manoeuvre action when the ship does not turn• –10 penalty on all tests made while on silent running
ORK ROK (DAMARIS VERSION)Hull: SpecialClass: no classifi cation availableDimensions: varies, approximately 3 km long, 1.5 km wideMass: 15 megatons, approx.Crew: countless boyz and even more grotsAccel: 1.5 gravities, max sustainableOrk Roks are essentially large asteroids hollowed out and fi tted with numerous drives, weapons, and crew facilities. Any system containing Orks quickly develops a large amount of Roks, as the Orks can build them at a prodigious rate. These Roks are designed to crash into a planet’s surface to deliver boyz to the fi ght. Game StatisticsSpeed: 3 Manoeuvrability: –20 Detection: +0 Armour: 20 (25 in prow)Void Shields: 1 Hull Integrity: 60Morale: 100 Crew Population: 100 Crew Rating: Competent (30)Turret Rating: 1 Weapon Capacity: Keel 3Space: — Power: —Essential ComponentsLooted Drive, Air Pumps, Boyz Barracks, Boss’ Bridge, Searchy BitzSupplemental ComponentsEven More Boyz Barracks, ‘eavy Gunz Battery (Keel), Gunz Battery (2 Keel), Rock ‘ard Prow.Armament and OrdnanceKeel ‘Eavy Gunz Battery: (Macrobattery; Strength 4; Damage 2d10; Crit Rating 4; Range 3).2 Keel Gunz Battery: (Macrobattery; Strength 1d5; Damage 1d10+4; Crit Rating 6; Range 4). Special Rules and ComplicationsOrky Tek: This ship may not be piloted by a non–Ork crew. Components from this vessel will not function if added to non–Ork ships.Rok ‘Ard Prow: Being made of star–tempered stone, the prow of an Ork Rok is ideal for smashing into things. The Rok gains +5 Armour in its fore arc only. This vessel also does 1d10+2 additional damage when ramming.Lotsa Boyz: This component grants +10 to all Command Tests involving boarding actions and Hit and Run Actions.
ORK ROK PRODUCTION FACILITYHull: SpecialClass: no classifi cation availableDimensions: approximately 10 km radiusMass: unknownCrew: countless boyz and even more grotsAccel: –In orbit around the gas giant Skadi, the Rok Production Facility is busy converting the gas giant’s collection of asteroids and moonlets into Roks. Game StatisticsSpeed: — Manoeuvrability: — Detection: +5 Armour: 12Void Shields: 1 Hull Integrity: 100Morale: 100 Crew Population: 100 Crew Rating: Competent (30)Turret Rating: 3 Weapon Capacity: Keel 4Space: — Power: —Essential ComponentsAir Pumps, Boyz Barracks, Boss’ Bridge, Searchy GrubbinzSupplemental ComponentsBuildin’ Bayz, Mek Shops, Keel ‘Eavy Gunz Battery, Keel ‘Gunz Battery, Rok Holes, Traktor BeamsArmament and Ordinance2 Keel ‘Eavy Gunz Battery: (Macrobattery; Strength 4; Damage 2d10; Crit Rating 4; Range 3).2 Keel Gunz Battery: (Macrobattery; Strength 1d5; Damage 1d10+4; Crit Rating 6; Range 4). Special Rules and ComplicationsSpace Station: The Rok Production Facility does not have a Manoeuvrability Rating or a Speed, and does not move under its own power, or even rotate. It also does not require warp engines, a Gellar Field (or equivalent), or plasma drives to function. Orky Tek: This ship may not be piloted by a non–Ork crew. Components from this vessel will not function if added to non–Ork ships.Traktor Beams: Once per round, the Rok Production Facility may make a Ballistic Skill Test against one ship within 5 VUs. If it hits, the ship may not move during its next Strategic Turn.
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ork Freebooter profileWsBssTagintperWpFel452050(8)453026302822Movement: 3/6/9/18 Wounds: 16Skills: Awareness (Per), Barter (Fel), Intimidate (S).Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Common Lore (Ork), Crushing Blow, Furious Assault, Hardy, Heavy Weapon Training (SP), Iron Jaw, Melee Weapon Training (Chain, Primitive, Power), Pistol Weapon Training (Primitive, SP), Speak Language (Ork, Low Gothic), True Grit.Traits: Brutal Charge, Mob Rule†, Resistance (Cold, Heat, Radiation), Sturdy, Unnatural Toughness (x2).Armour: Looted armour (Body 5, Head 4, Arms 2, Legs 2).Weapons: Chain axe (1d10+9 R; Pen 2 Tearing), 1d5 frag grenades, shoota (60m; S/3/10; 1d10+4 I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable).Gear: 2d10 ork teeth (“Teef ”), shiny bitz, scavenged machine components and trophies, 3 spare clips for the shoota, respirator, crude hand vox. †Mob Rule: Orks grow in confidence and brutality in the company of their own kind. For every additional ork within 10m, the ork’s Willpower is increased by +10 to resist the effects of Fear and Pinning.
SkabgobWSBSSTAgIntPerWPFel5230(10)53(10)514533393722Movement: 5/10/15/30 Wounds: 30Armour: Sneakin’ suit (All 3) Total TB: 10Skills: Awareness (Per), Climb (S) +10, Command (Fel), Common Lore (Koronus Expanse) (Int), Demolitions (Int), Dodge (Ag) +10, Intimidate (S) +20, Concealment (Ag) +10, Navigation (Surface) (Int), Pilot (Flyers, Spacecraft) (Ag) +10, Silent Move (Ag) +10, Speak Language (Low Gothic, Ork).Talents: Basic Weapon Training (Primitive, SP), Berserk Charge, Bulging Biceps, Combat Master, Crushing Blow, Exotic Weapon Proficiency (Ork), Fearless, Furious Assault, Hardy, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive, Power), Resistance (Cold, Heat, Radiation), Swift Attack, Touched by the Fates (2), True Grit, Two-Weapon Wielder (Melee, Ranged).Traits: Brutal Charge, Make it Work†, Might Makes Right†, Mob Rule†, Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).Weapons: “Da Nek Cutta” (Melee; 1d10+14 R; Pen 3), shoota (Ranged; 60m; S/3/10; 1d10+4 I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable).Gear: 3 clips for shoota, 4 smoke grenades, 3 frag grenades, 8 kg of “demulishun wotsits.”
Kaptin Skellkap GraffletzWSBSSTAgIntPerWP Fel(12) (12)582565673538344529Movement: 4/8/12/24 Wounds: 50Armour: Body 7, Arms 4, Legs 4 Total TB: 12Skills: Awareness (Per), Barter (Fel), Carouse (T) +10, Climb (S), Command (Fel) +10, Common Lore (Koronus Expanse, War) (Int), Intimidate (S) +20, Navigation (Stellar) (Int), Pilot (Flyers, Spacecraft) (Ag) +10, Speak Language (Low Gothic, Ork).Talents: Air of Authority, Basic Weapon Training (Primitive, SP), Berserk Charge, Bulging Biceps, Combat Master, Crushing Blow, Exotic Weapon Proficiency (Ork), Fearless, Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive, Power), Resistance (Cold, Heat, Radiation), Talented (Intimidate), Swift Attack, Touched by the Fates (2), True Grit, Two-Weapon Wielder (Melee, Ranged), Void Tactician.Traits: Brutal Charge, Fear (1), Make it Work†, Might Makes Right††, Mob Rule†††, Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).Armour: Kustom ‘eavy armour.Weapons: Power klaw (Melee; 2d10+20 R; Pen 9; Power Field, Unwieldy), chainaxe (Melee; 1d10+16 R; Pen 2; Tearing), kustom slugga (Pistol; 25m; S/3/–; 1d10+5 I; Pen 0; Clip 24; Reload Full; Inaccurate, Tearing, Unreliable).†Make it Work: Unreliable Ork weapons are not considered Unreliable when wielded by an Ork.††Might Makes Right: When dealing with other greenskins, an Ork may substitute the Intimidate Skill for the Command Skill.†††Mob Rule: Orks receive a +10 to resist Fear and Pinning for each additional Ork within 10m.
Morgaash Profi leWSBSSTAgIntPerWPFel(14)(12)613575683637344129Movement: 5/10/15/30 Wounds: 56Fate Points: 2Skills: Awareness +10 (Per), Barter (Fel), Carouse (T) +10, Climb (S), Command +20 (Fel), Common Lore (Ork) (Int) +20, Common Lore (War) (Int) +20, Common Lore (Koronus Expanse) (Int), Dodge (Ag), Intimidate +20 (Str), Navigation (Stellar) (Int), Pilot (Flyers, Space Craft), Speak Language (Low Gothic, Ork) (Int).Talents: Basic Weapon Training (Primitive, SP), Berserk Charge, Bulging Biceps, Crippling Strike, Crushing Blow, Exotic Weapon Profi ciency (Any Ork weapon), Fearless, Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Lightning Attack, Melee Weapon Training (Chain, Primitive, Power), Resistance (Cold, Heat, Radiation), Talented (Intimidate), Swift Attack, Touched by the Fates (2 Fate Points), True Grit, Two-Weapon Wielder (Ballistic, Melee), Void TacticianTraits: ‘Ardest†, Brutal Charge, Enormous, Fear (1), Make It Work††, Might Makes Right†††, Mob Rule††††, Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).†‘Ardest: Morgash quite simply one of the toughest Orks in the Expanse. He ignores the effects of Blood Loss, the Toxic Quality, or any adverse environmental conditions not powerful enough to kill him outright, such as poison, disease, extreme temperatures, or even suffocation. Any environmental condition he cannot ignore, such as drowning and vacuum, he gains a +30 bonus to any Toughness Tests to resist, instead. ††Make It Work: Unreliable Ork weapons are not Unreliable in an Ork’s hands.†††Might Makes Right: Amongst Orks, Morgash can use Intimidate whenever he must make a Command Test. ††††Mob Rule: Morgash adds +10 to his Willpower for each Ork within 10 metres. Armour: Kustom ‘Eavy Armour (Body 7, Head 4, Arms 3, Legs 3).Weapons:Da Rippa (2d10+20 R; Pen 5; Tearing, Unbalanced), Morgaash’s Kustom Blasta (Basic; 100m; S/2/–; 2d10+7 E; Pen 8; Clip 13; Reload 3 Full; Blast (2) Inaccurate, Overheat, Recharge, Unstable), Skatta Kannon (Pistol; 30m; S/–/–; 1d10+6 I; Pen 0; Clip 6; Reload 2 Full; Inaccurate, Scatter, Tearing).Gear: 4d10 Ork teeth (“Teef”), shiny bitz, scavenged machine components and trophies, 3 spare clips for the Kustom Blasta, 2 spare clips for the Skatta Kannon, crude hand vox, fancy hat, Da Wurldbreaka, dozens of Gretchin.WAAAGH!: When Morgaash charges, he may make his three attacks from Lightning Attack, rather than one—all three attacks gaining the charge bonus. In addition, the fi rst time he charges in a combat, all other Orks who charge that turn may make one additional melee attack.
Stranded Ork WSBSSWSBSSWSBSSTAgIntPer WPPer WPFel(8)361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522361848463020332522Movement: 3/6/9/183/6/9/18Wounds: 12Armour: Hide Armour (Body 2)Hide Armour (Body 2)Total TB: 8 Skills: Intimidate (S), Speak Language (Ork) (Int), Survival (Int).Intimidate (S), Speak Language (Ork) (Int), Survival (Int).Talents: Basic Weapon Training (Primitive), Bulging Biceps, Basic Weapon Training (Primitive), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee Crushing Blow, Furious Assault, Hardy, Iron Jaw, Melee Weapon Training (Primitive), True Grit.Weapon Training (Primitive), True Grit.Traits: Brutal Charge, Mob Rule†, Sturdy, Unnatural Brutal Charge, Mob Rule†, Sturdy, Unnatural Toughness (x2).Weapons: Stone club (Melee; 2d10 I + 4; Pen 0; Primitive, Stone club (Melee; 2d10 I + 4; Pen 0; Primitive, Unbalanced) or spear (Melee; 1d10+ 4 R; Pen 0; Primitive), Unbalanced) or spear (Melee; 1d10+ 4 R; Pen 0; Primitive), flint knife (Melee; 1d5 R+ 4; Pen 0; Primitive).flint knife (Melee; 1d5 R+ 4; Pen 0; Primitive).Gear: 1d10 Ork teeth (“Teef ”), charm (crudely carved bone 1d10 Ork teeth (“Teef ”), charm (crudely carved bone or stone), small juicy Squig (fer eatin’), gourd of fungus beer.or stone), small juicy Squig (fer eatin’), gourd of fungus beer.†Mob Rule: Orks grow in confidence and brutality in the Orks grow in confidence and brutality in the company of their own kind. For every additional Ork within company of their own kind. For every additional Ork within 10 metres, the Ork’s Willpower is increased by +10 to resist 10 metres, the Ork’s Willpower is increased by +10 to resist the effects of Fear and Pinning.the effects of Fear and Pinning.Feral Ork Nob: Like other Orks, Feral Orks grow larger and Like other Orks, Feral Orks grow larger and stronger with age and combat. For every ten Orks, there is one stronger with age and combat. For every ten Orks, there is one Nob. Increase all of their Characteristics (except Agility) by 5 Nob. Increase all of their Characteristics (except Agility) by 5 and he gains the Hulking Trait, and 10 additional Wounds.and he gains the Hulking Trait, and 10 additional Wounds.Stranded Ork Boss: Lording over the other Orks will be a Boss, Lording over the other Orks will be a Boss, the biggest, meanest Ork in the group. Increase all of the Boss’ the biggest, meanest Ork in the group. Increase all of the Boss’ Characteristics (except Agility) by 10 and he gains the Air of Characteristics (except Agility) by 10 and he gains the Air of Authority Talent, the Hulking Trait, and 15 additional Wounds.Authority Talent, the Hulking Trait, and 15 additional Wound
GretchinWSBSSTAgIntPer WP Fel(2)183418194433372224Movement: 3/6/12/18 Wounds: 7Armour: None. Total TB: 2Skills: Awareness (Per), Concealment (Ag), Dodge (Ag), Search (Int), Shadowing (Ag), Silent Move (Ag).Talents: Heightened Senses (Hearing).Traits: Mob Rule, Size (Scrawny), Unnatural Toughness (x2).Weapons: Grot Blasta (30m; S/-/-; 1d10+3 I; Pen 0; Clip 5; Reload 2 Full; Inaccurate, Unreliable) or Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), sneaky boot knife (1d5+1 R; Pen 0).Gear: 1 Ammo clip, shiny bitz, 1d5-2 Ork teeth (“teef ”).
Gretchin HeadhunterWSBSSTAgIntPer WP Fel(8)183518193833382224Movement: 4/8/12/24 Wounds: 8Armour: None Total TB: 4Skills: Concealment (Ag), Dodge (Ag), Search (Int), Shadowing (Ag), Speak Language (Ork) (Int), Silent Move (Ag), Tracking (Int).Talents: Basic Weapon Training (Primitive), Heightened Senses (Hearing), Melee Weapon Training (Primitive).Traits: Mob Rule†, Size (Scrawny), Unnatural Toughness (x2).Weapons: Blowgun (Basic; 15m; S/–/–; 1d5 R; Pen 0; Clip 1; Reload Full; Primitive, Toxic) or bow (Basic; 30m; S/–/–; 1d10 R; Pen 0; Clip 1; Reload Half; Primitive, Reliable) orsling (Basic; 15m; S/–/–; 1d10-2 I; Pen 0; Clip 1; Reload Full; Primitive) or Squig-skull shield (Melee; 1d5+1 I; Pen 0; Defensive, Primitive), sneaky rock knife (Melee; 1d5+1 R; Pen 0; Primitive),.Gear: 15 poison darts or 15 flint arrows, 1d5 ork teeth (“Teef ”), pouch of rotting refuse.†Mob Rule: Like Orks, Gretchin grow in confidence and brutality in the company of their own kind. For every additional Gretchin within 10 metres, the Grot’s Willpower is increased by +10 to resist the effects of Fear and Pinning.
RuntherdWSBSSTAgIntPer WP Fel(8)371946443024322621 Wounds: 15 Total TB: 8 Movement: 3/6/12/18Armour: Flak armour (Body 2)Skills: Awareness (Per), Intimidate (S).Talents: Bulging Biceps, Crushing Blow, Furious Assault, Grot Wrangler†, Hardy, Iron Jaw, True Grit.Traits: Brutal Charge, Make it Work, Mob Rule, Sturdy, Size (Hulking), Unnatural Toughness (x2).†Grot Wrangler: Runtherds are very good at getting Gretchin and Snotlings to at getting Gretchin and Snotlings to perform their assigned tasks, no matter how dangerous or downright suicidal they might be. He has the Command (Fel) and Wrangling (Int) Skills, both with a +20 bonus, when used to direct these lesser orkoid beings. Weapons: Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), Choppa (1d10+7 R; Pen 2; Unbalanced), Grot Prod (1d5+8 I; Pen 0; Shocking).Gear: 2 Ammo clips, shiny bitz, 1d10 Ork teeth (“teef ”), Guard Squig.
NobWSBSSTAgIntPer WP Fel(8)(8)461949473929343234Movement: 3/6/9/18 Wounds: 21Armour: Flak armour (Body 2). Total TB: 8Skills: Command (Fel) +10, Intimidate (S) +10.Talents: Air of Authority, Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Discipline, Iron Jaw, Lightning Reflexes, True Grit.Traits: Brutal Charge, Fear 1, Size (Hulking), Make it Work, Mob Rule, Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).Weapons: Snazzgun (100m; S/2/–; 2d10 I or E; Pen 1d10; Inaccurate, Overheats, Unreliable), or Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), or Shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable); Choppa (1d10+11R; Pen 2; Unbalanced).Gear: 2 Ammo clips, 2d10 Ork teeth (“teef ”), shiny bitz, pet attack squig.("("("473929343234: 3/6/9/18Wounds: 21: Flak armour (Body 2).Total TB: 8: Command (Fel) +10, Intimidate (S) +10.: Air of Authority, Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Discipline, Iron Jaw, Lightning : Brutal Charge, Fear 1, Size (Hulking), Make it Work, Mob Rule, Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).: Snazzgun (100m; S/2/–; 2d10 I or E; Pen 1d10; Inaccurate, Overheats, Unreliable), or Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), or Shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable); Choppa (1d10+11R; : 2 Ammo clips, 2d10 Ork teeth (“teef ”), shiny bitz, pet attack squig.
KommandoWSBSSTAgIntPer WP Fel(8)371946443524382621 Movement: 3/6/12/18 Wounds: 15Armour: Flak armour (Body 2). Total TB: 8Skills: Concealment (Ag) +10, Intimidate (S), Shadowing (Ag) +10, Silent Move (Ag), Survival (Int). Talents: Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, True Grit.Traits: Brutal Charge, Make it Work, Mob Rule, Size (Hulking), Sturdy, Unnatural Toughness (x2).Weapons: Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable), Choppa (1d10+7 R; Pen 2; Unbalanced). Gear: 2 Ammo clips, Shiny bitz, 1d10 Ork teeth (“teef ”), gas mask.
KaptinWSBSSTAgIntPer WP Fel(12) (10)505060553635354030 KaptinWSBSSTAgIntPer WP Fel(12) (10)505060553635354030Movement: 4/8/12/24 Wounds: 50Armour: ‘Eavy Armour (Body 5, Head 3, Arms 3, Legs 3). Total TB: 10Skills: Awareness (Per) +10, Barter (Fel), Carouse (T) +10, Climb (S), Command +20 (Fel), Common Lore (Ork) (Int) +20, Common Lore (War) (Int) +20, Common Lore (Koronus Expanse) (Int), Dodge (Ag), Intimidate +20 (S), Navigation (Stellar) (Int), Pilot (Flyers, Space Craft), Speak Language (Low Gothic, Ork) (Int).Talents: Air of Authority, Bulging Biceps, Common Lore (Ork, The Expanse), Crushing Blow, Fearless, Furious Assault, Hardy, Into the Jaws of Hell, Iron Discipline, Iron Jaw, Touched by the Fates, True Grit.Traits: Too ‘Ard Ta Care†, Brutal Charge, Enormous, Fear (1), Make It Work, Might Makes Right, Mob Rule, Resistance (Heat, Cold, Radiation), Size (Hulking), Sturdy, Swift Attack, Two Weapon Wielder (Ballistic, Melee), Unnatural Strength (x2), Unnatural Toughness (x2). †To o ‘A r d Ta C a r e: The Ork is simply unconcerned with trivial matters like extreme temperatures, hard vacuum, poison, disease or breathing. The character gains a +20 bonus on all Toughness Tests to resist the effects of heat, cold, vacuum, suffocation, disease, poison and any other adverse environmental conditions which require a Toughness Test to resist.Weapons: Shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable); Power Klaw (2d10+12 E, Pen 9, Power Field, Unwieldy), or Choppa (1d10+15R; Pen 2; Unbalanced), or Big Choppa (2d10+15 R; Pen 2; Tearing, Unbalanced). Many Kaptins have Kustom Weapons and GMs should feel free to create modified versions of Ork weapons befitting the biggest and toughest Ork aboard.Gear: 2 Ammo clips, 4d10 Ork teeth (“teef ”), scavenged metal and components, two ammo clips his weapons, wildly ostentatious (for an Ork) clothing. ($($($($ostentatious (for an Ork) clothing.
Mad DokWSBSSTAgIntPer WP Fel(8)(10)401949503929343234 Movement: 3/6/9/18 Wounds: 25Armour: Flak (Body 2). Total TB: 8Skills: Command (Fel) +10, Intimidate (S) +10, Medicae (Int) +10, Tech-Use (Int) +10. Talents: Air of Authority, Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Discipline, Iron Jaw, Lightning Reflexes, Master Chirurgeon, True Grit.Traits: Brutal Charge, Fear 1, Size (Hulking), Make it Work, Mob Rule, Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).Weapons: Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable), Dok’s Tools (1d10+8 I; Pen 2; Tearing), Urty Syringe (1d10+4 R; Pen 3; Tearing, Toxic). Gear: 2 Ammo clips, 2d10 Ork teeth (“teef ”), Grot Orderly (adds +5 to any Medicae Skill Tests).
MekboyWSBSSTAgIntPer WP Fel(8)(8)351940463039343425 Movement: 3/6/9/18 Wounds: 22Armour: Kustom Flak (Body 3). Total TB: 8Skills: Command (Fel) +10, Intimidate +10 (S), Tech-Use (Int)+20. Talents: Air of Authority, Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Discipline, Iron Jaw, Lightning Reflexes, Rapid Reload, True Grit.Traits: Brutal Charge, Fear 1, Size (Hulking), I Can Fix Dat†, Make it Betta!††, Make it Work, Mob Rule, Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).†I Can Fix Dat: A Mekboy’s knowledge of Ork Tek is second to none. A Mek can clear any jam in an Ork weapon as a Full Action. ††Make it Betta!: Tinkering with the weapons in a Mek’s Retinue is very common and any of the Ork Boyz travelling with him has an upgrade to his Shoota or Slugga from Table 3-4: Make it Betta! below. Each weapon may only be upgraded once this way.Weapons: Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable), Kustom Blasta (Basic; 100m; S/2/-; 2d10+5 E; Pen 6; Clip 10; Reload 1 Full; Inaccurate, Scatter, Tearing), Power Hamma (1d10+10 I; Pen 6; Power Field, Unwieldy).Gear: 2 Ammo clips, 2d10 Ork teeth (“teef ”), Kustom Force Field†††, Mekboy tools, Grot Assistant (carries 3 extra ammo clips).†††Kustom Force Field: Many Meks construct Kustom Force Fields to better protect them whilst they tinker away. This has a Protection Rating of 45. Each time the Mekboy or anyone within two metres of him is hit by a ranged attack, roll a d100. If the result is lower than or equal to 45, the attack has no effect on those within that two-metre-radius protective field around the Mek. If the roll is a 5 or less, the field has overloaded and ceases to function until it is recharged or repaired (requiring a successful Ve r y H a rd ( – 3 0 ) Te c h - U s e Te s t).ERS]V$¶%+>R\VZe3VeeRD10 RollWeapon Upgrade1-3+3 to Weapon’s Damage4+2 to Weapon’s Pen Value5Weapon gains Tearing quality (re-roll if already possesses this quality).6Weapon’s Range is increased by 20m.7Weapon’s Reload time is halved (to a minimum Half Action).8Weapon’s Clip value is increased by 10.9Weapon gains Blast (2) quality (add +1 to Blast radius if weapon already has this quality). 10Job’s a Bad ‘Un! The weapon has the same Damage and Penetration as a Grot Blasta
Speed FreakWSBSSTAgIntPer WP Fel(8)371946443828322621 Movement: 3/6/12/18 Wounds: 15Armour: Flak armour (Body 2). Total TB: 8Skills: Drive (Ag) +10, Pilot (Ag) +10. Talents: Bulging Biceps, Crushing Blow, Fearless, Furious Assault, Go Fasta!†, Hardy, Hotshot Pilot, Iron Jaw, True Grit.Traits: Brutal Charge, Make it Work, Mob Rule, Size (Hulking), Sturdy, Unnatural Toughness (x2).†Go Fasta!: A Speed Freak gains a +20 bonus to any Pilot or Drive Skill Tests that do not decrease the Speed of his vessel or vehicle (including any Tests to Ram), but –20 to any Tests that decrease his Speed.We ap o n s: Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable) or Shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable), Choppa (1d10+7 R; Pen 2; Unbalanced). Gear: 2 Ammo clips, flight helmet, goggles, 1d10 Ork teeth (“teef ”).
Ork BoyWSBSSTAgIntPerWPFel(8)371946443024322621 Movement: 3/6/12/18Wounds: 12Armour: Flak armour (Body 2).Total TB: 8Skills: Intimidate (S).Talents: Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, True Grit.Traits: Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (x2).Weapons: Slugga (20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), Shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable), Big Shoota (80m; S/3/10; 1d10+6 I; Pen 1; Clip 40; Reload Full; Inaccurate, Unreliable), or Choppa (1d10+7 R; Pen 2; Unbalanced)Gear: 2 Ammo clips, shiny bitz, 1d10 Ork teeth (“teef ”)
Huntin’ SquigWSBSSTAgIntPer WP Fel(4)35—332433103028----Movement: 3/6/9/18 Wounds: 10Armour: None Total TB: 4Skills: Awareness (Per) +10, Tracking (Int) +20.Talents: Furious Assault, Hardy, Heightened Senses (Smell).Traits: Bestial, Natural Weapons (Teeth), Unnatural Toughness (x2).Weapons: Bite (Melee; 1d10+5 R; Pen 0; Tearing
Snotling MobWSBSSTAgIntPer WP Fel(2)15—081235102025----Movement: 4/8/12/24 Wounds: 50Armour: None. Total TB: 2Skills: Climb (S), Concealment (Ag).Talents: Fearless.Traits: Bestial, Natural Weapons (Bite), Size (Hulking), Snots Mob†, Strange Physiology, Unnatural Toughness (x2)
†Snots Mob: Snotlings are rarely alone and are normally found in uncontrollable mobs of ten or more at a time forming a tightly massed swarm. The Mob makes a single attack against every Explorer it is engaged with each round, until falling to 5 wounds, at which time it reverts to Size (Puny), loses the Fearless Talent, and immediately runs away. The Mob is immune to being Grappled, Knocked Down, or Pinned. Weapons: Bite, claws, poking sticks, tiny knives (2d10 R; Pen 0).
MinderWSBSSTAgInt Per WP Fel(8)322239442224363319 Move: 2/4/6/12 Wounds: 10Armour: Squig-hide leathers (All 2) Total TB: 8Skills: Awareness (Per), Common Lore (Orks) (Int), Common Lore (War) (Int), Intimidate (S) +10, Speak Language (Ork).Talents: Bulging Biceps, Exotic Weapon Training (Grabba Stikk), Furious Assault, Resistance (Psychic Techniques), Takedown, True Grit, Xenos Weapon Training (Ork).Traits: Brutal Charge, Clan (same as their associated Weirdboy), Keep an Eye on ‘Im†, Make It Work, Might Makes Right, Mob Rule, Sturdy, Unnatural Toughness (x2).Default Weapons: Grabba-stikk (Melee; 2m; 1d10+3 I; Pen 0; Shocking, Snare), choppa (1d10+4 R; Pen 2; Unbalanced), slugga (20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Rld Full; Inaccurate).Gear: Pockets full of bullets (equivalent to two Slugga clips), several Teef, special hat or hair squig.†Keep an Eye on ‘Im: Minderz have been tasked with keeping an eye on the Weirdboy; they make every effort to stay within 5 metres of their charge at all times, and refuse to leave (especially at his own behest) unless convinced with an Intimidate Test as per the Might Makes Right Trait (see page 52) or some other appropriately strenuous form of coercion.
Ork WeirdboyWSBSSTAgInt Per WP Fel(8)392045403529354019 Movement: 3/6/9/18 Wounds: 19Armour: Adorned leathers (All 2) Total TB: 8Skills: Awareness (Per), Intimidate (S), Survival (Int), Psyniscience (Per).Talents: Bulging Biceps, Common Lore (Ork), Crushing Blow, Da Power of Waaagh!, Furious Assault, Hardy, Iron Jaw, Lotsa Power!, Make It Stop!, Minderz (x2), Peer (Own Clan), Psy Rating 2, Speak Language (Ork, Low Gothic), Throo Da Kosmos, True Grit, Runtz, Xenos Weapon Training (Ork).Traits: Brutal Charge, Mob Rule, Resistance (Cold, Heat, Radiation), Sturdy, Unnatural Toughness (x2)Weapons: Channelling rod (Melee; 1d10+8; Pen 0; Primitive). Gear: 2d10 Ork teeth (“Teef ”), crude respirator, pouch with odd bitz (dried bat-squig guano, the bones of a “lucky” grot, etc.).Psychic Disciplines: Waaagh!Psychic Techniques: An Ork Weirdboy has the Powa’ Burst Basic Technique (see page 104), and more powerful specimens might have mastered one or more Techniques. When selecting powers, the GM may choose whether to apply the prerequisites for Weirdboy Explorers. Some sample varieties include:Storm-Blasta:s
Ork WarpheadWSBSSTAgInt Per WP Fel(8)462050483532355522 Movement: 3/6/9/18 Wounds: 24Armour: Ceremonial armour (All 4). Total TB: 8Skills: Awareness (Per), Intimidate (S), Survival (Int), Psyniscience (Per).Talents: Bulging Biceps, Common Lore (Ork), Crushing Blow, Da Power of Waaagh!, Ded ‘Ard Furious Assault, Good Reputation (Own Clan), Hardy, Iron Jaw, Lotsa Power!, Minderz, Oh Zog!, Peer (Own Clan), Psy Rating 3, Sparky Squigs, Speak Language (Ork, Low Gothic), Throo Da Kosmos, Too ‘Ard Ta Care, True Grit, Runtz, Warphead, Xenos Weapon Training (Ork).Traits: Brutal Charge, Mob Rule, Resistance (Cold, Heat, Radiation), Sturdy, Unnatural Toughness (x2).Weapons: Best Quality copper channelling rod (Melee; 1d10+10; Pen 0; Primitive), Tusk squigknife (Melee; 1d5+8 R; Pen 0; Tearing).Gear: 3d10 Ork teeth (“Teef ”), crude respirator, large ritual pouch with odd bitz (squig teef, jangly bells, etc.).Psychic Disciplines: Waaagh!Psychic Techniques: Each Ork Warphead has the Powa’ Burst Basic Technique (see page 104). Additionally, Warpheads should have three or more Psychic Techniques from the Weirdboy Waaagh! Discipline on page 104 to represent their status as experienced Ork psykers. When selecting powers, the GM may choose whether to apply the prerequisites used by Weirdboy Explorers.
Gur’Kall the WandererWSBSSTAgInt Per WP Fel(12) (10)462060543533356823 Movement: 3/6/9/18 Wounds: 30Armour: Fancy kustom armour (All 6). Total TB: 10Fate Points: 3Skills: Awareness (Per), Intimidate (S), Survival (Int), Psyniscience (Per).Talents: Basic Weapon Training (Primitive, SP), Bulging Biceps, Common Lore (Ork), Crushing Blow, Da Power of Waaagh!, Ded ‘Ard Furious Assault, Glowy Bubble, Good Reputation (Own Clan), Hardy, Iron Jaw, Lotsa Power!, Make It Stop!, Minderz, Oh Zog!, Peer (Own Clan), Psy Rating 4, Sparky Squigs, Speak Language (Ork, Low Gothic), Throo Da Kosmos, Too ‘Ard Ta Care, Touched by the Fates, True Grit, Runtz, Warphead, Xenos Weapon Training (Ork).Traits: Brutal Charge, Mob Rule, Resistance (Cold, Heat, Radiation, Psychic Techniques), Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).Weapons: Best Quality copper channelling rod (Melee; 1d10+17; Pen 0; Primitive), “stabby crystal” (Melee; 1d10+16 R; Pen 4; Force).Gear: 3d10+5 Ork teeth (“Teef ”), two Best Craftsmanship Tusk-born wyrd squigs (see page 112), crude respirator, massive ritual pouch with odd bitz (dried bat-squig guano, a small trove of “shiny rokks from ‘dose fancy, weedy gits,” several strange and organic-looking crystal growths, a numerous badly abused maps of “Da Kosmos,” a small puzzle box well beyond Gur’Kall’s ability to open).Psychic Disciplines: Waaagh!Psychic Techniques: Gur’Kall knows all Techniques from the Waaagh! Discipline.
rk warboss (the Brute) profilewsBsstagintper wp fel(8)(10)503548553026302832 Movement: 3/6/9/18Wounds: 18Total Armour:(Body 5, Head 4, Arms 2, Legs 2) Total TB: 10Skills: Awareness (Per), Barter (Fel), Command (Fel), Intimidate (S), Speak Language (Ork, Low Gothic) (Int).Talents: Air of Authority, Battle Rage, Common Lore (Ork), Crushing Blow, Furious Assault, Hardy, Iron Jaw, True Grit.Traits: Brutal Charge, Resistance (Cold, Heat, Radiation), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).Armour: Looted armour (Body 5, Head 4, Arms 2, Legs 2).Weapons: Choppa (1d10+12 R; Pen 2, Tearing), 1d5 Stikkbombz (24m; S/–/–; 2d10+5 X; Pen 2; Clip 1; Reload –; Blast [1]), shoota (60m; S/3/10; 1d10+4 I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable).Gear: 2d10 Ork teeth (‘Teef ’), shiny bitz, collected gore and other trophies from his kills, 3 spare clips for the shoota, respirator, crude hand vox.
Berin Ork Boy (Troop)66401545452020302520----WS BSSTAgInt Per WP FelInfMovement: 2/4/6/12Wounds: 14Armour: Hides (Body, Arms, Legs 2)Total TB: 6Skills: Intimidate (S), Operate (Surface), Survival (Per).Talents: Berserk Charge, Furious Assault, Iron Jaw, True Grit, Unarmed Warrior.Traits: Brutal Charge (3), Sturdy, Unnatural Strength (+2), Unnatural Toughness (+2).Weapons: Berinchoppa (Melee; 1d10+7 R; Pen 2; Tearing, Unbalanced), snappa gun (Melee; 1d10+6; Pen 0; Living Weapon†, Tearing), buzza bomb (Thrown; 18m; S/–/–; 1d10+5 X; Pen 0; Clip 1; Blast [4], Crippling [1], Devastating [1], Living Weapon†, Primitive [7]).Gear: Tattered clothes, bits of shiny metal, assorted tasty snack Squigs.†Living Weapons inflict one additional hit for each Degree of Success on the attack roll.Mob Rule: All Orks produce latent psychic energy that makes them feel more confident and aggressive when they gather in large numbers. For every additional Ork within 10m, the Ork receives a bonus of +10 to resist the effects of Fear and Pinning.Waaagh! on Wheels: Any Ork (including Mekboyz and Weirdboyz) can be upgraded to a Bikerboy, gaining the Operate (Surface Craft) (Ag) +10 Skill and an Ork Bike (counts as a Messian Outrider but with twin-linked Dakkaguns (Heavy; 75m; –/–/7; 1d10+6 I; Pen 2; Clip 100; Rld 3 Full) and no Sidecar option; see page 49 for rules).Blood for da Blood God: Something within this planet often infests some Boyz with even greater rage and fury than usual, leading them to abandon proper Orky Kulture and their gods Gork and Mork to follow a darker, even bloodier path. Shunned from their tribes, they wage their own wars upon any foes they find for their own god of slaughter and skulls. These Bloodboyz gain the Frenzy and Two-Weapon Wielder (Melee) Talents but can only use a pair of choppas in combat. They only can gain the Mob Rule from other Bloodboyz, and other Orks do not gain its benefit from nearby Bloodboyz.
Mekboy (Elite)77402545452035303030––WS BSSTAgInt Per WP FelInfMovement: 3/6/9/18Wounds: 16Armour: Metal Plated Hide (All 3)Total TB: 7Skills: Intimidate (S) +10, Operate (Surface), Operate (Aeronautica), Survival (Per), Tech-Use (Int) +20.Talents: Berserk Charge, Bulging Biceps, Furious Assault, Iron Jaw, Pity the Weak, True Grit, Unarmed Warrior.Traits: Brutal Charge (3), Sturdy, Size (Hulking), Unnatural Strength (+3), Unnatural Toughness (+3).Weapons: Berin choppa (Melee; 1d10+8 R; Pen 2; Tearing; Unbalanced), rokkit launcha (Heavy; 100m; S/–/–; 3D10+3 X; Pen 6; Clip 2; Reload 2 Full; Blast [2]; Concussive [2]; Overheats), buggy busta (Thrown; 21m; S/–/–; 2D10+2 X; Pen 8; Clip 1; Blast [1]; Concussive [3]; Devastating [1]).Gear: Meks tools, 2 reloads for Rokkit Launcha.Mob Rule: All Orks produce latent psychic energy that makes them feel more confident and aggressive when they gather in large numbers. For every additional Ork within 10m, the Ork receives a bonus of +10 to resist the effects of Fear and Pinning.Into the Air!: Some Mekboyz grow so fond of rokkits that they wear them into battle and become Flyboyz. Their Rokkit Packs allow them to triple their Base Movement but are one use only, and they must make a Difficult (–10) Agility Testor suffer 1d10+5 I Damage when landing
Weirdboy (Elite)57401535452025304520––WS BSSTAgInt Per WP FelInfMovement: 2/4/6/12Wounds: 14Armour: None. Total TB: 7Skills: Intimidate (S), Psyniscience (Per), Survival (Per).Talents: Berserk Charge, Furious Assault, Iron Jaw, Psy Rating 2, True Grit, Unarmed Warrior.Traits: Brutal Charge (3), Psyker, Sturdy, Unnatural Strength (+2), Unnatural Toughness (+3).Weapons: Berin choppa (Melee; 1d10+6 R; Pen 2; Tearing, Unbalanced).Gear: Assorted bonecharms, tatteredrobe, bag of 1d5 Bang Squigs†.Mob Rule: All Orks produce latent psychic energy that makes them feel more confident and aggressive when they gather in large numbers. For every additional Ork within 10m, the Ork receives a bonus of +10 to resist the effects of Fear and Pinning.Ork Psyker: Orks do not interact with the Warp in the same way as other Psykers, instead drawing on the latent psychic energy generated by all Orks. As a result of this, an Ork Psyker becomes more powerful as more Orks gather around him. An Ork Psyker can never use any Psychic powers at the Fettered or Push power levels and is treated as an Unbound Psyker. However, his Psy Rating is increased by 1 for each Ork within his Willpower Bonus in metres, which is increased by a further 1 if any of those Orks are engaged in combat. ‘Eadbang: If a Weirdboy rolls doubles while making a Focus Power Test, he does not roll on Table 6–2: Psychic Phenomena on page 210 of the Black crusadeCore Rulebook. Instead, he immediately suffers a hit to the head, inflicting 1d10 + Psy Rating Energy Damage that bypasses Armour and Toughness Bonus.Ork Powers: Weirdboyz know the following Psychic Powers: Hatestorm, Doombolt, and Hellish Blast.†Bang Squig: If a Weirdboy suffers an ‘Eadbang as described above, he can spend his Reaction to try to force the psychic backlash into a Bang Squig, if he has one. The Weirdboy makes a Hard (–20) Willpower Test; if he succeeds, he does not suffer the ‘Eadbang effect and instead throws the doomed Squig away, hopefully at his enemies. The Squig explodes, dealing 2d10 + Psy Rating Explosive Damage with the Blast (2), Concussive (3), and Devastating (1) Qualities.
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Немезида-игроков чаще всего не хватает на закрытие всех позиций. в кампании за орков персонажи немезиды могут использоваться как костыли сшивающие тело модуля. the Criminal masterminD подходит плохолунам рабовладельцам и оркам использующим наёмников Instead of the usual number of Fate Points from the Touched by the Fates Talent, the Nemesis gains a number of Fate Points equal to his Willpower Bonus
the inqUisitOr подходит болебойзам и жестоким босамWhen the Nemesis is operating within the society he originates from (for example, an Imperial Inquisitor from the Ordo Calixis operating within the Imperium, and specifically the Calixis Sector), he counts his Profit Factor as 50 percent higher than normal (Profit Factor 40 would become Profit Factor 60).
the apostate подходит чудилам The Nemesis gains a number of elite enforcers, minions who are totally loyal and enact their bidding. The GM should choose an appropriate NPC profile to represent these individuals (in the same manner as the GM chooses a profile for the Nemesis). He then augments the profile with a number of Build Points equal to half the Build Points he had to augment the Nemesis. Once he has created the profile, the Nemesis gains a number of minions using this profile equal to the Nemesis’s Fellowship Bonus.
the heretekподходит мехам и технически грамотным оркам a number of Near Unique or Unique Archeotech or Xenostech Items equal to their Intelligence Bonus
the pirate prinCeподходит выбранному на роль кэптана gains a number of Ship Points to build a starship equal to the number of Ship Points the Explorers possessed to build their starting ship, +10 additional Ship Points.
the rOgUe psyker подходит любым особенным оркам. Whatever profile the GM selects to modify, he should augment it by adding the Psy Rating 4 Talent (or +4 to existing Psy Rating) and a number of Psychic Powers equal to twice his Willpower Bonus. The GM may select any psychic powers as long as the profile meets any prerequisites.
Boss Profi leWSBSSTAgIntPerWPFel(10)502255583426302927
Move: 4/8/12/24 Wounds: 20Skills: Awareness (Per) +10, Barter (Fel) +10, Common Lore (Ork) (Int) +10, Intimidate (S) +10.Talents: Air of Authority, Basic Weapon Training (Primitive, SP), Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Discipline, Iron Jaw, Lightning Refl exes, Melee Weapon Training (Chain, Primitive, Power), Pistol Weapon Training (Primitive, SP), Resistance (Cold, Heat, Radiation), True Grit.Traits: Brutal Charge, Might Makes Right, Mob Rule, Size (Hulking), Sturdy, Unnatural Strength (x2), Unnatural Toughness (x2).Armour: Looted Armour (Body 5, Head 4, Arms 2, Legs 2).Weapons: Slugga (20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), Choppa (1d10+8 R; Pen 2; Tearing, Unbalanced). Some Boss’ have Snazzguns instead (100m; S/2/–; 2d10 I or E; Pen 1d10; Clip 20; Reload 2 Full; Inaccurate, Overheats, Unreliable).Gear: 2d10 Ork Teeth (“Teef”), shiny bitz, snazzy boss hat, trophies, 3 spare clips for any ranged weapon, pet attack squig
Snokgritz Profi leWSBSSTAgIntPerWPFel(10)(12)553058603434364030 Movement: 3/6/9/18 Wounds: 35 Fate Points: 2 Skills: Awareness (Per), Barter (Fel) +10, Carouse (T) +20, Climb (S), Common Lore (Koronus Expanse, Ork, Rogue Traders, War) (Int) +10, Deceive (Fel), Dodge (Ag), Forbidden Lore (Pirates) (Int), Intimidate (S) +20. Talents: Ambidextrous, Basic Weapon Training (Primitive, SP), Berserk Charge, Bulging Biceps, Crack Shot, Crushing Blow, Frenzy, Furious Assault, Hardy, Heavy Weapon Training (SP), Iron Jaw, Lissen Ta Me Cos I’z Da Biggest, Melee Weapon Training (Universal), Mighty Shot, Pistol Weapon Training (Primitive, SP), Speak Language (Low Gothic, Ork), Step Aside, True Grit, Touched by the Fates, Two Weapon Training (Ballistic, Melee).Traits: Brutal Charge, Might Makes Right, Mob Rule, Resistance (Cold, Heat, Radiation), Size (Hulking), Sturdy, Unnatural Toughness (x2), Unnatural Strength (x2).Armour: Looted Piecemeal Armour (Arms 4; Body 6; Legs 4). Weapons: 2 Choppas (1d10+14 R; Pen 2; Tearing) Slugga (20m; S/3/–/; 1d10+6 I; Pen 0; Clip 18; Rld Full; Inaccurate). Gear: Lotsa teef, assorted shiny bitz, yellin box.
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сокращение 1massive superstructures of Ork vessels afford them considerable resilience, a trait bolstered further by the innate durability of Ork technology, which remains functional in spite of damage. For additional defence. force fields wreathe Ork vessels. It is in the realm of weaponry that the Orks truly excel.Their starships are more heavily armed. Powerful, unstable explosive warheads are loaded onto Ork fighta-bommaz and into torpedoes, to be hurled at the enemy with great abandon.Ork vessels vary immensely in the Components they are constructed from, result of individual experimentation and patchworks of salvaged parts.Ork use drives that likely shouldn’t run at all, and are prone to catastrophic “accidents.” Ork warp travel is an uncertain and erratic process.Some drive rebuilt from the ruins of salvaged drives, while others are bizarre contraptions built around the disembodied brains of the Ork psykers known as Weirdboyz. Orks use a variety of adornments, totems, huge hull-plate “teef,” and glyphs to ward off the malign influence of the warp.However, they seem to work.Their ships sport protective energy barriers comparable to void shields.The bridges of Ork vessels are dark, dank cavernous chambers, bedecked with trophies and piles of loot. nature of Ork life sustainers is unknown.vessels teem with greenskins of all kinds, serving as much as transport craft as warships. Many of the smaller craft are capable of planetary landing, while even the bulkiest of cruisers regularly attempt to board enemy vessels.AuGur ArrAys Orks simply refer to their myriad scanners as “searchy grubbinz” no matter whether they’re powerful aetheric scanners or gigantic telescopes.Orks favour massive shell-hurling macrocannons,” Grouped together into batteries .GuNz. so many guns are “improved” versions of Imperial macroweapons.‘eAvy GuNz short-ranged but extremely powerful guns. Firing dense slugs of scrap metal massing thousands of tonnes, as well as a jury-rigged plasma bombs.they cause terrifying damage at close range.kANNoNz Often rebuilt of Imperial Cruisers, Kannonz often have extra-long barrels. zzAp kANNoNsOrks rarely employ lance weapons, lacking the technology to produce them the lances are rebuilt from Imperial lance weapons.lAuNch bAysAs with other species’ fleets, only larger vessels normally have the space and resources necessary to support attack craft.Ork Torpedoes are far from reliable.The Orks make up for this as only Orks can—by firing more torpedoes. No two Ork ships are alike, even ones built by the same Meks. To represent some of the insane upgrades and “Orky Tech” that goes into making any Ork ship, each ship has a number of randomly generated upgrades. Each Ork vessel entry states how many times d roll on certain tables when using an Ork vessel.we may choose the upgrades instead of rolling randomly (this is a “un-Orky” way ). In addition possibly one that will be a recurring nemesis for the players, he can roll randomly, then select some additional upgrades.the Ork ship upgrades are not Components. They cannot be disabled or destroyed by Critical Hits. orK speciaL ruLesAll Ork ships are subject to the following rules.Loadz uv Boyz: An Ork ship’s granting a 10 bonus on all Command Tests involving boarding actions and Hit and Run attacks.any Ork vessel reduces Crew Population loses by 1 to a minimum of 1.Da Big Red Button: giant red button, linked directly to the main drives of the ship. Orks gain a 10 bonus on all Pilot tests made to increase speed. Ork ships move an additional 1d5 VU during any manoeuvre action during which the ship does not turn. These benefits do not apply to Roks.Not Proppa: an additional –10 penalty on all tests made while on silent running.Unreliable Gunz: Macrobatteries have a random Strength value This should be rolled each time the Weapon Component fires, before rolling to hit.Torpedo Ammunition: Ork ships never run out of torpedoes, as Orks can build new ones out of “unnecessary” components.Orky Tek: Ork ships may not be operated by a non-Ork crew. Components from this vessel will not function if used in non-Ork ships.Da Klanz: All Orks belong to one of the great klans a ship’s crew may consist entirely of Orks from a single Klan. When using Ork ships choose to give it one of the following Klan bonuses: Goffs:Goff starship crews gain a +10 bonus on all Pilot Tests to Ram and all Command Tests made in Boarding Actions Evil Sunz: ships gain +1 Speed.Bad Moons: starships roll twice and select the highest die when rolling to determine the Strength of their macrobatteries.Deathskulls:One weapon Component aboard a Deathskulls ship may be Imperial in origin, selected from those normally available to an Explorer’s vessel.• Blood Axes: starships ignore the normal penalty when testing for Silent Running. Snakebites: during boarding actions, causing an additional 1d5 damage to Crew Population and Morale. Only a Rok can have a Snakebite crew. 2The Ork worlds of Undred-Undred Teef danger for the Imperial interests . light cruiser Rhadamanthine and Sword class frigate a reconnaissance of the region. hide in the outer Oort Cloud of the Stompgit system, hidden amongst a clutch of rocks and ice. Retrofitted for an extremely extended deployment, the frigate may remain there for several decades. ork exist in untold numbers and the rising tally of worlds and vessels that these pirates have sacked suggests that their numbers are growing. The Undred-Undred Teef is a tract of systems at the heart of the Accursed Demesne -breeding ground for Orks.worlds held in an embrace of filth and wreckage, ringed with clouds of wreckage from which Ork ships their brutal prows bristling with weapons and decked in grinning-skull war paint. worlds poisoned by the spoils of Ork industry and on which the Orks constantly slaughter one another over looted debris, competing to construct weapons.The warring Orks of the Undred-Undred Teef are split into gangs, warbands, and clans that are lead by Ork Bosses. the most successful and powerful Bosses growing in size to mirror their status. Undred Undred Teef is unusual amongst Ork-held systems—it is home to many more numbers Flash Gitz than normal. Flash Gitz are infamous for their love of treasure. Flash Gitz are not above treachery, murder, or other shifty strategies to accumulate wealth and more powerful wargear. Some Flash Gitz will even hire out to other xenos races. Thus, Undred Undred Teef is home to hordes of Freebooterz, and these piratical Orks dominate the greenskin hordes of this region.Hulking Kaptins emerge from time to time, lead their followers forth from Undred-Undred Teef across the Koronus Expanse. these few powerful individuals have only been able to command a fraction of the Orks of Undred-Undred Teef, but at the heart of this domain something is growing in power. At the centre of Undred-Undred Teef is a world where Orks have bred in greatest numbers and where the battle between them is fiecer than on any other. Powerful bosses and Freebooter Kaptins gather here.With every passing cycle of conflict, the number of bosses grows fewer, and those who remain are more powerful and grow to ever greater size. Ithis place is called Tusk and it is the true heart of Undred-Undred Teef.Above Tusk’s surface a huge space hulk orbits, and millions of Orks and their smaller breed work under the direction of so-called Meks, fitting engines and weapons looted from the ships of other races or built in workshops scattered across Undred-Undred Teef. No individual Ork knows what compels them to gather here, but in every cell of their fleshthey know Waaagh! is gathering, and all that it waits for is an undisputed boss to emerge from the crucible of inter-Ork warfare. The greenskin menace has plagued mankind waging war across the stars in seemingly every corner of the galaxy. Orks are savage creatures Their technology is surprisingly sophisticated Ork weapons are as dangerous as they are ramshackle. For every resource the Imperium can bring to bear, the Orks can muster something to match it. Ork ships are extremely durable, and often clad in thick armour Their tactics are simplistic but brutally efficient. Orks are brutish violence race. They constantly fight amongst themselves,and only the strong survive in Ork society. Those who achieve authority over other Orks do so because they have proven that they are the meanest and toughest Orks around.An average Ork stands as tall as a human but is hunched with muscle. They have long arms;they have a thick skull set low on their hunched shoulders with a heavy brow and glittering red eyes.Their mouths are filled with jagged fangs that jut out. The physiology of an Ork is such that they are exceptionally hard to kill and can shrug off injuries that would kill a human, and can survive and recover from having limbs severed and crudely reattached later. Orks speak a harsh guttural language. They are possessed of an innate understanding and affinity with machinery and weapons. This racial knowledge manifests through of Oddboyz, who possess quirk of understanding or ability that sets them aside from the rest of Orks.Of these the most crucial are the Mekboyz who create the weapons, armour, and vehicles used by Orks to do what they do best: kill things.Mekboyz are ingenious but unreliable artisans who are masters of creating ramshackle but fearsome space ships, war machines, and weapons from scrap and salvage.Ork Freebooterz want more of everything: more weapons to grow stronger, more salvage to build ships and war machines, and more wealth for prestige among their kind. While many items captured in raids are of little use to the Orks, such plunder is valued highly by other races that fight and die to protect it. Thus, the value lies in the opportunity for battle.Orks rarely organize above the level of a single ship. However, small fleets can form around a particularly charismatic or successful Ork leader, known as a Kaptin. two things are uppermost: battle lust and greed. In the Expanse, Orks are usually encountered in small raiding ships 3 the ship is crammed with a green tide of Orks. An attack by tends to be brutal and direct, with the Ork ships rushing headlong toward the enemy firing every gun they have before ramming and boarding their victims.Orks often lurk in asteroid fields on the edges of systems. Ambushes on convoys of supply ships from this kind of hidden position are common, and even small fleets or warships are not unheard of. Should an Kaptin feel the need for bigger prey, the crew may descend on an inhabited world or space station, loot and burn it, and withdraw to their ships and the protection of a debris field. If, however, the Orks of a Freebooterz fleet are really spoiling for a big fight, they are likely to brutalise a world or station and just wait who orturns up to try and stop them.The Rising Green Tide of the ExpanseOrk Freebooterz lurk throughout the Koronus Expanse. From crude stations built in asteroid fields or debris clouds, numerous Ork Freebooter Kaptins lead their fleets to loot whatever they can find and fight whoever crosses their path. Even the relatively explored systems close to the Maw have all felt the Ork; in the past Footfall itself has come under attack from the ships of Ork Kaptins.the presence and predations of the many Ork Freebooter fleets is haphazard and without unified purpose, and they are often inclined to war upon their own kind as much as anything else.The Ork Freebooterz are becoming a dire threat to the Expanse. The more Orks there are the bigger and meaner an Ork must be to become the leader. The more powerful the leader, the more likely he is to gather together a huge force and batter his way across the stars. No such supreme leader has emerged from the mass of warring Orks in Undred-Undred Teef, but it can only be a matter of time.One of the most prominent Freebooterz in the Expanse is making a bid for overall leadership of Undred Undred Teef—Morgaash Kulgraz. Morgaash is a cunning and ambitious Freebooter Kaptin. He is taking ruthless advantage of the numerical superiority of the Flash Gitz and Freebooterz in Undred Undred Teef, as well being bigger and harder than all the other warbosses, to support his rise to power.a Recently, a single Kaptin has begun growing in prominence and gathering other Freebooterz under a single banner with the intent of establishing himself as the pre-eminent ruler of Undred-Undred Teef—Morgaash Kulgraz. This brutal Ork leader first appeared in the Koronus Expanse aboard a heavily damaged space hulk, the Fist of Gork. Although barely spaceworthy, the hulk was filled with loot from other parts of the galaxy. None could say how long the space hulk had drifted in the warp before arriving at Undred-Undred Teef, but Morgaash’s impressive arrival was just the beginning of his rise to power. A cunning master of ship-to-ship combat, Morgaash wrested control of a massive battlekroozer named Da Wurldbraka. Morgaash then got a crew of the strongest, most aggressive boyz from the other Kaptins, including as many of the psychic Ork wierdboyz as he could find. Da Wurldbraka quickly became a ship as legendary as its Kaptin. Morgaash has struck quickly and forcefully in every raid, allowing handfuls of survivors to spread his infamy across the Expanse. Da Wurldbraka is constantly surprising its enemies with the breadth of its capabilities. Built for bloodshed, violence, and little else, the average ork is a hulking simian humanoid with tough, sallow-greenish hide and a protruding jaw lined with jagged tusk-like fangs. Frighteningly strong (most can easily pull a human being apart in their clawed hands), orks are also phenomenally resistant to injury, largely fearless, and can thrive in many hazardous environments unaided. Orkiods demonstrate a staggering variety of physical types and subspecies, with the largest and most brutal always in command. While lacking intellect, orks possess an innate low cunning and simple but effective grasp of tactics. This, combined with a talent for scavenging and creating their own crude but highly effective tech, makes them a danger far beyond the near-animalistic xenos predator they at first ppear to be.Barbarous and strife-torn ork empires are scattered throughout known space, and the Koronus Expanse is no exception with warbands of loota krews and freebooter pirates are infamous.Magoros Decades ago, an Ork raiding fleet limped into the system and crashed on Magoros Prime. Ork spore took root and over time several feral warbands sprung up. the warbands have already begun to utilise basic technology to help them . The most powerful warband on Magoros, the Bloody Skullz, lay claim to the area around the Star Mirror.These Orks are also the most dangerous as close proximity to the alien array has accelerated their evolution and warped their minds . the location of the treasure ship is a massive clearing caused by a starship crash, wreckage and remains clearly indicate this was an Ork vessel, and where there is one. 4When there are no other adversaries immediately on hand, Orks will cheerfully make do with each other, engaging in anything from simple fist fights to all-out war, simply to satisfy their need for noise and mayhem. This in itself should be cause for relief, yet Orks revel in such warfare, and grow larger and stronger through constant battle.concerns itself primarily with base needs—food, drink, shelter and aggression. Ork culture is comprised of a robust caste system defined by the size, strength and aptitudes of the individuals contained within. heresy and sedition are almost unknown amongst the Orks; lacking the inclination to muse about the nature of existence, few Orks ever think of rebellion or the worship of the Ruinous Powers at all; religion where god entities known simply as “Gork” and “Mork.” These twin gods .It should come as little surprise, then, to imagine that.Often, the defence of a convoy or an important planet has actually attracted more Orks, drawn by the prospect of an epic battle. Rarely do they care what is being defended, simply that the presence of defenders means a fight is inevitable. (In fact, many items of Ork technology are made from the scavenged remains of human devices). However, when encountered in small groups or as individuals, the collective enthusiasm of their species is less pronounced, and reason becomes an option.Negotiating with Orks is invariably a difficult matter; it is fundamentally impossible to prevent an Ork from engaging in violent activities of some description or another, so all that remains is to offer or suggest an alternative focus for those aggressive tendencies, often at a cost. Orks employ their large fang-like teeth as a form of currency, swapping them with other Orks for equipment, food, drink and slaves.larger Orks tend to be able to afford larger purchases by literally ripping the Teef from smaller Orks. Teef degrade over time meaning that hoarding them is seldom successful, keeping the crude—if oddly effective—Ork economy moving. anatomy is more than a little different from humans, and while many equivalent organs exist, the details of their function differ.With Orks in particular, this is alleviated by the fact that their anatomy is so resilient that few mistakes will have a noteworthy impact, let alone be life-threatening.human-made drugs may not have an effect on Orks, and may in fact have a completely different effect. For simplicity, assume that human-made drugs have no effect whatsoever on an Ork unless the Ork passes a Toughness Test, .Similarly, bionics and implants can be problematic, not only because of Ork biology, but because of the way in which Orks interact with technology. Ork “Bioniks” are a different matter, of course, an Ork Bionik won’t work for a human. However, there are plenty of Ork bionics that duplicate the effects of human bionics.In general, Orks can take ‘Ork versions’ of bionics available to humans.An Ork version can only be Poor or Common Craftsmanship, should weigh at least twice as much as human bionics. The other matter of significance is Orks using non-Ork technology. Orks actually have little difficulty using the devices of a number of other races, humans included, though their bulky, fairly clumsy hands may find small switches and dials troublesome in some cases. On the other hand, their distinct shape makes it difficult for Orks to make use of armour made for other species, particularly if the armour is rigid like Carapace or Power armour—an Ork simply can’t fit his body inside a suit of Stormtrooper Carapace made for a human being. Customising equipment for Ork use is an expensive process, normally requiring specialist artificers to perform the alterations.Increasingly, however, the Kaptin’s operating near Undred-Undred Teef have begun cramming guns and other starship components onto asteroids and aiming them towards larger prey. A “Rok” as the is simply used as a mobile base as well as a planetary assault vehicle by crashing into whatever planet .Notably Morgaash Kulgraz has called dozens of warships to his banner, raiding Imperial worlds for the slaves he needs to salvage the wreckage of other Imperial Navy Vessels. These vessels are then used to cobble together more Kruzers or Roks and in turn raid larger Imperial targets. Indeed, Orks witnessed suffering fatal wounds in the midst of heavy fighting have often been observed again several days later, larger and stronger than they were before their injuries and with no sign of those wounds save for some largely superficial scarring. head generally sits level with the shoulders—and weighs roughly 60% more due to thicker bone and muscle. However, the nature of Ork physiology means that a more aggressive, more successful Ork will grow in size, and some of the largest known examples stand as much as three metres tall and weigh approximately half a tonne if some reports can be believed. 5The mouth of an average Ork is almost big enough to fit an adult human head entirely inside.Orks In fact, they’re actually two creatures—the animal body, and the algal/fungal strain that saturates their blood and flesh. This algal symbiote provides the Orks with many of their most unusual traits. The Ork body, for example, is insanely resilient—wounds that would be instantly and irreversibly fatal to a human being may only incapacitate an Ork for a matter of hours, and even the traumatic experience of having a limb stitched back on (it doesn’t even have to be the Ork’s original limb) will only hinder an Ork for a day or so. Decapitation isn’t immediately fatal, and heads can be re-attached up to half an hour after removal with no lingering side-effects. The rate at which Ork bodies can heal themselves is quite astounding, and even Orks that seem dead may simply be rendered unconscious by their wounds, recuperating until they can awaken and slay the enemy.More significant still is that this algal component of their physiology serves as their reproductive system as well. Orks shed spores as they move, and unleash a great number of these spores upon death. Given the right conditions, these spores mature into other Greenskins—Squigs, Snotlings, Gretchin, and eventually other Orks.This reproductive system gives rise to another notable Ork trait: genetic knowledge. The ability to fight, to speak, and in the cases of the specialist or “Oddboy” castes, an understanding of science, technology, medicine or any of a number of other complex skills, are all hard-wired into an Ork’s genetics, as natural and instinctive as breathing. Orks emerge from the ground almost entirely mature, with most of the skills they will ever require already present.Another effect is the prolonged presence of Orks on a planet can have. In sufficient quantities, and if left to their own devices for long enough, Orkoid creatures and assorted species of fungus tend to spread across a planet’s surface, usurping and overwhelming native flora and fauna in many cases, and gradually “Orkiforming” a world. process only been observed on worlds dominated by Orks for long periods of time. an Ork at war will grow larger and stronger as a matter of course.This is not merely an increase in physical fitness, but a physiological change—muscle mass increases, and the skeletal structure grows to accommodate the enhanced musculature. Even more significantly, Orks preparing to challenge the leadership of another will undergo a sudden increase in strength and mass, allowing them to more effectively challenge their erstwhile leader. As Orks equate size with authority, this makes a degree of sense. Certainly, Orks possess a strong psychic presence that seems to grow stronger in the presence of other Orks. their psychology makes them extremely dangerous warriors. much of Ork knowledge is genetic in nature, the Orks themselves born with an understanding of how to fight, speak and perform a variety of other tasks useful to their society. This consequently results in a culture that needs to spend very little time dealing with the practicalities of being a culture—everything they need is there for them naturally—and thus they can focus on what matters most to them. And an Ork craves three things above all else: speed, noise, and a good fight.Orks will fight anything, anywhere, and for the flimsiest of reasons, savouring the thrill of battle and lamenting its end. They don’t possess a true notion of victory or loss, because such things are meaningless to a creature whose idea of paradise is an eternity of battle. focus on warfare does not mean that Orks are fearless. Ork recognises the need to flee from battle then defeat. The Orks themselves rationalise this by claiming that running away doesn’t signify defeat, but instead just means that the Orks can come back later and try again.few Orks ever really want for anything, save perhaps for an endless supply of foes and an eternity of battle. This simple sense of fulfilment pervades most of Ork society, with only those of particular ambition craving something more, and as a result, there is little discontent or strife amongst the Orks.Disputes are settled swiftly and effectively through bursts of spontaneous violence.Certainly, Orks appear almost entirely immune to the corrupting influence of Chaos.A strange face of Ork psychology is their psychic potential.Orks produce a high level of psychic background noise which increases during periods of excitement.In the presence of other Orks,this collective noise can have strange effects.Most obvious is the way an Ork’s confidence and resolve are bolstered further by the presence of other Orks, making large groups difficult or even impossible o rout.interesting ability of Weirdboyz to draw on this powerful mass of psychic energy and direct it as a weapon in its own right, manifesting the collective aggression of the Orks as blasts of lurid green energy or other strange effects 6In sufficiently large numbers, and with a leader of appropriately grand ambition whose size and confidence in turn generate a stronger field, Orks can generate a psychic field so strong that it compels the Orks to greater and greater heights, as Oddboyz are inspired to work on stranger and greater projects and the mass of common Orks puts aside their usual squabbles in anticipation of battles to come. The resultant horde of Orks “Waaagh!” and will typically only end when defeated or when they simply run out of enemies to fight, breaking up and returning to their normal state.Orks are fundamentally genderless. Their reproductive system is spores they shed from their skins throughout their lives and at the moment of their deaths, and the notion of gender common to many other species is of absolutely no concern to Orks, nor is it something they bother to understand.Orks are not male, nor are they female, because such things are physiologically and psychologically irrelevant to Orks.impossible to seduce an Ork, even if someone wanted to. While Orks will often use teeth as currency, Freebooterz understand the actual value of objects and often demand their payment in equipment or other objects they might find useful.In the service of humans, Freebooterz are often hired singly, the potential risk of gathering together a mob of Orks amongst humans being too great compared. advised to keep them busy, as a bored Ork aboard a starship can lead to dangerous complications. serve as brutal enforcers, combat specialists and terror weapons, the Orks themselves happy to do anything so long as they get their share of the profits and have ample opportunities for violence. Freebooterz tend to be more open-minded than most Orks, willing to see non-greenskins as something other than enemies, and often inclined to learn other languages. Freebooterz often affect piratical or naval-style outfits—mixed haphazardly with the squig-hide leather and scavenged armour plates that Orks typically wear. Their melee weapons tend to skew towards “bigger is better” weapons, capable of disabling an enemy in one decisive crushing blow.Ranged weapons, the louder the weapon the better .“shootier” or “more dakka”.The lifespan of Orks is unknown old Orks are, where they can be found on their own, highly sought-after as mercenaries, their great size and strength unsurpassed by any unaugmented human being and their resilience sometimes even surpassing the mighty warriors of the Adeptus Astartes. Generally speaking, few Orks think of themselves as subtle.Many Kommandos are Blood Axes in origin, having learnt from and adopted a range of human battlefield tactics, such as the use of camouflage, stealth and surprise. they are remarkably successful in their chosen role as infiltrators, guerrillas and masters of psychological warfare, turning the belief that Orks could never sneak up on someone to their advantage by doing that. The shock of their success at closing on enemies unseen is a terrifying thing, for even a small Ork is a deadly combatant in its own right, more than capable of tearing apart enemies with only the most basic of weaponry. At close range, an Ork is at its deadliest, and its enemies have few opportunities to bring such a resilient beast down by the time it reaches melee. Compounding matters is that other Orks have come to the conclusion that sneaking towards an enemy and putting bombs on them without anyone noticing is not only great fun, but is also highly effective. Consequently, many Kommandos are experts in demolition, using the crude but spectacular explosives made by Mekboys to breach bunkers and set traps. Their tendency towards demolitions is both a matter of tactical effectiveness and of mutual competition—seeing which Kommandos can sneak the closest, plant the biggest bombs, and cause the biggest explosions without ever being spotted.Many Kommandos take their work very seriously, smearing their bodies in paint and wearing camouflaged clothing, carry as little equipment as possible, and even smearing their weapons with soot or mud to eliminate a telltale gleam.in a society the concept, is to be “sneaky” at all times, lurking in shadows, hiding behind piles of scrap and moving as quietly as possible for as much of the time as possible. which means that Kommandos go unperturbed for great lengths of time, or at least until they get bored and leap from their hiding place to attack.As mercenaries, Kommandos are considered quite valuable.Being predominantly Blood Axes, Kommandos often have little compunction about working for a human, and they accept payment in all manner of human-made wargear. More importantly, their understanding of stealth tactics makes them far more controllable and practical than most other Ork Freebooterz—as Orks who know how to keep quiet and wait for things, they are far less of a liability than any other Ork in tense situations, and they don’t lack for any of an Ork’s normal proclivity for violence. 7For the Kommando, the benefits are notable hi eager to learn more of this “sneaky kunnin’” from the humans that inspired his particular ilk in the first place, Kommandos working for humans to be a valuable experience.Amongst those soldiers who frequently face Orks, Kommandos are considered some of the most terrifying to face. In many cases, experienced bands of Kommandos have learnt to play on this fear, engaging in practices such as scalping, or taunting their foes while concealed, in order to inspire further dread. Kommandos are created by equal parts instinct, inspiration and obsession.Becoming a Kommando, then, is simple enough—an Ork must be introduced to the idea of stealth be inspired by the idea, and have the willingness to take it further.Without Mekboyz, Orks would be unable to voyage from world to world. They would have no guns but those they stole from enemies, no vehicles, no “bionik” upgrades to make Orks stronger or faster or able to breathe underwater. Mekboyz are the threat they are, for from the minds and genetic instincts of Mekboyz, comes all Ork technology.technical skill possessed by Mekboyz is innate, found within their genetics, more an instinctive talent than a learned skill.Ork technology at its peak—normally when Mekboyz are at their most inspired and erratic—is able to accomplish things that human science struggles to achieve. The ramshackle appearance and unstable mechanisms in the most sophisticated of Ork devices—normally not to hinder their function, yet when examined by the Tech-Priests of the Adeptus Mechanicus, are built in such a way, the device should not function. Mekboyz are considered to be a vital part of Ork society, the undeniable usefulness of their creations make highly valued by other Orks, who hand over vast quantities of Teef to obtain the latest, biggest, noisiest and most destructive creations, be they weapons, a new type of bomb, some kind of vehicle, or—in the most impressive of cases—a Gargant or starship.Meks soon after receive additional payment as their creations have broken down or exploded and need either repairing or replacing. Some Meks work for large and powerful Ork Bosses. Others manage to play rival warbands against each other to keep everything even and the Mekboy free to work. A rare few develop the kind of might and ambition becoming Big Meks, who gather others of their kind to them and venture forth to make weapons and vehicles and starships of insane power for no reason other than that they want to. BE COMING AN Mekboyz are born, not made.That level of instinctive understanding of machines, getting guns to work when other Orks couldn’t, being able to fix a bike or trukk, and a host of other things all lead towards a young Ork eventually realising his fate and taking up spanner and oil squig to become a Mekboy.Trial and error—hone the Ork’s skill with machinery,failed experiments are routinely sold to gullible Orks.The Ork has an innate and instinctive skill with machinery Orks with this talent gain the following benefits:An Ork with this talent counts all Ork-made weapons as Reliable.An Ork may attempt a Tech-Use Test to quickly “kustomise” any device he comes across. With weapons, this takes a number of minutes equal to the number of half actions the gun normally takes to reload. If the test is successful, then the gun’s craftsmanship improves by one step until the next time it needs to be reloaded, at which point it breaks and will need to be repaired. If the Ork “kustomises” another hand-held device or piece of gear, all tests to use the object gain a +5 bonus for a number of hours equal to the Willpower Bonus,at which point it will cease functioning. in all cases, if the test is failed, then the device breaks and will not work until repaired fully. Ork weapons do possess varying degrees of craftsmanship. The difference between one shoota and another has as much to do with the skill and mad inspiration of the Mek who created it as it does with the constant tinkering the weapon has been subjected to over years of regular use.when dealing with Ork weapons.Poor: Poor weapons suffer no additional penalties when wielded by Orks. However, any attempt by a non-Ork to use a Poor craftsmanship weapon causes it to jam instantly, or in the case of melee weapons, simply fall apart. A Poor Ork weapons weighs .5 kg less than the listed weight.Good: Good craftsmanship weapons are bedecked with extra “flash.” Though they are no more reliable than their Common counterparts, retaining the Unreliable quality, Good quality weapons grant a +5 bonus to all Ballistic and Weapons Skill Tests. Good craftsmanship weapons weigh .5 kg more than the listed weight.Best: The biggest and most effective examples of Ork armaments, Best craftsmanship weapons bristle with “flash bitz” and “gubbins.” Best quality weapons have all the advantages of Good weapons, inflict 1 additional Damage, and automatically possess one Kustom Bit. weigh 1 kg more than listed weight. 8SIEGEOF PORT WANDERWhen Waaagh! Gulgrog attacked Port Wander in 422.M41, it struck suddenly and forcefully. warning signs of the oncoming assault were few and largely unnoticed—those who did see the invasion coming either fled to safety or found their predictions falling upon deaf ears as the notably lax Port Authority busied itself with matters of profit. Ork fleet had swept past the recently established port of Footfall unhindered and entered the Maw.Moving at speeds that baffl ed Navigators who witnessed it, the Orks traversed the Maw in mere days, striking fi rst at those vessels that rushed to depart Port Wander. Thirty-seven merchant haulers and transports were reduced to burning wreckage, and a dozen Rogue Traders found their prized vessels torn apart by swarms of raiders and frigates, while the bulkier “Kroozers” headed for the starport itself.Port Wander’s own defences responded admirably to the invasion, crippling and destroying innumerable vessels as the Orks attempted to board and overwhelm it. On a hundred occasions in the fi rst years of the war, the Orks managed to land groups of warriors within the fortress, only to have them repelled at signifi cant cost by the mercenaries, voidsmen and Imperial Navy armsmen who defended it.The first year ware, in the estimation of those who survived, the hardest of the siege. With most ships crippled or destroyed, and the outer defences bombarded to ruin, Port Wander was essentially alone amidst the Ork fl eet. Their momentum failing, the Orks slowly divided into factions, each squabbling to salvage the most intact of the hulks that littered the Rubycon II system and competing to see which would be the one to claim the defi ant fortress. After two years of battle, the fi rst reinforcements arrived, as Battlefl eet Calixis and the Adeptus Mechanicus rallied to form a substantial rescue fl eet. A squadron of Sword Frigates—supported by the reconnaissance of Lathe monitor-cruisers—launched lightning raids to clear the outer reaches of the system. Then, a combined force of Navy warships and Secutor light cruisers arrived to begin the confl ict in earnest, supported by the Navy warships on patrol from Passage Watch 27. The resulting war extended the war—the Orks initial unity quickly fractured in the face of a prolonged conflict, and while Port Wander could not hold out indefi nitely, the arrival of reinforcements did not have the desired effect of routing the Orks. Quite the opposite, in fact—faced with new enemies and new plunder, the Orks rallied together around Gulgrog’s fl agship and fought all the harder. The counterattack lasted for another year, as the Orks rallied to the fi ght, and was costly in terms of men, vessels and money.Lord Admiral Androvast Strophes is credited by many as being the hero of the war, leading fully two-thirds of Battlefl eet Calixis in the fi nal assault from his fl agship, the Retribution-class Battleship Fist of Adamant, and crippling Gulgrog’s flagship in a punishing broadside duel that sentenced the Fist of Adamant to spacedock for half a century. After two days of confl ict, the Orks were fi nally routed and, wearied from battle, the Imperial Navy moved to reclaim Port Wander instead of pursuing the Orks through the Maw Mankind has, for an age longer than the endurance of any one empire, warred against the Orks. when Man and Ork first met, war was inevitable.So it is within the Koronus Expanse. Ever since humans fi rst ventured into the Expanse to fi nd and exploit what lay within it, the Orks have been there to assail the efforts of man. In 108.M41, after the number of reported encounters had became intolerable, number of reported encounters had became intolerable, the Administratum within the neighbouring Calixis Sector the commissioned a search of the Koronus Expanse to seek out and eliminate this Ork threat. The Imperial Navy light out and eliminate this Ork threat. The Imperial Navy light cruiser Rhadamanthine found them, more than a century later. Its final log entries, sent by the ship’s Astropath with his last breath, told of a cluster of worlds dominated by the his last breath, told of a cluster of worlds dominated by the Greenskins, uncovered at the cost of a vessel that had served proudly for millennia and had been part of the fleet of the Angevin Crusade. These Orks were no simple pirate raiders, but a growing menace that could escalate into a dire threat.In spite of the successes of a small but growing number of Rogue Traders traversing the Koronus Passage, the Imperial Navy could not easily or swiftly muster a force through the Maw sufficient to destroy so large an Ork domain. The Maw was simply too unstable for so large a fleet to pass through.Worse, the Imperial Navy could not spare the ships to even attempt such a thing, as much of Battlefl eet Calixis was embroiled within the Meritech Wars elsewhere in the Sector. 9In the early decades of the fifth century M41, a f eet consisting of hundreds of vessels burst from the Maw, laying siege to Port Wander for two years until Battlefl eet Calixis and the Adeptus Mechanicus shattered the Ork forces—later identified as a part of Waaagh! Gulgrog—and reclaimed the starfortress.Their forces broken and slaughtered, the Ork survivors slunk back to their worlds. Most believed that the threat had now passed, that the remaining greenskins were too few and too demoralised to pose more than a trivial threat. For a time, they were correct—Ork raids upon ships in the Expanse dropped dramatically in the following centuries. The relative peace, however, could not last, for Orks are not easily discouraged from acts of brutality and senseless violence. By the early eighth century M41, the Ork menace had regained much of its strength and was as great a peril within the Expanse as they had been more than four centuries before, drawing in Rogue Traders in greater numbers to combat the escalating threat with the promise of handsome reward.Yet still the threat grows, and now the Koronus Expanse stands on the brink of something terrible—a second invasion preparing to burst from its depths, just over half a millennium after the last.UNDRED-UNDRED TEEFUndred-Undred Teef consists of a dozen systems within the Accursed Demesne. Four of these are reasonably well-known to humanity through the recollections of Ork Freebooterz hired by unscrupulous Rogue Traders, and survivors’ tales of those who have passed nearby: barren Krakskull, smoke-wreathed Snagruz, the broken moons of Stompgit, and the iron desolation of Tusk. Perhaps fi ttingly in a place where Ork pirates are the dominant variety of greenskin, Undred-Undred Teef has little in the way of a permanent population. Freebooterz travel to and from Undred-Undred Teef with regularity, with Kaptins and Oddboyz using their time amongst other Orks to trade and repair, while the common hordes clash on the worlds below in pointless battle solely for the sake of fi ghting. The workshops and mines and other lingering traces of civilisation change hands frequently, often abandoned when an Ork seeks to see the stars again, to be taken over by another some weeks or months later.KRAKSKULLA vast and barren world beneath a searing white star, Krakskull only barely supports life. A complete lack of native life has allowed Orkoid fl ora and fauna to spring up in places, though the general lack of moisture and the blistering heat make this diffi cult at the best of times. Surrounded by a dense asteroid fi eld, only the smallest vessels can reach Krakskull safely, and few non-Orks are reckless enough to make the attempt. These asteroids hang closely enough to the world that, on occasion, orbital collisions (often between two asteroids, but sometimes between a ship and an asteroid) knock them deeper into Krakskull’s gravity, causing them to plummet and cause vast devastation. For the most part, however, the dense clouds of asteroids, dust and debris cause fl eeting, faint patches of almost-shade, diffusing the harsh light of Krakskull’s star. Much of the life on Krakskull is migratory, following these patches of respite and sheltering in the deepest craters to avoid the worst of the sunlight.The settlement of Skulltown is the only lingering presence of civilisation anywhere on Krakskull. Located on the walls of a long, deep crater-canyon, the lower tiers of the town are equal parts scrap pile, mineworks and refuse dump, all tended by hordes of Gretchin who work “Da Drops” for salvageable materials, edible fungus and Squigs, and useful minerals. Further up are the rough workshops of Mekboyz and other Oddboyz, and the huts of the common boyz who frequently roam out across the surface on ramshackle vehicles to do battle with one another or to carve up the wreckage of a ship that didn’t survive passage through the asteroid field SNAGRUZA world choking under sulphurous fumes,Snagruz is a mineral-rich,highly unstable world where volcanoes and earthquakes are not only commonplace, but abundant.Caught between three powerful stars,the planet is constantly pulled in different directions.The gravity twists and tears the crust to leave great rents and causing floods of molten rock to boil forth from below.Although the world is inhospitable even for the Orks,a crude space station sits in orbit above Snagruz,made from the wreckage of a larger “Kroozer” with its engines torn off.From there,the Mekboyz build armies of Gretchin-piloted “Kans” and other machines,which travel down to the surface in heavy shuttles to collect metal ores and vast quantities of lava to be sifted,refined and turned into metal which the Meks then trade with others of their kind from other worlds within Undred-Undred Teef.STOMPGITA massive,bright green gas giant orbiting a pale and ancient star, Stompgit is surrounded by the shattered remains of hundred of moons and smaller planets in a vast asteroid belt. 10When the Orks found Stompgit,they saw within it a world like them,a great green monster that crushed and destroyed all around it. Believing it to be a lucky place,a gift from their belligerent gods,the Orks gathered around it,and formed haphazard settlements amongst the belt. Having established themselves,they sought out the largest asteroids and converted them into Roks.These massive impromptu spacecraft,little more than repurposed asteroids studded with engines and guns, were soon a common sight across Undred-Undred Teef.Stompgit is not only a place of industry and worship for the Orks—of all the potential warp-routes into Undred-Undred Teef,the ones leading to Stompgit are the most stable.Further,the Warp around Stompgit allows easy access to the rest of Undred-Undred Teef.All of this has conspired to make the asteroid-choked system a natural gateway into and out of the Ork domain,easy to reach via the Warp but diffi cult to traverse in real space.TUSKThe crown jewel of Undred-Undred Teef,Tusk possesses the largest population of Orks of any world in the Koronus Expanse.There may once have been an indigenous population on what is now Tusk,but it is long dead,any ruins of its existence ground to dust or torn apart to build the heart of an enduring Ork empire.Tusk is a world of factories and workshops, scaffolds and shipyards unceasing in their labours,producing weapons, vehicles, and starships for the Orks in vast quantities.The industry on Tusk has spread across the planet like a plague of fire and iron,the only remaining open spaces on the world serving only as testing grounds for new inventions and battlefi elds for restless greenskins (or both).This industry is not confi ned to the surface, either. Hundreds of vessels crowd the orbits of Tusk,many of which are being constructed or repaired.Others,such as the massive and derelict space hulk Fist of Gork,sit idle above the world,serving no purpose save being immense steel carcasses for the Orks to plunder,salvaging scrap metal and starship components to use on the ships that will function.Tusk’s only moon,cracked and scarred where the Fist of Gork collided with it shortly after arriving,is no less polluted and metal-strewn as the planet it circles,but for different reasons.Constructed during the time of Warlord Gulgrog,the fortress moon Slagnaz dominates the skies above Tusk.Its spires and towers provide Tusk with an additional collection of planetary defences, mostly weapons salvaged from wrecked starships,and its great hall is resplendent with the trophies of whichever Ork can claim it as his own, plus those of every ruler who has come before.Currently,this is Snaga Morbad,who claims to have been one of Warlord Gulgrog’s Nobz,centuries before.However,Morgaash Kulgraz is rapidly gathering the hordes of Undred-Undred Teef behind him,and Snaga may yet be defeated THE FISTOF GORKThough no longer functional, the colossal bulk of this derelict vessel still hangs in orbit above Tusk,almost like a second moon.Once commanded by Morgaash Kulgraz before the Warlord’s arrival in the Koronus Expanse from parts unknown,the Fist of Gork is now a shadow of its former self. Decades ago,when Morgaash fi rst arrived in the Expanse,he did so aboard the Fist of Gork,its holds full to bursting with valuable loot from distant places.Unfortunately for Morgaash,the immense space hulk emerged from the Warp far too close to Tusk,bursting from the Immaterium at high speed and colliding with Tusk’s moon only minutes later. The moon, much larger than the Fist of Gork,survived essentially intact.Only the space hulk’s unnatural construction prevented the collision from destroying it completely,but the damage was so great that it could no longer be considered anything other than scrap, and millions of Orks descended upon the wreckage to salvage anything of worth and loot the contents of its many holds. Morgaash Kulgraz, fighting off the lootas, had his boyz haul away the best of the loot and salvage and set their sights on the next biggest prize within Undred-Undred Teef—Da Wurldbreaka.A GREEN TIDE OF WAR AND PLUNDER The number of Orks within Undred-Undred Teef is growing more rapidly with every passing year. As the months pass, new Orks are spawned, while at the same time, new ships full of grizzled Freebooterz burst from the Warp to see Stompgit’s reflected glow, knowing that they’ve come to the right place. The Orks do not speak of it openly, for there is no need to speak of things that everyone knows. A Waaagh! is forming.Though not fully formed yet, it is only a matter of time.Still the Orks fight amongst themselves, raging against one another for a place of dominance within the glorious times to come, and the remaining few Kaptins not already subordinate to a greater Ork engage in vicious battles and cunning raids to see who will lead an army of billions of Orks.Aside from the obvious orky pull of an immense green tide of destruction,one thing seems to unite many of the Waaaghs! 11Waaagh! Gulgrog was different, and it appears that its successor will follow suit; the Orks of Undred-Undred Teef are primarily Freebooterz. No Gargants were sighted amongst their forces; indeed, their forces never made any actual landings upon inhabited worlds before they hit Port Wander, and during the siege, the conditions allowed for large scale boarding actions at most.Though many Orks flock to the coming Waaagh! that is building in Undred-Undred Teef, there are still countless Freebooterz across the myriad systems of the Expanse, searching for loot and plunder. Some of these Freebooter Kaptins see the gathering Waaagh! as an opportunity, and are struggling to amass as much power and resources as they can grasp before it begins, to improve their own standing in the coming storm.No small number of Orks, however, have turned away from Undred-Undred Teef and its building Waaagh! Many do so out of a naturally rebellious or contrary streak, the feeling that no Ork’s going to tell them “wot’s wot.” A handful of ambitious Orks simply think they could do a better job of piracy and mayhem on their own, rather than under the claw of some Warboss. Then, there are those who made their own bid for power, failed, and survived the wrath of the three rival Freebooter Kaptins long enough to flee. Those Orks who have left Undred-Undred Teef are most likely to end up working with a Rogue Trader.in place of Gargants, then, it seems that the Orks of Undred-Undred Teef are more inclined to build starships than terrestrial war engines. Even amongst the smaller gatherings of Freebooterz, the Ork vessels encountered tend to be more ambitiously designed, constructed with better components and built more solidly than might be expected, as if the Mekboyz are lavishing greater care and attention upon their creations for some unknown reason. In one case, which has plagued human efforts to exploit the Expanse intermittently over the centuries, is this particularly evident—the infamous “battlekroozer” known as Da Wurldbreaka.At the heart of the Ork fl eet that besieged Port Wander was a colossal Ork vessel, identifi ed through unclear and poorly-translated Vox-transmissions as Da Wurldbreaka. The same ship had been seen for decades, maybe even centuries before that, always slightly different than it had been before, always larger than its previous sighting. As the Ork hordes have grown again since Waaagh Gulgrog’s defeat, sightings of a ship tentatively identifi ed as Da Wurldbreakahave increased also, and rumours suggest that it is commanded by a powerful, cunning and ruthless Ork who cannot be stopped.Scholars of the Adeptus Mechanicus and the Inquisition have theorised that this Ork society, so predicated upon combat between starships, has focused its religious fervour onto a starship, where other Ork empires revere Gargants. The only obvious conclusion, then, is that Da Wurldbreaka is this iconic vessel, the creation that represents the Ork gods.THE BIGGEST KAPTINIt is 816.M41, and three rival Kaptins stand opposed, each desiring dominance over the Orks of Undred-Undred Teef. For the last thirty years, the confl ict has escalated, growing larger and more vicious as the number of independent Kaptins has grown fewer. With his arrival in orbit over Tusk, Morgaash Kulgraz swiftly crushed many of his lesser rivals and set into motion a brutal confl ict that will only make the Orks involved stronger and stronger until one of them triumphs...and when that happens, they will be the one at the head of the new Waaagh!SNAGA MORBADClaiming to be centuries old and having fought in the last Waaagh!, Snaga is really only clinging to power.Though perhaps not as old as he claims—few Orks ever really care enough about history to be certain of such things—Snaga is old, and while he retains the massive frame and powerful physique of his youth, something about him failed long ago, and the Kaptin is quite mad. His insanity has taken its toll, and he is easily distracted and often forgetful of simple matters, though still possessed of a fearsome rage that has left piles of corpses in his wake.Clad in a colossal suit of Mega-Armour, Snaga remains a terrifying opponent, so long as he remains lucid enough to fight. Snaga’s dominance of the orbit of Tusk has forced both Grubskraga and Morgaash to establish bases of operations elsewhere.After fifteen years of raiding Winterscale’s Realm, Grubskraga’s return to Undred-Undred Teef was met with heavy fi re from the guns of vessels commanded by Orks loyal to either Morgaash or Snaga. Since then, Grubskraga has proven to be a match for both his rivals, despite lacking the sheer numbers of Morgaash’s growing fleet, or the resources that Snaga controls.Grubskraga is an exceptionally cunning creature, and though not as belligerent or ruthless as Morgaash, his grasp of Naval strategy is remarkable for an Ork, after years spent clashing against human and Eldar fleets and observing their tactics. 12He exemplifies the Ork trait of “brutal kunnin.”Grubskraga wants to control Undred-Undred Teef. To do so, he’ll have to kill Morgaash and Snaga, or possibly supplant one and use his newfound resources to defeat the other. Force of arms is not an option, so Grubskraga may ally with one temporarily, looking for a chance to betray his “boss.”MORGAASH KULGRAZ, KAPTINOFDA WURLDBREAKA, WARLORDOFUNDRED-UNDRED TEEFDemonstrating fi erce ambition and ruthless cunning of a kind seen only in very few Orks across the galaxy, Morgaash Kulgraz has slain and subjugated every Ork in his path, growing increasingly massive as other “Kaptins” challenge him. The last two decades have been particularly prosperous, with Morgaash ripping Uzrek Mag Nazdakka limb from limb in brutal unarmed combat and claiming Uzrek’s old ship, Da Wurldbreaka as his prize.Morgaash is a towering monster of an Ork, larger than most and physically imposing enough to back up his claims of being the Warlord of Undred-Undred Teef, though several rivals still claim otherwise. from the Imperial vessels he has assaulted—by the time Morgaash himself boards, the battle is normally won and all hope of escape lost. However, occasional survivor’s reports claim that the Warlord is some three and a half metres tall and may weigh as much as half a tonne, carrying a massive chain-axe that, wielded by Morgaash’s immense strength, is sufficient to shear through deck plating and leave gouges in bulkheads and blast doors. Worse, Morgaash is a bold and daring leader, particularly during ship-to-ship combat, and more than a few enemies have underestimated what the Orks are capable of under his leadership. Morgaash spends most of his time on Da Wurldbreaka, where he is plotting the downfall of Snaga, whom he sees as his main opposition to power. But the Orks are not the only aggressors in this escalating confl ict; humans, Eldar, Kroot and others all loathe the Orks suffi ciently to act against them, or seek to gain something by the greenskins’ destruction. ENDEAVOUR: PURGE THE FREEBOOTERZFROMTHE REPHENID CLUSTERLesser Endeavour: 2 Profit Factor Situated along the warp route between Footfall and Lucin’s Breath, the Rephenid Cluster is an isolated collection of rogue planets, gas and dust clouds and asteroid fi elds clinging together under the infl uence of their collective gravity.No life exists here naturally, but its placement makes it an ideal stopping point on journeys towards Winterscale’s Realm, where a ship and crew can take momentary respite from the diffi culties of traversing the Immaterium.such places become havens for pirates.In the case of the Rephenid Cluster,a sizeable band of Ork Freebooterz have found themselves a home, prowling and skirmishing among the asteroids and cold, dead worlds while they await the passage of a victim to assail. The Cluster has been cleared twice already, yet each time Orks return, new generations of Greenskins finding the remains of their predecessors as they search for a base of operations.Objective 1: Locate the Freebooter base within the Rephenid ClusterKeywords: ExplorationThe worlds of the Rephenid Cluster orbit one another randomly and uncertainly, while clouds of dust and gas cause void shields to fl icker sporadically and interfere with augurs, making navigation into the heart of the cluster perilous at the best of times.It takes a great deal of painstaking searching and careful manoeuvring to navigate the Rephenid Cluster and locate the Ork base.Objective 2: Assault the BaseKeywords: MilitaryLocating such a hard-to-reach target is one thing, but destroying it is another. Those experienced in pirate-hunting know that striking while the enemy is unaware is often the best and most fi tting course of action. Such battles are always swift and brutal, as the pirates soon try to flee to their ships and scatter rather than fight on another’s terms.Objective 3: Eliminate the SurvivorsKeywords: Exploration, MilitaryAn enemy that retreats shall return to avenge himself. An enemy crushed utterly vanishes from all but memory. Survivors from an assault upon a pirate base will tend to scatter deeper into their labyrinthine domain aboard whatever ships they can muster, ready to regroup and re-establish their operation again elsewhere. Orks, being particularly persistent, have even been known to return to old bases and reclaim them rather than moving elsewhere. It typically takes some weeks to track down and wipe out those scattered survivors. MISFORTUNE: ORK RAIDERS Whether raiding and extorting tribute from settled worlds, assaulting ships for salvage and slaves, or simply picking a fi ght for the sake of fi ghting, a number of Orks have set upon the Explorers’ holdings or interests, or even the Explorers themselves. Leaving them to raid and battle until they tire of it will be costly, but it will take a concerted effort to drive them off.This Misfortune can be used whenever the players suffer a Misfortune during their Endeavours. 13Nuisance Misfortune: The Orks are few, thankfully, numbering only a raider or two. At this stage, they are more of an inconvenience than a menace, but where Orks do battle, more Orks are sure to follow behind in time. This Misfortune, if not dealt with, causes the Explorers to lose 1 point of Profi t Factor.Grim Misfortune: A squadron of raiders—fi ve or six ships in total—represent diffi cult times and a signifi cant threat to the Explorers’ efforts. This Misfortune, if not dealt with, causes the Explorers to lose 2 points of Profi t Factor.Calamitous Misfortune: Under the leadership of a feared Kaptin, several squadrons of Ork raiders and a kroozer set about plundering and ransacking the Explorers’ interests. It will take considerable effort, time and bloodshed to end this menace. If not dealt with, this causes the loss of 4 points of Profit Factor.Rogue Traders investigating worlds all over the Expanse have had to deal with the encroachment of marauding Orks.The mere presence of Orks in a nearby system would be enough to reconsider developing a newly found planet. On occasion, martially-minded or extremely bold captains have used their sudden arrival to strike at the Ork presence. Such battles rarely carry more reward than the satisfaction of vanquishing a thoroughly unpleasant threat. Still, Explorers who are both bold and fortunate might find that seizing the initiative in this manner allows them to claim a valuable world before the depredations of the infesting xenos stripped it bare.Habitable Planets held by Orks rarely remain so in more than the most technical sense. Territories held by Orks have a chance of being reduced to a Wasteland, instead of their normal type of Base Terrain. Former Mountain Ranges continue to assist with Navigation (Surface) Tests, but all such Territories generate Territory Traits based on their new designation. Such Territories likely show evidence of their former nature,such as the dried-out or befouled beds of marshes, or swathes of close-cut tree stumps. The Development of an Ork-held Planet determines the chance of a Territory to be changed in this manner, as described below.Advanced IndustryA world claimed by a powerful Ork warband undergoes a rapid and destructive scouring, as its resources are alternately strip-mined for their value, or wantonly destroyed for the amusement of a deranged warlord. If left unopposed, such a warband can irrecoverably ruin a paradise world in under a century. To encounter a world held in the thrall of the Orks’ savage “kultur” is to gaze upon a devastated wasteland, dotted with a mix of ramshackle structures and shattered ruins, nearly indistinguishable from the intact buildings. The one mercy of such societies is the rarity of Ork Mekboyz who can build voidships, and the lack of an attention span or organisational structure to easily support such efforts when they do arise.The wanton destruction and prodigious consumption of what passes for Ork society places a tremendous drain on the Resources of their Planets. Their Development reduces all types of Resources, and tends to be especially harsh on the sometimes delicate ecological balance supporting Organic Compounds. They reduce the Abundance of their Planet’s Resources by a minimum of five steps, across all deposits. A thoroughly entrenched and established population can reduce Resources by as many as ten steps across all deposits, after first reducing all Organic Compound Resources to a maximum Abundance of Limited. If steps are not taken to reduce or eliminate the Ork presence after it is encountered, the GM should consider further reducing the initial Resource Abundance, as time progresses in the game.The treatment of Territories on Planets of this type is appalling, and any that survive do so only because the Orks have not yet developed an interest in them. When creating a Territory on such a Planet, roll 1d10; on a result of 6 or higher, the Territory has been reduced to Wasteland. Add a +1 to the 1d10 roll if there is an active Ork population in the region. If the GM determines that the Orks have further degraded the Planet over the course of a game of ROGUE TRADER, he can freely convert any surviving Territories to Wastelands as time progresses in the game. Additionally, reduce the Abundance of all Resources on a Planet so inhabited by 2d10+5.It should be noted that while most Ork clans technically have access to the level of technology to support living on an uninhabitable Planet, such presences have never been confirmed. This is partially due to the fact that few Mekboyz would ever think of the idea, or bother attempting it, and partially due to the tendency of the handful that do attempt it to vent their comrades out the airlock for their amusement shortly afterwards. 14The lack of maintenance finishes off the few settlements that survive this danger within a few months of the resident Mekboy becoming distracted.Colony The concept of a true colony of Orks is considered impossibility, as the savages have no understanding of concepts such as overpopulation, overconsumption.Ork worlds consist of nothing but colonies, as they have no known home world, and indeed. From this perspective, there is no practical difference between the settlements that spring up around a crashed Rokk or the planetbound wreck of an overconfident Brute Ram Ship, and the sprawling factory-complexes and fortresses of the greatest Ork strongholds. The first of these inevitably becomes the second, if left to its own devices for a sufficient length of time. most self-serving Rogue Traders to launch punitive and costly assaults on developing Ork worlds, for fear of what they will eventually become.Ork worlds with the Colony Development level have certain unusual and dubious distinctions.worlds have almost never been home to an Ork presence for any significant length of time, with the Orks’ arrival probably having occurred in what would be recent memory. If they did not arrive through some arcane means, such as teleportation or ejection from a space hulk, then the remains of their vessel are likely to be a noticeable local fixture. Explorers who encounter and ignore an Ork Colony could well return find it has progressed in Development to Advanced Industry a scant few years or decades later. Though the colonies of other races are typically longer-standing and older than a newly-erected Ork settlement, they lack the Greenskins’ capacity for wastefulness and ruin. An Ork Colony reduces the Abundance of 1d5 deposits of the GM’s choice by 2d10+5. This degradation can affect any kind of Resource. In addition, roll 1d10; on a result of 6 or higher, the Territory nearest the Orks’ centre of activity has been reduced to a Wasteland, and a result of 9 or higher, the three nearest Territories have been ravaged in this way by the presence of the Orks. Primitive ClansThe presence of planet-bound Orks on worlds throughout the Expanse is a phenomenon that is not fully understood.Their presence is believed to be due to leftover Ork genetic material or spores from the earlier incident, a taint which has proven. Sometimes, worlds infested in this manner are found in the Expanse, with the local societies stamping out the clans as they emerge as best they can. presence of these feral clans on worlds that could never have repelled an actual Ork attack. Savage Greenskins have been found roaming across planets that show no signs of having ever housed another sentient race. Careful examination shows no more than the typical deviations from Orky norms.The most common theory is that these Orks are exiles or other outcasts, abandoned by their clans and left behind as they travelled to new worlds.Severian’s Postulate, as it is known, claims that Ork spores can be found drifting through the void all across the galaxy, and regularly fall upon almost every world. Most are burned up in re-entry, and the remainder are rendered inert, due to their isolation from further Ork presence. The examples in the Expanse are often the result of spore clusters sufficiently dense to survive planetfall in the numbers necessary to generate a new Ork population.Those who have examined his arguments and evidence have yet to find a flaw, but the implications are disturbing enough that the Postulate does not spread far.These Orks usually lack the technically-minded Mekboyz that develop most Ork technology, but their primitive Pigdok equivalents are still capable of exceeding the commonly understood capabilities of their Development.They have limited supplies of the more common sorts of Ork weapons,including choppas and sluggas.Some Pigdoks have even mastered the construction of crude cybernetics,although they are as likely to apply them to the quasi-tamed fighting beasts they keep as they are to an actual Ork.These weapons and devices are primitive, even by Ork standards,and their makers lack the skills to modify them with a proper “kustom job”.The low-tech societies of Orks are the least destructive of their kind. This degradation can affect any kind of Resource.Their migrations are unlikely to deplete the lands around them as most Ork inhabitation does, so these Orks only convert a given Territory to a Wasteland on a 1d10 result of 10 when the GM creates the Territory.Feral Orks reduce the Abundance of 1d5–1 (to a minimum of 1) deposits by 1d10+5.Voidfarers While stranded Orks may represent the lowest end of their strange technology, voidfaring Orks and their bizarre Mekboyz are capable of incredible feats of insane engineering.Orks with access to voidships tend to fall into one of two categories.Of the first, the active and rampaging war machine “Waaagh!,”. the fleets of the piratical Freebooterz the second category. 15The strongest of such fleets often make use of a planetary base. Their reasons for doing so vary tremendously . Although the firepower possessed by Freebooter Kaptins is greater than that of any planetary warlord , the proliferation of new targets opened up by void travel mean that these worlds are often less devastated than might be expected from extensive Ork habitation. Ork Voidfarers do not deplete their Planet’s Resources any further than is typical for this level of Development, although they consume all Resource types. The frequent urges demolish result in an astounding degree of destruction in the local landscape, however. When creating a Territory on a Planet held by Ork Voidfarers, roll 1d10; on a result of 4 or higher, it has been depleted, and is a Wasteland that automatically possesses the Ruined Territory Trait in addition to any other results. Additionally, reduce the Abundance of all Resources on a Planet so inhabited by 1d10+5 With Other SpeciesOrks invariably come into conflict with any other species they meet, although since this also true of any other Orks they meet, this does not generally result in a significant change on their end of the equation. Peace with Orks is quite literally impossible, as the species has no ability to grasp the concept. The best that most who encounter them can hope for is that the Orks are unable to notice or attack them, due to a lack of ships or surface-to-orbit ordnance. Such lucky cases often allow for the Orks’ numbers to be thinned quickly, but the tenacity and resourcefulness of the Greenskins often means a final clean-up must be done up close, where they cannot simply wait out the attack in a bolthole.In situations where it is impossible to surprise the Orks with a sudden orbital bombardment, it might still be possible to redirect their aggression. With sufficient inducement, most Freebooterz are willing to put off attacking a Rogue Trader for the time being. These efforts often involve outright bribery, though the Greenskins rarely show interest in any payment other than armaments and ammunition. Wiser Rogue Traders try to avoid paying off their would-be attackers with anything that can be turned against them when the Orks grow bored. Promises of more tempting targets can work even better than a direct payoff, especially if the new target promises both a good fight and valuable loot.Rumours persist that certain Traders in the Expanse seek out Freebooterz, to goad them into attacking their rivals’ interests. Martyr’s Toil: Tales tell of an ancient crusade ship, The Martyr’s ToilThe Martyr’s Toil, lost long ago while transporting much-needed The Martyr’s Toil, lost long ago while transporting much-needed The Martyr’s Toilsupplies to the Angevin Crusade—including certain, significant relics. The Explorers come across a map which seems supplies to the Angevin Crusade—including certain, significant relics. The Explorers come across a map which seems to indicate the final resting place of the Martyr’s Toil, though it lies deep in the Ork-held Undred-Undred Teef.If to indicate the final resting place of the Martyr’s Toil, though it lies deep in the Ork-held Undred-Undred Teef. If the Rogue Trader and his crew can bring the vessel back to the Emperor’s light and return it to emissaries of the the Rogue Trader and his crew can bring the vessel back to the Emperor’s light and return it to emissaries of the Ecclesiarchy, they receive the Peer (Ecclesiarchy) Talent in addition to any Profit Factor they earn from this Endeavour.Ecclesiarchy, they receive the Peer (Ecclesiarchy) Talent in addition to any Profit Factor they earn from this Endeavour.Planetside ComplicationsThe Green Menace: Wandering through the Environment, the Explorers stumble upon a large crash site, at the centre of which sits a massive stone, which appears to have been fitted with pipes, tubes, and tremendous engines. The crash is surrounded by primitive fortifications and signs of a local population. It is inhabited by a number of Stranded Orks equal to the number of Explorers, plus twice their number of Gretchin Headhunters and Huntin’ Squigs (see pages 76–77), though half of these xenos are currently away from the camp, hunting.Of course, even if they purge this nest of xenos, one never finds a single Ork encampment.single Ork encampment.Virtually no planet in the galaxy has been free of the predations of the Orks, and the regions beyond the Maw are no exception.From their strongholds on Krakskull, Snagruz, Tusk, and the moons of Stompgit, Ork Freebooterz range far and wide across the Expanse, and more than one Rogue Trader has met his end after underestimating the power of their kroozers.However, there are Greenskins aplenty to be found on worlds besides those of the Undred-Undred Teef, and few things can cause the blood to run cold like the sound of hundreds of raging throats screaming Waaagh! 16The presence of Orks on a planet can often go unnoticed, until they make themselves known in a violent orgy of death and destruction. Even a relatively small and primitive tribe of Orks could spell disaster for an unprepared Rogue Trader or Explorer. Tales abound of primitive Orks lurking in the jungles and mountains of scores of worlds throughout the Expanse, including wild accounts of whole tribes of pygmy Orks—most likely wild Gretchin and Snotlings—that stalk and kill any who dare intrude on their jungle dominion. STRANDED ORK Born in the wild, without other Orks to teach them proper “Ork Kultur”, and with no access to advanced technology, these Orks naturally band together into primitive warbands (which essentially resemble more “advanced” Ork warbands, albeit without their bizarrely functional technology). As ferocious and violent as their “kultured” cousins, these Orks constantly seek battle, and live for a good fight. Often accompanied by packs of Gretchin and Huntin’ Squigs , Explorers would be well advised not to underestimate these primitive brutes .Stranded Orks frequently launch ambush attacks on interlopers. Despite their technological disadvantage, they can be quite dangerous, backed by their brute strength and the element of surprise. GRETCHIN HEADHUNTER More numerous than their larger cousins, Gretchin (or Grots) are a sub-species of Greenskins. Smaller and weaker than Orks, are a sub-species of Greenskins with bulbous heads, large ears and noses, and beady black eyes, Gretchin normally serve their Ork masters with a mixture of fear and spite. However, packs of Gretchin occasionally get free of their larger cousins, forming tribes every bit as violent and cruel as those of the Orks. Cunning and malicious, a band of Gretchin Headhunters can be an unwelcome and deadly surprise.RAMSHACKLEWhatever hand wrought this device was a rough one indeed. Erupting with spines and blades that serve no obvious purpose besides creating a risk to the user, or fitted with shining baubles that serve no purpose at all.Melee Weapon: This melee weapon is hefty, and designed to crush, impale, or otherwise perform its task in some equally unsubtle fashion. Increase its Damage by 4 and double its weight. If it has the Balanced Quality, it loses it. If it has the Power Field Quality, it loses it and gains the Unstable Quality. If it already has the Unstable Quality, it also gains the Shocking Quality.The GM should also roll one additional time on Table 2–35: Quirks (see page 92) for this weapon, and apply the result.Ranged Weapon: This ranged weapon looks less like a gun and more like a club with barrels mounted on it, its blocky construction largely superfluous to its role as a firearm. Increase its Damage by 2, double its weight, and if its Damage Type is Impact, change it to Explosive. If it has the Accurate Quality, it loses it. Otherwise, it gains the Inaccurate and Unreliable Qualities.Strangely, however, in the hands of an Ork, it loses the Unreliable Quality. The GM should also roll one additional time on Table 2–35: Quirks (see page 92) for this weapon, and apply the result.Armour: This armour is incredibly bulky and festooned with absurdly think armour plates, whirring motors, and smoke-belching engines.Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer’s Strength Bonus by +2. It also imposes a –30 penalty on all Agility-based Tests.Gear or Tool:This device is ruggedly constructed—so much so that it could be used as a blunt force weapon in a pinch . as an improvised weapon, this piece of equipment has the following profile: (Melee; 1d10 I or R; Pen 0; Unwieldy).or R; Pen 0; Unwieldy).Ship Component: This Component is massive and power-inefficient, constantly belching smoke (which may or may not be toxic to human crewmen assigned to work on it). Increase its Power and Space requirements by 2 (or its Space requirement by 3, if it generates Power).However, thanks to its sheer bulk, this Component ignores the first Critical that would affect it each session. Finally, its obvious xenos origin permanently decreases Morale aboard the ship by 1.The Orks are a rampant threat in the Koronus Expanse, as was so painfully illustrated by the siege of Port Wander in 422.M41.While such a concerted attack by the greenskins is, fortunately, quite rare, isolated raids by Ork pirates, known as Freebooterz, are an all-too-common occurrence in the Expanse. Many of these Ork raiders hail from the Undred-Undred Teef, but the Koronus Expanse is an immense tract of space, and the Orks are seemingly omnipresent.One of the largest Freebooter fleets outside of those of the Undred-Undred Teef is that of Kaptin Skelkap Graffletz.With each recorded sighting of Kaptin Graffletz’s fleet, it grows in size. Indeed, many of the ships that have fallen victim to the Kaptin later reappear in his fleet, albeit with suitable, Orky modifications. 17As further ships fall to the predations of Graffletz’ pirates, his reputation grows, and his name is whispered more and more by fearful voids men .One of the first recorded encounters with Skelkap Graffletz occurred in 794.M41, when the Ork Kaptin ambushed Rogue Trader Ardemith Kulvell’s flagship, the Lord Bheroth. As the Lord Bheroth and two accompanying Sword-class frigates of the Kulvell Dynasty translated into realspace to get their bearings, just to the galactic south of the generally accepted border of Winterscale’s Realm, Graffletz’s Freebooterz fell upon them without warning. Kulvell was unprepared for the ferocity of the Ork assault, and the Sword-class Errant Dawn was swiftly holed and left adrift by a salvo from the “gunz” of Graffletz’s Kroozer, Voidchoppa. The Lord Bheroth and the remaining frigate, Moonchild, quickly regrouped, crippling two Ork attack ships in a daring “helix” pincer movement. With the Moonchild disabled by Ork saboteurs, Kulvell fled the battle, the damaged Lord Bheroth eventually limping back to Footfall. Thus was the name of Kaptin Graffletz first cursed by the explorers of the Koronus Expanse.The Orks are a rampant threat in the Koronus Expanse, as was so painfully illustrated by the siege of Port Wander in 422.M41. While such a concerted attack by the greenskins is, fortunately, quite rare, isolated raids by Ork pirates are an all-too-common occurrence in the Expanse. Many of these Ork raiders hail from the Undred-Undred Teef, but the Koronus Expanse is an immense tract of space, and the Orks are seemingly omnipresent. One of the largest Freebooter fleets outside of those of the Undred-Undred Teef is that of Kaptin Skelkap Graffletz. With each recorded sighting of Kaptin Graffletz’s fleet, it grows in size. Indeed, many of the ships that have fallen victim to the Kaptin later reappear in his fleet, albeit with suitable, Orky modifications.As further ships fall to the predations of Graffletz’ pirates, his reputation grows, and his name is whispered more and more by fearful voidsmen.One of the first recorded encounters with Skelkap Graffletz occurred in 794.M41, when the Ork Kaptin ambushed Rogue Trader Ardemith Kulvell’s flagship, the Lord Bheroth. As the Lord Bheroth and two accompanying Sword-class frigates of the Kulvell Dynasty translated into realspace to get their bearings, just to the galactic south of the generally accepted border of Winterscale’s Realm, Graffletz’s Freebooterz fell upon them without warning.Kulvell was unprepared for the ferocity of the Ork assault, and the Sword-class Errant Dawn was swiftly holed and left adrift by a salvo from the “gunz” of Graffletz’s Kroozer, Voidchoppa. The Lord Bheroth and the remaining frigate, Moonchild, quickly regrouped, crippling two Ork attack ships in a daring “helix” pincer movement. With the Moonchild disabled by Ork saboteurs, Kulvell fled the battle, the damaged Lord Bheroth eventually limping back to Footfall. Thus was the name of Kaptin Graffletz first cursed by the explorers of the Koronus Expanse.GREEN VENDETTAKaptin Graffletz became a threat to the Rogue Traders and Imperial presence in the Koronus Expanse after being driven from the Undred-Undred Teef, in the wake of a humiliating defeat at the hands of Snaga Morbad.Since his ouster, Graffletz has plied the Expanse, ambushing convoys of starships and raiding isolated settlements, making off with any materials and prisoners which might be of use. In the aftermath of an attack by Graffletz, settlements are stripped down to almost nothing, the raw materials put to new uses by the Freebooterz.Graffletz’s motivation for such thorough raids is a desire for weapons, ships, even warriors—anything that might bolster his fleet and give an advantage against his rivals, when he eventually returns to the Undred-Undred Teef.Kaptin Graffletz is an ambitious Ork, who hopes to one day defeat his rival Kaptins, and unite the Orks of Undred-Undred Teef under his own banner. Graffletz shows an uncanny level of patience for an Ork, and knows that for his plan to succeed, he must take the time to build his own resources.In a moment of insight, which occurred while thrashing a mob of boyz into shape, Graffletz realized that the fleets of his rival Kaptins are also growing in size, through the simple expedient of fighting and conquest, in which all Orks are driven to engage. Graffletz decided at that moment that he must take a different approach, taking great pains to ensure that his own forces grow at a faster pace.While all Orks crave destruction, Graffletz is more careful than most Ork leaders in how he defeats his enemies, preferring to take ships, and even prisoners, mostly intact.To this end, he relies heavily on his Kommandos, who specialize in ship-to-ship actions. They are adept at sabotaging enemy vessels, allowing the Boyz to board a ship and overpower its crew. 18 As unusual as Kaptin strategies are, his boyz are still Orks. The Kaptin is fully enthusiastic to take captive any crew who do survive. In addition to providing a resource for trade, in the form of slaves, Graffletz has found that the crew present for “questioning” enables his Meks to get a captured ship up and running much sooner.when the number of boyz available is insufficient to operate a newly captured vessel, Graffletz putting the ship’s surviving crew back to work. In the Kaptin’s opinion, “’umies”, like grots, are tricky and little, best kept in line with frequent and unexpected beatings Like all Orks of the Deathskulls clan, Skelkap Graffletz has no qualms about using the technology of other races. In his case, this extends to using captured Imperial ships, with surprisingly light modification.Even more so than other Deathskulls, Graffletz seems to be motivated by greed, rather than violence. While all Freebooterz strive to obtain loot, many Kaptins are equally likely to destroy any potential treasure in their typical, Orky enthusiasm for violence. Graffletz, however, displays an unusual level of restraint. The fact that this restraint extends, to the Orks under his command, speaks highly of his abilities as a leader. Since Orks recognizes only the strongest as leaders, Graffletz must be able to enforce his orders through violence, or at least the very credible threat of it.Since his ouster from the Undred-Undred Teef, Kaptain Graffletz has become a grave threat.SKABGOB’S BOYZ The key to Kaptin Graffletz’s success in his extensive use of Kommandos, those led by Skabgob Nekbreaka. Kommandos are rare amongst the Orks, which makes their extensive use quite notable. In support of Kaptin Graffletz’s goals of acquisition and expansion of his fleet, he has fostered the propensity to become Kommandos among the Blood Axes that make up a significant part of his force. In contrast to the tactics Freebooterz, Graffletz uses his Kommandos to take ships more-or-less intact, so that they can be up and running as part of his fleet in as short a time as possible.As with most Kommandos , those in Graffletz’s fleet have a fondness for explosions.. As such, it is not uncommon for such missions to result in more collateral damage than intended. One notable example occurred during an engagement between Graffletz’s fleet and a patrol group of Battlefleet Koronus. In the midst of battle, a “skwad” of Kommandos boarded the Navy cruiser Just Cause, under orders to “blow stuff up, wot so we can bash da ‘umies and take der ship.” As part of a long-simmering rivalry with another “skwad,” the Kommandos went for the flashiest act of sabotage they could. Perhaps mistaking it for a different system, or perhaps merely failing to consider the consequences, the Orks used their entire payload to rig the vessel’s Warp drive. The explosion was indeed spectacular, and the resulting Warp rift swallowed two additional Navy escorts, as well as three of Graffletz’s own ships, including the Kroozer ‘Ardest.As much as “da boyz” enjoyed the show, Graffletz has since been more careful about both the potency of explosives and the specificity of orders granted to his Kommandos.The most infamous of Graffletz’s Kommandos, Skabgob epitomizes the Ork concept of “kunning,” and consistently devises new, and ever more outrageous, plans of attack. One tactic that has bred a degree of enmity between the Kommandos and Flyboyz of the fleet involves taking a functional Fighta, or other small craft, and purposefully destroying it. In the midst of a fleet engagement, disguised by the masses of debris generated by battle (and which Ork ships tend to generate, regardless), a crude rocket launches the seemingly scrapped vehicle toward the enemy, carrying a payload of Kommandos.Though risky, a ship’s defensive turrets often target more obvious threats, allowing the Orks to safely “dock” with the target ship. Mek Hozzgad has offered to build mock Fightas, expressly for Skabgob’s use. Skabgob has consistently rejected the idea, much to the chagrin of the Meks and Flyboys alike, believing that the vehicle must be “offentik” for the plan to work .DA MAD BOMMAZ At the opposite end of the spectrum from the “kunning” of Skabgob’s Kommandos are the exuberant strategies of the Fighta-Bomma “skwadron” known as “Da Mad Bommaz.” These Flyboyz, under the leadership of Rizzmat Daffguz, also known as “Baren Krashenbern,” hurl their craft toward the enemy at lightning speed, unleashing hails of lead and powerful “bommz,” with little regard for their own safety. While the “skwadron” has a high attrition rate, their bold tactics are useful to Kaptin Graffletz, who uses Da Mad Bommaz to drop shields and absorb turret fire, effectively covering the Kommmandos as they make their hit-and-run attacks.Da Mad Bommaz are far too focused on the thrill of velocity, throttling amidst the chaos of battle at top speeds, indiscriminately bombarding whatever targets are most obvious. 19DA ‘POKKALEPS KANNON In recent years , Kaptin Graffletz has become obsessed with something he calls “Da ‘Pokkaleps Kannon,” which he believes to be a weapon of almost incomprehensible destructive power. Graffletz is convinced that this weapon is exactly what he needs to gain an advantage over the Kaptins of the Undred-Undred Teef, and allow him to take his rightful place as Warlord. With typical Orky enthusiasm, the Kaptin plans to mount it on his flagship, Voidchoppa, regardless of whether or not the weapon is intended for (or even capable of ) being used in space. That’s what Mekboyz are for, after all.Knowledge is power, but in the 41st Millennium, communication often presents a barrier to knowledge. This is especially true in the Koronus Expanse, where uncharted voids can strand messenger ships, and astropathic messages are lost in the depths of the Warp. Additionally, the myriad factions of the Expanse often see little reason to share their hard-won information, at least without a considerable gain for themselves.umies are ignorant of the records recovered by Explorator Fleet KX-557.V, which speak of a weapon of unfathomable power. Found amidst the ruins of a moon somewhere on the border of the Heathen Stars and Accursed Demesne, these incomplete records, culled from pre-Imperial datacubes and crumbling electro-parchment, speak of a weapon that left dead systems and civilizations in its wake, a weapon representing the pinnacle of destructive works that mankind reached during the Dark Age of Technology. Though this weapon, sometimes dubbed the “Apocalypse Gun” in the records, has caught the interest of the Tech-Priests, the records are considered unreliable, and so its pursuit has been given a lower priority than Magos Trannarch’s search for the Machine World. As such, Graffletz is free to pursue his quest without competition. The Kaptin is confident that, by the grace of Gork and Mork, his rampage across space will eventually bring him to the ‘Pokkaleps Kannon, and he will fulfil his destiny KAPTIN Skelkap Graffletz is as dangerous as any Ork Boss, and almost impossible to stop once in combat. As with many Freebooterz, Graffletz’s armour is tailored—and accessorised—to mimic that of the Imperial Naval tradition. Whether this is a true imitation, or another example of the Orks’ instinctive knowledge, no one can say. Like any good Ork, Graffletz prefers to lead from the front, ripping enemies apart with his power klaw, or lopping heads off with his crude, yet effective, chain axe. Graffletz gets a particular kick out of messy slaying enemy Captain.SKABGOBSkabgob has a deserved reputation amongst the Freebooterz as a “roight sneaky git,” but he also has the brute strength and warrior skill to thrash any Ork that gets on his bad side. When on a mission, Skabgob camouflages himself by strapping pieces of scrap and debris over his armour, and festooning himself with frayed wires and cables. The Kommando is particularly proud of his helmet, fashioned from an Imperial cogitator terminal. Though it’s questionable if this tactic actually contributes, Skabgob is an undeniably effective saboteur. In battle, Skabgob favours a weapon he calls “Da Nek Cutta,” a vicious, double-ended chain knife looted from a forsaken world upon which no sane being would tread.:first saw the amazing fighting prowess of an Ork some years ago in the fighting pits of Rexxis VII.Alberse had conducted another of his deals deep in the catacombs of the arena, and after its completion we headed topside for some “light entertainment.” The crowds were in a frenzy as combatants slaughtered one another. A massive Ambull had fought through three other opponents and the betting was furious that it would kill its next victim just as quickly. When the gates opened, a hulking Ork stepped into the arena and let out a mighty roar at his enemy. Cries of joy erupted from the masses as the challenger took his place in the pit. The Ork had very little armour and carried a huge axe at his side. I had heard that these weapons were called “Choppas” and were a favourite of the greenskin warriors.The Ambull dove at the Ork with its claws open, but the Ork leapt to the side and avoided the hasty attack. He (or it, as I have no idea if the Orks have genders) lashed out with his axe and delivered a crushing blow to the beast’s side. It was not daunted by the hit and quickly turned to continue its assault. The Ork simply bellowed another challenge and moved to intercept the creature.It was the next exchange of blows that showed me the terrible might of the Ork menace.The Ambull lashed out and caught the Ork squarely, nearly severing the thick right arm. Such a blow would surely bring anyone (save maybe a mighty Space Marine) to their knees. The Ork was seemingly undaunted and brought the axe down in an overheard swipe.He split the skull of the Ambull in two, then swung again, cleaving the dripping head clean away. 20 As it stood there in the pit with his arm hanging only by a thin cord of muscle, the Ork bellowed out bestial cries, presumably demanding new combatants to fight. The crowd’s cheering was even louder, revelling in the brutality he displayed. GREENSKINS IN THE EXPANSE Ancient myths say that Orks were amongst the first xenos race that mankind encountered in the stars. One myth relates the arrival of a massive space hulk known as The Price of Vengeance, containing an early colony ship lost from a group of human worlds eons ago. The hulk was host to thousands of Ork raiders. Veterans of many scores of previous assaults in other sectors, these greenskins spread across the Expanse and made it their new realm. Another ancient legend recounted by some Ork Freebooterz says that the Brain Boyz, the mythical diminutive progenitors of the Ork race, populated parts of the Expanse with their kind before vanishing from the galaxy. This tale claims that the Brain Boyz of in the Expanse vanished into the Rifts of Hecaton, there to pursue an ancient agenda that would bring great glory to the Orks. UNDRED-UNDRED TEEF The main Ork Empire in the Expanse is known as Undred-Undred Teef, a collection of roughly a dozen systems located within the Accursed Demense. In addition to the four worlds commonly known to explorers, two others areas have recently gained notoriety in that region.VorgratThe world of Vorgrat is a rogue moon that long ago lost its planet. The massive asteroid and debris field surrounding Vorgrat is believed to be the remnants of this world that was destroyed long ago in some epic cataclysm. This moon contains great stores of metals as well as a rare mineral compound known as Kellistraal. This compound is usually found only in the Calixis Sector and has been adapted for use in plasma drives, weapon cores, and a variety of other devices. The Orks have set up massive mines to harvest the metals and minerals from the world for their ships and weapons. The chief Mek Boy of Warlord Morgaash, Brackslik Metalhands, has been put in charge of this operation. Through his experiments with Kellistraal he has determined that it can boost the range of Kustom Force Fields a great deal, and he is working to refine this technology even further for use in Ork ships.Madrok’s RokIn the asteroid field surrounding Stompgit, there is a massive Ork vessel known as Madrok’s Rok. Finding this installation is not easy, as the outer shell of the Rok does not show any of the structures contained deep within. This huge free-floating space station is home to the Ork Freebooter Kaptin Madrok. He maintains this hidden presence near the stable warp routes of Stompgit to launch his raids elsewhere in the Expanse, and also likes to keep his eyes on “da kompitishun” in the area. Madrok has a rather sophisticated (for an Ork) system of navigating the asteroid field and keeping his Rok hidden from the other Ork ships in the area. ORK PHYSIOLOGYThe standard Ork stands approximately six to seven feet tall, with a heavily-muscled but hunched posture, and its weight is over twice that of a man. green skin that is extremely thick and tough. They are also very smelly; the only cleaning an Ork is likely to receive is from a shower of flamer blasts.Studies of Orkoid cells reveal that they contain fungal and algal strains, which in turn makes them very resilient. Many Orks have been hacked to pieces only to have their Mad Doks stitch them back together again. As an Ork ages, he also slowly becomes larger and stronger. This process seems to be accelerated in some Orks, leading to mighty Warbosses and Kaptins arising who can defeat all challengers.It is believed that Orks reproduce by spores and do not have a standard reproductive cycle.; spores left behind after the menace is defeated can result in new creatures emerging years after the original Orks were killed.ORK “KULTUR”Ork culture is based on the simple principle that the strongest rule. Those who would rise to the top must battle their way over their challengers if they hope to keep the masses in line. Orks live to make war throughout the galaxy and most of their societal norms and customs revolve around this principle. When a particularly strong Ork rises to power, other Orks from all over the planet (and surrounding worlds) are drawn to this leader by the promise of battle.Orks seem to care little for material gain (with the exception of bigger guns and implements of battle) and simply live to wage war. However, Orks do have a system of currency and a primitive economy. Ork wealth is determined by “teef.”The entire Ork economy revolves around teeth as currency. The teeth must be the large, tusk like teeth of Orks; human teeth are considered too puny to be of any value. The fact that Orks shed and regrow their teeth every few years means that there is a constant stream of wealth inside an Ork settlement. 21Even the lowliest Ork always has some wealth as he can simply pluck money straight from his own mouth if needed—assuming that a bigger Ork has not already done so.CLANS, TRIBES, AND FREEBOOTERZOrks are broken down into clans and from there they are further subdivided into Boyz and Oddboyz, based on their role in the clan. The clans often come together for battle and it is not uncommon to see Orks of many different clans side by side on the battlefield. Clans are different from tribes in that a tribe is simply a group of Orks who live in the same geographical area, while clans embody a collective mindset and series of beliefs. There are six major Ork clans found all across the galaxy. Imperial researchers remain puzzled how these clans have each spread so far and wide and yet maintained a sense of identity. Many hypothesise Orks possess a form of genetic “racial memory” containing their knowledge of technology, beliefs, and customs. The six clans commonly found in Ork “Kulture” are the Bad Moons, Goffs, Snakebites, Evil Suns, Deathskulls, and Blood Axes. A final group of Orks are the Freebooterz, wandering pirates and raiders who have adopted a different life than many of their terrestrial brethren and live out amongst the stars. They are skilled in ship-based combat and tend to adopt garish outfits mimicking naval garb . Freebooterz can sometimes be found in the employ of Traders. ORK TECHNOLOG. Ork technology should not work. The crude nature of these assemblies of weapons and vehicles show that the Orks possess an uncanny ability to make things work no matter the technological base, using only what they refer to as “Orky No- Wots.” They could never explain why they know how to make a shoota work, it just does. Mechanisms created by Ork Mek Boyz defy all logic on power sources, proper containment and shielding, and even means of locomotion.No matter their location, Orks almost everywhere seem to possess similar vehicles, weapons, and armour. They may take on a variety of forms and appearances, but the basic functions and abilities of the technology are the same.This continues to further the theories of racial memory and genetic knowledge in the Orks.CROSSING THE VOID Orks utilise a large variety of ships to cross the great interstellar distances of the Expanse. Most Ork vessels such as the sport some kind of totem or decoration on the front to give it the appearance of a massive Ork head. Kill Kroozers, a common ramshackle Ork voidship, has this manner of prow. These vessels can be massive, and are classified as Battle Kroozers when they have reached a size in excess of thirty megatonnes or more.Other Ork vessels found alongside the Kroozers include gunships and other escorts. The Orks utilise a small boarding ship known as a Brute Ramship to breach the hulls of their enemies, though most Orks are happy to ram any type of ship into their foes. Orks also use asteroids as warships, hollowing them out and adding in engines and weaponry so that they are capable of warp travel. These “Roks” make for extremely durable vessels, and can easily be created in each new system the greenskins attack to replace any losses they suffer. Another method of travel favoured by the Ork race is via space hulks. These titanic amalgamations of numerous ships, asteroids, and other debris become mobile colonies for Ork raiders. When a space hulk is found by a tribe of Orks, they quickly board the vessel and begin scavenging all they can from the ship to fuel their war efforts. Mek Boyz begin fabricating weapons, armour, and vehicles almost immediately . Often completely new ships can even be built inside the huge holds or caverns inside of massive space hulks. A space hulk usually has no means of propulsion of its own. It simply travels on the flows and eddies of the warp, on a journey across the void. Industrious Meks and Weirdboyz can sometimes assist in moving a space hulk into a warp rift or other passage, but this is no an exact form of travel. This suits the Orks just fine, as it appeals to their sense of adventure and conquest—they feel that a space hulk is a gift from their gods Gork and Mork, taking them to new and exciting battles. A space hulk is often accompanied by fleets of Kroozers and other escort vessels as it moves through the Expanse taking it to its destination.When it comes to transportation, Orks expect three things from their vehicles—speed, noise, and big guns. Orks often travel into battle hanging from the side of crude vehicles known as Trukks. These transports belch thick smoke as they cross the landscape, their raucous engines revving loudly as they go.An Ork Trukk can take on many different appearances, but all usually sport an open crew compartment in the back where Ork Boyz can quickly disembark for battle.The faster the Boyz can get into the action, the better the Trukk, in their opinion.In addition to the common Trukk Boyz, an entire Clan of Orks dedicates themselves to battle from atop vehicles: 22The Evil Sunz Kult of Speed. This Clan specializes in warfare astride warbikes, atop Wartrakks, or inside Warbuggies . they look like they might fly apart at any second under the forces exerted upon them. This trait is also true of Ork starships and flyers, and many Speed Freaks find that piloting voidships is the ultimate expression of their way of life; many have secured themselves the coveted role of voidship pilot for Freebooter Kaptins across the Expanse.The Orks of the Kult of Speed are able to achieve amazing speeds with their equipment due to what the Orks consider a must for most of their vehicles—a Red Paint Job. In their culture, Ork Boyz simply believe the red ones “go fasta.”. Many theorise it is simply that the better-constructed vehicles get this special paint. Common myth in the Expanse has it that it is the manifest will of the massed Ork consciousness. Orks are insistent that it be true, and thus it becomes so, despite any mechanism for it to happen other than their sheer determination.ORK WEAPONS AND EQUIPMENTIn a race dedicated to war above all other things, it is not surprising that Ork weapons are especially effective, and like their users, they are brutal in the extreme. Massive axes, huge guns, and insane technology are all a part of an Ork Warband on the field of battle, where Mek Boyz utilize their knowledge to create a large variety of weapons for the Boyz. The one thing they all have in common is a propensity for massive amounts of death and destruction.MAD GENIUS: THE TECHNOLOGYOFTHE ORKSOrk Technology (or Tek) takes on a variety of forms and appearances, though there are many common similarities throughout their race. A Shoota, for example, is a common weapon amongst the greenskins all throughout the galaxy, though the actual appearance of a Shoota can vary greatly. The same standards apply to vehicles such as Warbikes, Trukks and Wartrakks—all have a common function and basic design while the actual look and workings can be very different. the most widely accepted belief is that there is a form of genetic memory common to all Orks in which these technological ideas and advances are passed along. ORK NOBThe largest, toughest, and baddest Orks who haven’t yet risen to command their own warbands are known as Nobz. They form the retinues of the Kaptin and help keep the Boyz in line on the battlefield. It is from the ranks of the Nobz Mobz in the warband that leaders tend to emerge to challenge a Kaptin for the right to rule. Some like to make the Kaptin think they are perfectly content being the biggest and best fighters in a Kaptin’s crew and the respect that comes with that place of honour. In truth, this is just the use of Ork “kunnin” as the Nob is really biding his time to slip that Choppa into the Kaptin’s back and take his place in charge of the warband.While they have the title of Nob, there is no actual hierarchy or caste that gives these Orks the right to rule. This is simply achieved through sheer brute force, and Nobz have no problem bashing in a few heads to get the outcome they are after from the Boyz in their crew.Freebooterz NOBZThe Nobz that are found on the voidships of the Freebooterz are a different breed than the average Ork Nobz. They must oversee many different activities throughout the ships and serve as the Kaptin’s Bridge Crew. On particularly well-run ships, the Nobz gravitate to areas they specialize in and give themselves titles such as Gun Nobz (overseeing the ship’s weapons), Dek Masta (in charge of security and overallBoyz behaviour on the ship), Ship Breaka (head of boarding actions), and any other titles they can think of. Many Freebooterz Nobz adopt a Brute Ramship or other small fighter from the voidship’s bays to become their personal landing craft. This ship is decorated and adorned with all manner of totems and icons to show the Nob’s prowess in battle. GMs should always attempt to equip Freebooter Nobz with the wildest and most ostentatious of gear and weapons.KRUSHASAfter untold years of battle throughout the Expanse, especially on the outskirts of the Rifts of Hecaton, some Freebooter Nobz found themselves affected by the nearby warp rifts in strange ways.The powerful and unusual energies began to alter their brains, bringing on madness and overwhelming battle lust even beyond that normally found in Orks. Cunning Kaptins restrain these crazed Nobz below decks, bound in chains where they scream their war cries and chants to Gork and Mork to sate their thirst for battle. These Krushas fight without tiring when unleashed into battle. Many Kaptins in the Expanse fill a Ramship with these insane killers and launch them into an enemy vessel. Once the hull has been breached, the Krushas do not stop until they have slaughtered everyone in their path or they meet their own end in battle.Krusha Attack!: A Krusha loses himself in his battle frenzy, to the delight of many Kaptins (and detriment of any nearby Boyz). 23In this battle-crazed state, a Krusha lashes out mindlessly, his attacks clouded by his bloodlust and directed against friend and foe alike. If a Krusha Nob successfully hits against friend and foe alike. If a Krusha Nob successfully hits his target when using the Charge Action, he immediately makes an additional attack against each target in range using the same bonuses and penalties as the original attack.Ork Warbosses lead their Warband against anything they find or that dares to get in their way, and are amongst the most prominent bringers of destruction across the Expanse. There is another type of Ork leader, though, one who not only leads a Warband but also commands his own ship to carry them. This is an Ork Kaptin, a terror of the void, and there are few things Imperial merchant vessels fear more. To reach the rank of Kaptin, an Ork must prove himself to his fellow on the ship. If a Kaptin doesn’t command respect, he doesn’t remain a Kaptin for very long. Many Warbosses and Kaptins in the Expanse have been in command of their tribes for decades and can strike fear into their lesser ranking Orks with a glance.Ork Kaptins tend to tower over their subordinates and stand nearly eight feet tall. They are pure muscle from head to toe and proudly sport the scars of hundreds of battles. Most Ork Kaptins have acquired customised weapons and armour through their travels. At times this specialised gear takes on a life and reputation of its own.INFAMOUS KAPTINSOFTHE EXPANSEAcross the Koronus Expanse, there are many different Kaptins who have made names for themselves as they leave a trail of devastated planets and ships across the void. From the infamous Warlord Morgash of the Undred-Undred Teef to the dreaded Freebooter Kaptin Borgum Backstabba.Borgum Backstabba, Freebooter KaptinAs a lowly Ork soldier on a Kill Kroozer in the Expanse, the Ork known as Borgrum loved the thrill of boarding enemy ships with his Freebooter crew, the Boneskulls. He earned a reputation for particular brutality in those boarding actions against Imperial ships. Blasting “umies,” was a skill that he excelled at and he was chosen to personally accompany his Kaptin on a raid against the frigate Hammer of Heresy. When the Orks boarded the ship, the fighting was fierce and Borgrum and his Freebooter Kaptin became separated from the other raiders below decks.Unbeknownst to the Kaptin, Borgrum had his sights on bigger things for himself, and used the chaos of the combat to plunge his Choppa deep into the back of his leader. Then, after dispatching the defenders, Borgrum made his way back to the raiding party wearing the Kaptin’s oversized hat on his head and Shoota at his side. The other Boyz didn’t seem to care much about the change in command as the plunder was good and they didn’t have to do the thinking on the next part of the attack. Borgrum easily assumed control of the Kill Kroozer Gork’s Gibletgrinda and set off to make a name for himself in the Expanse.Since taking control of the Boneskullz Freebooterz, Borgrum has launched numerous successful raids against merchant and Naval targets ready for plunder. He is currently planning a large-scale assault on the shipping lanes near the Maw, confident this should draw many new recruits to his cause. Kaptin Krod, the Terror of Tyrex IVThe world of Tyrex IV hosted a small mining colony near the northern borders of the Expanse. A group of Imperial settlers established the outpost to take advantage of the rich promethium veins located deep within the planet. When the miners detected an unknown ship entering the outskirts of the system, they attempted to hail it. This only served to alert the Kill Kroozer Krod’s Krusha to their location.The next month would become what one colonist’s distress call referred to as “Hell unleashed,” as Krod’s Boyz took great delight in slaughtering the miners while the Kaptin’s Mek Boyz performed all manner of experiments to discover the various uses of promethium. Krod became increasingly more and more demanding for vast stores of promethium to be mined, and he worked his crews round the clock to harvest all he could. His trusted Weirdboyz continually asserted that a terrible danger was rapidly approaching, counsel that Krod took more and more seriously over time. Finally, Krod gathered his Boyz and left the world a shattered, broken shell. The excessive mining had destabilized the veins of promethium running deep in the core of the world, and as his ships left orbit Tyrex IV exploded.The massive explosion rained debris throughout the system and crippled three ships as they made their escape.Krod has not been seen or heard from in the decade since the world’s destruction, and many wonder if he fell victim to his own greed on Tyrex IV. Rekka, the Mek KaptinIt is not often that Kaptins of Freebooter crews are also skilled in one of the various Odd Boyz disciplines. Most Kaptins concentrate their time on plundering and fighting, which leaves them little 24 them little room for other pursuits. Rekka is one of those rare exceptions. He is a Mek that rose to command his own crew and ship. From the bridge of his Battle Kroozer, Gorkicus Meks, this cunning greenskin has carved a path of plunder throughout the southwestern segment of the Expanse all while continuing to create new Ork technology for his Boyz to use. One of his most notable claims to fame (among the other Freebooterz) is the development of a massive ship-mounted Shokk Attack Gun. Like its smaller, shoulder-mounted counterpart, this massive weapon opens a tunnel between two points through the warp. Rekka uses this weapon to send hordes of Boyz into enemy ships; the sudden appearance of scores of greenskins inside the secured areas of a ship catches the defenders off guard and gives the Freebooterz a decisive advantage. Rekka has also created special helmets for his warriors to wear that help shield them from the horrors of the warp tunnel, though often sending helmetless, crazed, warp-terrified Boyz into battle works just as well for him. This whirling doom has crippled at least three human warships, making Rekka one of the most wanted Freebooterz in the Expanse.s a race, Orks are not known for their stealth.Kommandos break this mould and excel at infiltration, ambushes, and other decidedly “un-Orky” ways. Why these Orks have chosen to go against form in such a drastic way is another of the many mysteries of Ork culture Ork Kommandos are often sent ahead of an invading force to scout out defences and sow discord and terror amongst the enemy troops. The nightly raids and lightning attacks from the cover of darkness keep the defenders on edge. Under the guidance of Kommando Nobz, the greenskins work tirelessly to destroy emplacements and other structures to make it easier for the rest of the warband to overrun the defences.When Kommandos engage in open warfare, they often enter battle astride massive Warkoptas that have been assembled from a variety of looted vehicles. These twin-bladed vehicles drop their passengers directly into battle behind enemy lines through the use of repelling lines (though many Kommandos ignore the lines and just dive straight into battle from above). They also make use of individual Deff Koptas as support vehicles and fast attack flyers.THE BATTLEOF FELDARRA PRIME The planet of Feldarra, deep in the Ragged Worlds, came under attack by an unknown enemy nearly a century ago. It began with a series of grisly murders in the capital that targeted local PDF forces. These brave men and women were found dead in back alleys, outside their residences, and even at their duty posts. After nearly a month of nightly killings, the overall morale of the PDF was shattered.The terrified soldiers invented all manner of tales for what was striking at them; tales of horrid Tyranid monsters or daemonic beasts ran rampant. Finally, on the 43rd day since the attacks began, a massive explosion rocked the city, destroying a number of Leman Russ Battle Tanks and other fortifications. Silhouetted in the flames were hulking shapes that quickly vanished back into the smoke as the residents tried to battle the blaze. Within hours of the explosion, the skies were filled with Ork Kroozers and death rained down upon the world. The battered and exhausted defenders were no match for the savagery of the onslaught that was unleashed upon them. When the Imperial Navy arrived in system to answer the Feldarran distress calls, they found a blasted and burnt-out world crawling with xenos invaders.MAD DOKTo say that Ork physiology is resilient would be something of an understatement; missing limbs, gaping holes, and even smashed heads can all be repaired by the insane science of the Mad Dok. These masters of the saw and stitch have perfected the art of putting an Ork back together again after it returns from the battlefield.A Mad Dok is one of the Odd Boyz—Orks who embrace one of the paths of their society focused on something other than warfare (though even then, almost all Odd Boyz inventions and achievements are used solely for war). From the earliest days of sentience, the Dok spends its time experimenting on other greenskins. He usually begins his tinkering on Snotlings, as they are the easiest to capture, but he then quickly moves on to Grots and other Orks.As the Dok gains more and more notoriety, he soon finds himself with willing volunteers instead of having to seek out and capture subjects.When these “‘eksperimentz” are complete, an Ork considers itself to be vastly improved over its regular brethren. Many of Orks sport shiny metal skulls, cyborg bodies, integrated weapon arms, and other upgrades thanks to the Dok’s tinkering; those who did not fair so well on the operating table are often left mindless and drooling hulks.Most Kaptins tend to keep a personal Dok in their Nobz retinue to tend to their battle wounds. While patching up the Kaptin, this personal “physician” is often overcome with an inexplicable 25need to enhance his leader in addition to ministering to his wounds. Most Kaptins view their new additions with a sense of pride.Enhanced BoyzWhen a Mad Dok takes the field of battle, he is almost always accompanied by a group of fanatically loyal Ork Boyz who he has performed a number of procedures on. Dok’s Boyz are standard Ork Boyz with the addition of two Enhancements from the following Table. Roll twice on the table to see what upgrades each Boy gains. If the same result is rolled, the “Job’s a Bad ‘Un” instead! That Boy instead loses 1d5 wounds and 1d10 Toughness, and gains one Poor Quality Bionic Limb.1-3+d10 Wounds 4Swift Attack Talent5Frenzy Talent6Lightning Reflexes Talent7Fearless Talent8Regeneration (2) Trait9Bionic Upgrade (gains Bionic arm, leg, etc.)10 Cybork Body (gains +5 Wounds, +5 Strength, +10 Toughness). How ork teh functions—when all laws of science say it should not—is something that only the Mekboyz can ever truly know.The life of a Mek is a perilous for one cannot have amazing technological advances without risks. Ork Kaptins and Warbosses know this fact all too well and make sure that Mek workshops and foundries are located a safe distance from the rest of the warband. The hustle and bustle of these areas in an Ork encampment are both fascinating and terrifying at the same time as hundreds of Grots scurry to and fro dragging supplies to their masters. The crackle of electricity, the hum of the plasma coils, and the whine of the saws all blend together into a symphony of crazed invention. The machines of war created by a Mek are truly unique creations embodying the Ork way of life.If the life of an Ork is filled with fighting, noisy weapons and equipment, and headfirst charges regardless of circumstance, then the life of a Speed Freak is all that times one hundred. These xenos have dedicated their entire being to the extreme; whether that is barrelling into combat on the back of a warbike or piloting a voidship at full speed through an asteroid field. Speed Freaks are members of the Ork Kult of Speed, a collection of fanatical greenskins who value extreme velocities in all that they do. Everything in their life revolves around this principle. From this group the most skilled (and insane) voidship pilots are chosen, always eager and ready to perform even the most reckless and dangerous manoeuvres their Kaptin might command. Most Speed Freak pilots actually perform them when they are not asked, or even if specifically commanded not to. They think nothing of sling-shotting a Kill Kroozer around a neutron star to give them an increase in speed for an attack run. Voidship pilot Speed Freaks have also been known to begin slowly cackling as they approach a battle; this maniacal laugh grows in intensity as they get closer and closer to the combat. In the final stretch, all sanity is seemingly lost as the crazed laughter echoes throughout the ship’s bridge and the pilot increases speed beyond any safe levels to ram his ship directly into an enemy vessel. Even with these behaviours well known, Kaptins go out of their way to recruit Speed Freak pilots for their shipsNear the Frozen Stars on the far side of the Accursed Demesne lies a massive asteroid belt known as the Shipbreaker Field due to the number of catastrophic wrecks that have taken place in and near this hazard.The asteroids of the field are prone to flying off from the gravitational fields that hold them in place and have smashed into many passing ships over the centuries. Most human and other xenos vessels avoid it entirely, as the risk of catastrophe damage is too high. With less activity in the vicinity of the asteroid field in the past centuries, it has become home to an event that draws Speed Freaks from all across the Expanse: the Shipbreaker Run. Once every year (or thereabouts, as Orks are not the best at telling time), this suicidal race is held to determine the best pilot in the empire of the Undred-Undred Teef. Over the course of three days, these insane pilots run a route deep through the heart of the asteroid field; careening around the constantly moving rocks and often exploding off of them.At the end of the race, only the best pilots remain alive, as any Ork not skilled enough to complete the track has found a permanent home inside the Shipbreaker Field. The winning Speed Freak is given a place of great honour amongst the other Orks of the Empire and is heavily sought after by Kaptins.a list of the following warrior subgroups:Tankbustas specialise in the destruction of enemy armoured vehicles, and in breaching the hulls of ships during boarding actions. thei utilise a weapon known as a Tankhammer to deliver a massive explosive charge directly to the armour of a vehicle, often destroying themselves in the process. 26Flash Gitz they are a subgroup of the Bad Moons and favour heavily-modified weapons that fire energy bolts, solid rounds, and other more esoteric forms of projectiles. It is not known if these “Gitz” modify the weapons or if they employ a Mek to carry out the adjustments. their dress and other equipment is also very elaborate, to match their weaponry. They tend to sport elaborate headwear, long coats, jewelry, and other affectations. Lootas have an amazing and unknown ability over technology that rivals the best Mek Boyz. They can take enemy armaments and create amalgamations of many different weapons into what they refer to as “Deffguns.” This shoulder-mounted weapon can lay down a withering barrage of fire capable of dealing serious losses to enemy infantry and vehicles. The bizarre nature of the gun’s construction seems to produce a varying level of firepower with each gun; perhaps this is due to the Mekboy’s unique vision for each weapon. Stormboyz Some Orks have an unnatural fascination with Imperial troops and tend to copy many of the battle tactics and equipment utilised by our fighting forces. On the world of Naxxurrus in the Foundling Worlds, I was accompanying a detached force of Brontian Longknives as they eradicated an Ork infestation from the southern deserts. While we were entrenched in a series of Imperial Bastions, we heard a strange whine approaching over the massive rock formations to our flank. As the first soldier fell to a slug through his helmet we could see the cloud of dark smoke quickly approaching us. I trained my auspex on the cloud and could not believe my augmentics—Orks were furiously flying through the air toward our position with massive rockets strapped to their backs. These strangely-constructed thrusters served as a form of jump pack to quickly propel them into battle while overcoming the intervening barricades. Once these rocket-pack Orks landed inside the perimeter, they quickly charged into combat with the Brontians. Luckily for us, reinforcing units of these Stormboyz crashed into the side of the bastion, thinning their numbers and allowing us to repel the attack. BurnasThe pyromaniac Orks classified as Terror Troops and are to be considered threat level Xenos Majoris. Burnas delight in setting everything in their path ablaze with their scorchas as they make their way across the battlefield. In addition, Burnas have recently been found by various Imperial Captains within the Koronus Expanse to be lethal boarding troops. It appears that these xenos are able to alter their flamethrowers to function as a high-powered cutting torch as well, and used them to bypass a number of decks on the ship after a successful boarding action during battle. The Burnas had made their way into the engine room and during a prolonged shootout, they managed to set fire to the fuel reserves and cause a catastrophic explosion that tore the ship apart.ORK BOYThe untold masses of greenskins found throughout the Expanse are simply known as Ork Boyz; these are the warriors of the Kaptins that populate the many voidships, warbands, and tribes ready to unleash their destruction upon their enemies, which for Orks simply means everyone else. Boyz are always ready for a fight and usually spend their time looking for one. It is not uncommon for the bowels of a Kroozer to be filled with fighting pits and other areas where Da Boyz duke it out to find the biggest and best fighter in the warband. These dust-ups are brutal and bloody, but seldom lethal thanks to the amazing constitution of an Ork; the xenos just batter each other until the winner is clear (and the loser can’t stand up any longer).In battle, a Nob leads the mobs of Boyz, keeping them in line and following orders on the battlefield. A Nobz’ crew reflects his own personal style and past glory. Individual mobs sport various heraldry and totems based on past.achievements and conquests; it is not uncommon for Orks to have all manner of grisly trophies on their armour, such as enemy helmets, skulls, banners, and other items. Another way these bands set themselves apart is based on any Clan affiliation that they have. For example, members of the Evil Sunz have red paint jobs and the grinning sun icon on their armour and weapons while Bad Moons have garish yellow armour and black flames as accents.KAPTIN VOGRUD’S SQUIG CANNONThe Freebooter ship Gork’s Klaw is known throughout the Expanse for its ability to plunder vessels quickly as well as its more arcane weaponry devised by Kaptin Vogrud’s insane Mek Boyz.Amidst the vast arrays of Lifta Droppas, Pulsa Rokkits, and other weapons that coat the hulls of his ship, there is one that sends more shivers down the spines of enemy captains than the others—the rumoured Squig Cannon Where most weapons simply destroy a ship and slaughter its crew, the Squig Cannon is said to be a weapon of pure terror as it unleashes terrible, agonising change upon its victims. 27 If a ship’s void shields are breached and an area of hull is exposed, Vogrud’s favourite tactic is to order an immediate surrender or he “Turnz uze all into stinkin’ squigs.” According to the tales, inevitably when the enemy captain refuses, Vogrud fires the cannon and unleashes its horror. How the cannon works is not said, but its rays evidently permeate the hull of the target vessel and anyone caught in the blast begins to transform as their DNA begins to mutate into something akin to that of a Squig. THE LOST BOYZ Ork infestations can be notoriously hard to eradicate from a planet. At times decades, and even centuries, after an Ork invasion, bands of these warriors who have been living in remote areas of the world or even underground may appear, often long after the initial attacks have been forgotten. These Lost Boyz can cause a number of problems for local defence forces tasked with dealing with the problem. In the aftermath of the infamous Siege of Port Wander, slain Orks were everywhere in the damaged structure.hundreds of press gangs were assembled to search through the station’s untold number of decks. It took crews many weeks to even begin to clear the bodies from the station’s labyrinthine decks and corridors. During this time, a number of crewmen disappeared in some of the lowest and most remote areas and many of the superstitious workmen began blaming these disappearances on the unsettled spirits of the masses who died in the battle for the void station. Nothing was ever found after extensive internal sensor sweeps of the port, however, and additional provost-lead searches found nothing more amiss than normal for the port. Most of the naval personnel reported that the missing crew had simply deserted their posts for imagined better lives in the underdecks, a not uncommon occurrence for those under the harsh conditions of pressment. Several years later, though, a new rash of disappearances began across the station. Rumours and sightings of large, hulking creatures in the darkness began to make the rounds, as large as the common Ogryn dockworkers. Auspex readings of the station did not turn up any xenos life signs, but many areas are heavily shielded or blocked from internal sensors for a variety of reasons, rendering many of the scans inconclusive. Finally, after a Tech-Priest and a valuable team of repair servitors vanished in one of the deepest sectors of the station, a detachment of Naval proctors were sent to conduct a level-by-level sweep of the entire complex. What they discovered in a forgotten storage bay shocked the detachment sergeant. Nearly forty Ork Boyz hid here, remnants of the invasion force or perhaps new Orks grown from the spores left behind in the attack. The fighting was intense and most of the proctors lost their lives purging the taint of the xenos from the station. In the end, nearly a decade after Gulgorg’s massive Waaagh! brought it to the brink of destruction, the final Ork drew its last breath in the battle for Port Wander. To this day though, there are still tales passed across the tavern tables of unexplained murders and huge forms operating in the lower decks. Gretchin, or Grots as they are often known, are the most numerous of all the greenskins. These short, conniving, scheming, wretched creatures live only to be bullied and tortured by their larger masters. The Orks love nothing more than to kick, punch, punt, and generally abuse Gretchin at any chance they get. For all the pain and punishment they endure, Gretchin still seem to carry out what they are told to do with a mixture of fear and awe of the Orks, or at least until they can successfully scamper away to safety. These small greenskins are similar in physiology to an Ork but stand less than half their height. Gretchin are bald with large pointed ears and sharp teeth (instead of tusks), with long gangly limbs and a hardy constitution for their small size. They also have a well-developed sense of self-preservation.Gretchin are commonly found alongside Orks in any fighting, and are often used as a first wave of attack in combat so that the Orks can roughly gauge the strength and firepower of their enemy. Orks have no reservations about sending wave after wave of Grots to their death while they come up with “Da Kunnin Plan” based on the casualties, or more often simply for their own amusement. Orks also utilise Gretchin to be their weapon carriers, ammo porters, footstools, mine detectors, emergency victuals, and for other less appealing jobs not related to actually fighting the enemy.Some Orks even use specially-trained Gretchin as assistants in repairing vehicles or conducting medical operations Ork Runtherds specialise in corralling and training Grots, primarily to drive them forward into enemy fire. Needless to say, many Gretchin would rather avoid this, so the Runtherd applies encouragement involving weapons fire and application of their Grot Prods or grabba-sticks. 28Some Runtherds, realising that the Grots are more willing should they have a chance of surviving, outfit their herdz with ramshackle weapons.Runtherds are proud of their occupation and know they contribute greatly to the wellbeing of their tribe or ship. Maintaining a well-trained population of Gretchin is a respectable position for an Ork, and Runtherds do their best to keep the little Grots properly in line. There are some Gretchin that can only take their down trodden lifestyle for so long and eventually rise up and rebel against their cruel masters; the Ork Kroozer Kill ‘Em All . A the Gretchin crew of the ship plotted for many months to take control of the vessel. When the Orks were about to undertake an attack on Eldar ship, the Grots managed to arrange for most of the Boyz to be loaded onto the Ramships while they remained behind. Once the attack began, the Grots stormed the bridge and killed the few remaining Orks there, while firing the thrusters and catapulting the ship far from the battle. Without the fire support of their Kroozer, the Eldar made quick work of the Ork raiders . This voidship was the first (and only) ship of the Rebel Grot Armada in the Expanse. In addition to Orks and Gretchin, the lands of the greenskins are filled with smaller, stranger creatures—Squigs. These creatures are so varied in form and function that some believe cataloguing them all is impossible. While Squigs may vary in appearance and ability, they all serve a fundamental role in Ork society. Some are used as medicine, others are used to oil machinery, many are used as food, and some are even used cosmetically, but all are essential to the Ork way of life.ATTACK SQUIGIn battle, the larger, most ferocious Squigs are used by the Orks in many ways. One of the most common is the Attack Squig. This creature is nothing more than a fanged mouth and a bad attitude that is unleashed on the enemies of its Ork master. There are many varieties of Attack Squig and breeding them is a favourite pastime of all manner of Orks. The most common type is known as the Ravenous Face-Biter, though others are growing in popularity amongst the Freebooterz of the Expanse including the Insatiable Armripper, the Gut-Growler, and the Large-Eyed Legsnapper. Snotling more evidence indicated they are separate variant sub-species of the basic Ork form.one thing is for sure—Snotlings can quickly become a menace if not dealt with quickly.A Snotling appears to be a miniaturized Gretchin. It stands roughly half a metre tall and has the same gangly appearance of a tiny Grot. Their small size means they cannot carry weapons beyond small daggers or sticks. Unlike Gretchin or even Orks, Snotlings also lack even a basic appreciation for violence, however, thus making them mostly unsuitable for combat. For the most part, these tiny creatures tend the many types of fungus and Squig-beasts that are omnipresent wherever Orks live for long, even aboard their ships. Many Orks keep Snotlings as pets, this being perhaps the pinnacle of Snotling achievement.The danger that comes with Snotlings is their ability to infest an area and generally wreak havoc upon everything they come into contact with. A Snotling has no qualms about crawling into an intake tube or engine compartment to see what is inside, resulting in a messy end for the Snotling and a large amount of damage to the mechanism. These vermin also seem to reproduce quickly if left to their own devices, another link to their fungoid heritage it would seem.On Ork ships and colonies, Snotlings are mostly left to themselves unless needed (especially by Mekboyz looking for Shokk Attack Gun ammunition). Runtherds are sometimes called in to gather the creatures when they get too numerous, too underfoot, or the ship’s rations run too low, utilising a variety of means including specialised Squig Herding beasts, Grot Prods, frag stikkbombz, and other devices.SNOTLING INFESTATIONSIf a group of Snotlings makes its way on board a Rogue Trader’s vessel, it can cause all manner of problems for the crew and damage to the ship. Here are some possible ways a GM can have an infestation play out.What’s that sound?A group of Snotlings has made its way onboard, perhaps inside an unsecured cargo container. The miniature menaces quickly make their way inside access hatches and tunnels of the ship. For the first few days, the crew hears an occasional loud scratching, wild caterwauling, and other odd noises from inside the walls of the ship.The tiny creatures are too small for easy detection, and the ship may grow a reputation as being haunted by the warp-echoes of those who died aboard her . Should that light be flashing?Eventually the Snotlings make their way to a critical system and their poking and prodding breaks something, causing the ship’s engines to fail in interesting ways.This might happen when there are no other situations demanding the Explorers’ attention, 29so that they can properly investigate and exterminate the creatures, but perhaps not. It’s getting away!While working to eradicate an infestation, a small number of the Snotlings escape and make their way elsewhere in the ship. This could be especially troublesome should there be visiting dignitaries or captured prisoners aboard. A key to these encounters is keeping a fine balance between urgency and levity. At first glance, Snotlings are almost comical but the Explorers should soon realise that if they are not quickly dealt with they can become a major threat to a ship or ground installation. Snotlings can get almost anywhere, and the GM should not be hesitant in using them to infiltrate a ship’s warp drive, Gellar Field, or other vital components should the players show complacency.ORK ADVENTURE SEEDS Orks can be an exciting opponent for Explorers to face. Unlike many races that adventurers encounter, Orks can range from a desperate battle with a seemingly unstoppable force to an odd but tense encounter with wily Ork Freebooterz. The variety can be very rewarding to GMs looking for a new direction in their games. GMs should keep in mind, though, that while Orks are not the smartest species in the galaxy, they are not simple mindless brutes, either. They have motivations, goals, and plans like any other race—these desires just may be hard for the players to understand.BREAKING THE ROK As the Freebooter Kaptin Madrok’s raids become more and more daring, the merchants have placed a large bounty on his head, drawing Rogue Traders from across the Expanse to hunt this elusive Ork. After much searching, the players learn of his hidden installation in the asteroids of Stompgit and set out to infiltrate his lair and bring the Kaptin to justice. Unbeknownst to the characters, the Kaptin has set up an elaborate game of cat and mouse to test his mettle against the best the humans have to offer. The players must successfully find the Rok, gain access, and survive Madrok’s traps and challenges if they are to confront him.THE MEK’S GAMBIT Word has spread throughout the Expanse of a Mek Boy who builds the most amazing pieces of technology for his Kaptin and his warband. After a particularly harrowing encounter with a group of Orks armed with equipment far beyond that of normal Orks, the Explorers set forth to find this Mek and stop him once and for all. When rumours surface during the course of the investigation that the Mek possesses an ancient xenos artefact, the stakes are raised and the players must find this powerful device before the Orks unknowingly unleash a great devastation on the Expanse.THE GREEN TIDE GROWSOrks from many different warbands and ships are all making their way toward a desolate world in the Heathen Stars known as Bloodfane. What is calling these greenskins to this backwater world? Is this a new tide of Orks moving the Expanse, or are they tribes formerly occupying Undred-Undred Teef ? If a major Waaagh! is about to be unleashed, it may bring destruction throughout the Koronus Expanse THE GREAT SQUIG HUNTA select breed of Squig has amazing healing properties and can be used to wipe out many different forms of illness. When a horrific disease strikes a pleasure world deep in Winterscale’s Realm, the Explorers are asked to find these Squigs in hopes of coming up with a cure for this plague before millions of lives are lost. They may find the Squigs do indeed aid in a cure .For centuries, Rogue Traders and other captains have reported sightings of a massive ship just on the edge of their auspex ranges. This vessel appears briefly and vanishes before it can be identified or tracked. The only thing that is consistent in these sightings is that when this mystery ship appears, Astropaths on board report horrible visions of an Ork skull surrounded by black fire. Captains have considered this ship an ill omen; a ghost ship that brings bad luck and danger when it is seen. Is the vessel real, and if so where does the ship hail from and where is it going? Why has it not engaged in piracy and plunder like so many other Ork voidships? UNLIKELY ALLIESAn Ork Freebooter Kaptin seeks out the Rogue Trader and his crew with a strange request—another Rogue Trader who the Explorers have an enmity toward has double-crossed the Ork Kaptin and stolen his prized Snazzgun. Unable to locate the scoundrel on his own, the Ork proposes an alliance, as he knows the Rogue Traders have a longstanding rivalry and this would be a chance to get back his personally kustomized weapon. A MYSTERIOUS TRANSMISSION...Wfrigate Light of Macharius intercepted the following transmission. After filing the report with their House, the frigate resumed regular operations in the area.Below is an excerpt of this transmission....iz dis ting on? Attention all Orkz and‘umies! Wez iz da Rebel Grot Armada and wez have claimed dis part of spazz as our own. Wez are not to be messed wit az we are unstoppable... What? I iz making a threat ‘ere. 30 Attention all Orkz and‘umies! Wez iz da Rebel Grot Armada and wez have claimed dis part of spazz as our own. Wez are not to be messed wit az we are unstoppable... What? I iz making a threat ‘ere. Leave me alone! (sounds of scuffle and punching)(new voice)...I is Robgratz and wez iz da Rebel Grot Armada. Wez are an unstoppable force and wez are not to be mess ‘DA BOYZ ‘A SNAZZFLEET MORDAKKAThe reckless, ramshackle fl eet currently in control of the Zhorne system is led by the notorious Ork Freebooter Kaptin Orlog Mordakka. Originally from Tusk in the Undred-Undred Teef, Kaptin Mordakka is a vain, preening, and brutally stupid Flash Git from the Bad Moons Clan. Cast out of the clan and chased out of the system by his fellows for his inability to follow even the simplest orders and his constant braggadocio, he took to the stars. Like many outcasts, quickly fell in with one of the many groups of Freebooters operating in the Expanse. Through treachery and violence he moved quickly up the ranks aboard his ship, eventually claiming command for himself by striding onto the bridge with his Kaptin’s head on a pike and declaring himself Boss. For years now, Kaptin Mordakka has sailed among the systems of the Accursed Demense preying on anything that strikes his fancy, alien and fellow Ork alike. Despite his room-temperature intelligence, his frequent, uncontrollable rages, and his generally insufferable demeanour, Mordakka has gathered to his flag a number of less powerful Freebooterz and pirates largely thanks to his incredible luck. Thanks to this, and a certain amount of natural cunning, Mordakka has made a habit of lucking into wealth and achieving victories against even the most daunting odds. One such event was his discovery of the Zhorne system.The ships under Mordakka’s command, referred to both by him and by the other Kaptins in the armada as the “Snazzfl eet,” are indeed a force to be reckoned with. Aside from the Kaptin’s personal kroozer, the Ta k e ‘ D a t !, which hangs in orbit over Zhorne II, the Snazzfl eet is made up of a variety of raiders, attack ships, and kroozers along with a handful of inter-system craft and landas. The exact number and composition of Snazzfl eet Mordakka is left to the Game Master’s discretion and should largely depend on the number of ships under the Explorers’ command and the average of their combined power. The fi nal battle against Mordakka’s forces should be a diffi cult one for the Explorers, and one with very real consequences for failure, but should never be impossible to win. The ships in Mordakka’s fl eet use the stats for the Onslaught-class raider on page 209 of the ROGUE TRADER Core Rulebook, with an NPC Crew Quality of 35, and the Orks who man these ships use the stats for Ork Freebooterz found on pages 376-377 of the ROGUETRADER Core Rulebook. If the Game Master has any of the Rogue Trader supplements detailing Orks in the Koronus Expanse, such as INTOTHE STORM or BATTLEFLEET KORONUS, he might wish to use the ships and NPCs detailed within those books to fl esh out the Ork armada. Kaptin Mordakka uses the profi le for an Ork Freebooter with the following modifi cations: 20 Weapon Skill, 20 Strength, 20 Toughness, 20 Agility, 30 Wounds. He is equipped with “Da ‘Eadzappa,” a brutal, electrifi ed chain axe with the following profi le: Melee; 2d10 11; Pen 2; Shocking, Tearing.NIGHTMARE PHILTRE This toxin creates terror in its victims, nothing more or less. Though the exact composition of this poison is a jealously guarded secret of The Sutured Helix, dark whispers tell of how Salaine Morn commissioned Drecarus to create it shortly after her forces slew a Rak’Gol raiding party that had simultaneously attacked the human settlement she was in the midst of pillaging. It is said that she brought one of the creatures’ corpses back to the Haemonculus as a gift to entice his services, and he repaid her with this serum of hell-dreams some days later. By chemically influencing the “fight or flight” reaction, and then triggering it, an overwhelming sense of panic and dread afflicts the victim, without obvious cause or reason—something that is arguably more terrifying than being afraid of anything specific. In many cases, the horrified psyche actually tries to invent some fearful apparition to justify the terror, a feat of self-delusion that only serves to act as a beautiful accompaniment to the Dark Eldar feeding upon this unreasoning panic. Hard-won experience has taught the Dark Eldar that this particular poison does not have an effect on all of their foes—even the most concentrated dose does not influence a Space Marine in any way, and it seems to merely enrage Orks.A failed Toughness Test to resist Nightmare Philtre is treated as a failed Fear Test with the same number of Degrees of Failure. As a result, the target must immediately roll on Table 10–4: The Shock Table on page 294 of the ROGUETRADER Core Rulebook. 31Creatures immune to Fear or that follow different rules for Fear are unaffected by this poison. Additionally, when an Ork is affected by a Nightmare Philtre, the drug always triggers the “fight” side of the reaction, causing the victim to automatically enter a Frenzy upon a failed Toughness Test instead of having its usual effect (see page 98 of the ROGUE TRADER Core Rulebook). NAVIGATING THE ACCURSED DEMESNEA voyage into the Accursed Demesne is a true voyage into the unknown. Home to inexplicable catastrophes, ghost-ships, and the countless Orks of the Undred-Undred Teef, the Accursed Demesne brims with danger for even the most experienced of Explorers. See pages 347-349 of the ROGUE TRADER Core Rulebook for more information on the Accursed Demesne.Entry Points: Footfall; Lathimon’s Death; Dolorium; Processional of the Damned.Stability: The known routes into this region are Stable (see Table 2–1: Route Stability and Risks on page 27).Astronomican: The Astronomican is normally visible in this region unless obscured by the caprices of the Warp.Charts: Charts to the Accursed Demesne are Extremely Rare, but Navigators of certain disgraced lineages, such as House Typhon and House Dakkar, already possess charts to these regions thanks to various unsavoury activities their ancestors undertook here. Navigators without these charts count all routes in this region as uncharted.Evil Reputation: A journey into this region always inspires bad omens among the crew, and any Command or Charm Tests made to negate Omens (see page 29) suffer a –20 penalty.Tusk: The Ork world of Tusk sits somewhere in the Undred-Undred Teef, brimming with Orks and surrounded by the carnage of aeons of conflict. Orks feel a natural pull towards this realm of violence and, while few imaginable Rogue Trader crews would choose to go to this world, Ork Weirdboyz always count as having a mental equivalent of a chart of the route to this particular world and always treat the route to Tusk as an Indirect Path (see Table 2–1: Route Stability and Risks onpage 27). It takes 1d10 + 40 days to reach this world from anywhere in the region with a Weirdboy’s “guidance.”this chapter contains new character options related to those granted the gift of the Warp in the Koronus Expanse. It includes the Ork Weirdboy Career, plus Alternate Career Ranks and Elite Advances for psykers and non-psykers alike, and contains options tailored for Explorers of all kinds, from those who wish to exploit the incalculable might of the Immaterium to those who would see it eradicated forever to those who delve into forbidden, tenebrous places to unlock its secrets.The power of the Warp is compelling, and there is a great deal of profit to be made by using it or exploiting those who can, for those daring—and some say reckless—Rogue Traders willing to take the required risks, gambling their very souls in the name of ultimate gain and glory.WeirdboyOrk lives are governed by a very small set of rules. Fight for fun. Fight to live. Fight to get better stuff to use in the next fight. Loud things are good. Red ones go faster. Most important of all, the biggest ones are the best ones. That they form societies based on these rules is actually somewhat remarkable. The fact that Ork societies expand to other worlds is regarded by many as nothing short of amazing. Despite the rules of Ork life, it is not the biggest, the strongest, or the most brutal Orks that allow them to spread to new systems. It is the strangest and most volatile—the Weirdboyz.Perhaps their ability to create huge explosive balls of green destruction is what keeps other Orks from pounding them into piles of glowing green goo. It could be that locked somewhere deep in the savage Greenskin psyche is a genetic instruction that tells other Orks to let Weirdboyz live. Regardless of the reason, it is fortuitous for Ork-kind that they restrain their urges to pummel Weirdboyz—at least most of the time. Weirdboyz have two primary roles in Ork society: battlefield support in the form of psychic powers and “guidance” in space travel. In either role, they are isolated from the rest of their brethren.AN ALIEN MINDJust as an Ork body is different in many ways to a human one, so an Ork mind is different to that of humans. Aside from their innate lust for battle, the minds of Orks possess a number of quirks that make their psychology quite different to that of humans. The three most significant differences are described below. All other issues that come up should be discussed with the GM.DA BOYZOrks are fundamentally genderless. Their reproductive system is based on the spores they shed from their skins all through their lives and in the moments of their deaths, so the notion of gender common to many other species is of absolutely no concern to Orks, nor is it something they bother to understand. 32Orks are not male, nor are they female, because such things are physiologically and psychologically irrelevant to Orks. This combined with their warlike outlook and the fact that they’re not at all human, means that it is fundamentally impossible to seduce an Ork, even if someone wanted to. They’re simply not built that way, physically or mentally.KAOSAN’ KURRUPSHUNOrks in service to the Chaos Gods, or even succumbing to the corrupting influence of the Warp, are so rare as to be essentially unheard of. Simply put, Orks aren’t so easily tempted by Chaos and they are far more resistant to the warping influence of Chaos than humans, for reasons that nobody has been able to accurately define. Orks don’t gain Corruption Points.MADBOYZOrks do, however, accrue Insanity Points. Like any other creature, an Ork’s mind can be damaged or broken by sufficiently traumatic experiences. Initially, the quirks an Ork will pick up as he faces all manner of horrors are of little concern to other Orks; they might mutter about him behind his back, but so long as an Ork is big and strong enough to threaten and pummel those who disagree with him, it isn’t a big deal if he’s a little “Eksentrik.” Of course, fully mad Orks are another matter and the Orks themselves collectively refer to them as Madboyz. These insane Orks tend towards extremely unpredictable behaviour, particularly when gathered into groups with other Madboyz. Sometimes they take things normally considered “Orky” to their furthest extreme, such as gathering scrap metal to “make sumfing important,” but just as frequently they can be found rummaging around dung-heaps pretending to be a Snotling or engaging in a six-hour shouting match with their own echo WEIRDBOYZ IN A SCRAP When Orks gather, they generate Waaagh! energy. This energy draws more Orks, which in turn, leads to a build-up of more Waaagh! energy. Weirdboyz act as conduits for this energy. They draw it in, concentrate it, and release it to aid other Orks in battle. Sometimes they don’t properly handle the flow of power, holding onto it for too long. This can lead to the heads of nearby Orks spontaneously exploding. While this is a good laugh for those Orks who see it happen, they know it could be their own heads next time. Because of this, Weirdboyz are tightly controlled. They are sequestered on the edge of camp, often given towers in which to dwell. Minderz watch over them in case they get the urge to wander.When the time comes to fight, however, Weirdboyz are unleashed. Their powers are often random and chaotic. They can open their mouths impossibly wide and vomit forth raw power, blasting foes into green oblivion. Nearby Orks can be filled with a portion of the Weirdboy’s power, giving them massive strength and increasing their ferocity. No matter how the power of Waaagh! energy erupts from a Weirdboy, the result is sure to be spectacular, dangerous, and impressive to his fellow Orks.WEIRDBOYZ IN SPACEBattlefields, street fights, and other combat zones are not the only places where Weirdboyz prove valuable to the Orks. When Orks travel through space, be it to seek battle or resources, it is Weirdboyz who allow them to reach their destination. Other races have navigation systems that rely on precise calculations and technical execution, faith in gods, or even eldritch incantations. Each of these systems of travel has some coherent, reproducible, understandable method that makes sense on some level, at least to the races that employ them. What Orks do makes no sense, not even to them. Like much of the rest of Ork technology, their space travel systems just seem to work. There’s no rhyme or reason to it other than the one thing that holds true for all of it—Orks believe it will work, so it does.For Weirdboyz, it couldn’t be simpler. The same things that apply to their lives on the ground, apply in space. They are still kept isolated from other Orks, still watched over by Minderz, and still grounded by copper. When called upon to use their powers, they are pushed into position and things just happen.Most of his time is spent in the navigation room. This chamber is a usually a sphere with an array of horns, probes, rods, and other devices attached to the walls. When a Weirdboy wants to guide his ship to its next destination or wants to communicate with other ships, he starts plugging himself in to the various gizmos he sees. From one session to the next, there is no consistency. The Ork never stops to make sure things are arranged just so. He just instinctively knows which bits and bobs he needs to use to get the job done. Just about the only consistent element is a horn or other funnel-like device into which the Weirdboy shouts and to which he listens. Other Orks on the ship don’t hear the response that comes back, but when the Weirdboy tells them that he has heard where to go, they go where he says. 33TRAININGVS. INSTINCTWith so much of an Ork’s knowledge being instinctive—a quirk of his genetics rather than something learned—the matter of Ork training and development becomes a little more muddled. Do Orks learn, or are their skills something that continue to develop as they grow and age? The truth of the matter is probably something between the two, with aptitudes and physical traits becoming more evident and more pronounced as the Ork ages, grows, and wages war and learns new things. Certainly, Ork leaders seem to demonstrate increased cunning and ruthlessness compared to their lesser kin, and nobody can confidently say whether or not this was the nature of that particular Ork all along or something gained as size and confidence grew.In rules terms, this is all treated in the same manner: the Ork character gains experience, and spends it to gain Characteristic Advances, Skills, and Talents, a number of which are unique to Orks. As he fights his way across world after world, he grows in strength and size and generally becomes more deadly,as Orks are wont to do. ALIEN BIOLOGYOrks,like all xenos, differ from humans in a great many ways,some of which are more noticeable than others. About the greatest differences, a variety of tracts have been written—their inhuman resilience,their genetic knowledge,their craving for violent conflict, and so forth are all covered in this manner. However, there is a massive variety of ways in which the particular genetic and biological makeup of an Ork reacts differently to that human MEDICAL ATTENTIONOrk anatomy is more than a little different from humans and, while many equivalent organs exist, the details of their function differ. Given that the average Medicae will be trained first and foremost to treat humans, treating a xenos creature of any kind is a challenge. With Orks, however, this is alleviated by their resilient anatomy, so that mistakes in treatment are rarely damaging, let alone life-threatening.This issue also covers the use of drugs and stimulants: with a different physiology, human drugs may not have an effect on Orks and may in fact have a completely different effect. For simplicity, assume that human drugs have no effect whatsoever on an Ork unless he passes a Toughness Test, though the GM can rule differently at any time for a particular drug.Similarly, bionics and implants can be problematic, not only because of Ork biology, but because of the way in which Orks interact with technology (the details of which are subject of many wild theories). Simply put, a bionic built for humans won’t necessarily work in the way it is intended, if it works at all, and all cases of Ork characters attempting to use bionics and implants of human manufacture should be subject to the final decision of the GM. Ork “Bioniks” are a different matter, of course, but just as a human bionic won’t work on an Ork, an Ork Bionik won’t work for a human.IF THE GLOVE FITS...The other matter of significance is Orks using non-Ork technology. Orks actually have little difficulty using the devices of a number of other races, humans included, though their bulky, fairly clumsy hands may find small switches and dials fiddly in some cases. However, their distinct shape makes it difficult for Orks to make use of armour made for other species, particularly if the armour is rigid like carapace or power armour—an Ork simply can’t fit his body inside a suit of Stormtrooper Carapace made for a human being, as the intended wearer is a different size and shape. Customising equipment for Ork use is an expensive process, normally requiring specialist artificers to perform the alterations. Orks tend not to bother, favouring the devices of their own species in most cases, and most commonly using non-Ork technology as nothing more than spare parts for new Ork-made items. If an Ork finds a suit of armour he can’t fit into, for example, he’ll likely either ignore it or tear the choice bits off and use those individually rather than bothering with the whole suit.WEIRDBOYZONA VOIDSHIPOrks are strange and alien creatures to start, but (appropriately enough) Weirdboyz take the oddity of their kind to impressive new levels. Below are a few of the many adventure seeds that could tie particular Ork Weirboyz in ROGUE TRADERCampaigns:The search for a particular item, to which the Weirdboy feels inexplicably drawn, might bring him into an alliance with a Rogue Trader seeking the same object—at least until the two have to decide which of them gets to keep it.The desire to travel to a particular place, such as specific the Ork world of Tusk in the ‘Undred ‘Undred Teef could motivate a Weirdboy to work alongside a Rogue Trader, whose mighty voidship might well be the Ork’s only hope of arriving at such a specific destination. 34A Freebooter Kaptin might “gift” a Weirdboy who has steered his vessel one too many times into debris fields, asteroids, and Warp storms to a Rogue Trader who had hired his forces—and, after all, who could turn down such an “honour?”Orks are strong, resilient, enthusiastic, and aggressive. They are alien creatures driven by a lust for violence and a physical need to assert their strength and power over those they see as enemies. More than almost any other character type, the truth of who and what they are dictates their actions and responses to situations they find themselves in. Because of these factors, Ork Weirdboy characters are recommended for experienced players familiar with the Warhammer 40,000 Universe and do not use the standard character generation methods described in the Core Rulebook.In order to create an Ork Weirdboy character, you must first obtain your GM’s permission.GMs should consider carefully the kind of campaign and adventures he intends to run before allowing his players to use Ork Weirdboy characters.This is because, quite aside from their inhuman and virtually unparalleled ability to withstand damage,an Ork is focussed very much towards violent methods and violent activities,and is ill-suited towards games of political intrigue,social niceties, and subtle investigation. In addition, being aliens, their presence may not be tolerated by more puritanical characters within the campaign, creating further difficulties and complications However, there are a myriad of fascinating ways in which an Ork Weirdboy can join a Rogue Trader’s crew, ranging from desperate alliances to strange circumstances of mutual gain in the lawless Koronus Expanse. And, of course, there are endless interesting possibilities once a Weirdboy has actually become a member of the crew—and the other Explorers must now cope with this fact!The method of character creation is similar to, but not quite the same as, that used for human characters in the ROGUETRADER Core Rulebook. ALL DA RESTOrks rarely go to war alone, instead preferring to strike in massed, screaming mobs of bodies. While Ork Freebooterz sometimes leave the Waaagh! to set out on their own, they are usually not alone for long.MINDERZWeirdboyz are regarded with uncertainty by most Orks, both for their unusual powers and for their decidedly un-Orky dislike of noise and clamour. Minderz are Ork bodyguards, chaperones, and jailers in equal measure, ensuring that their Weirdboy doesn’t mingle with other Orks until needed, and marching him to the front lines when necessary. Minderz can be acquired with the Minderz Talent Ehe powers of Weirdboyz are unpredictable at best, and commonly produce bizarre side effects, particularly where the Weirdboy himself cannot properly control those powers. Numerous possible effects have been observed, from bizarre lights and sounds to bizarre telekinetic displays and a dizzying sense of unease. In the worst cases, the accumulated power can find no other means of expressing itself and simply forces itself out of the Weirdboy’s head in the fastest and most violent way possible. This can cause anything from crippling headaches to bouts of vomiting green flame to the head of the Weirdboy (and often other nearby Orks) detonating Dere’s dis fing, see, what comes from all Orks. It goes round us an’ through us, and keeps da kosmos togevva. It’s called da Waaagh!, an’ it makes Orks Orky. It gets bigga when we does, and gets stronger when we’s fightin’ an’ winnin’. An’ when dere’s enuff of it, lots and lots of it, see, den speshul fings ‘appen. Like really ‘uge wars!”either Orks nor psykers are known for their predictability, and Ork Weirdboyz combine the most volatile traits of both Greenskins and those gifted with the power of the Warp. The Waaagh! energy that flows through all Orks makes itself manifest through Weirdboyz, granting them powers that stand in stark contrast to the rigid discipline of the techniques employed by Imperial Astropaths and other Sanctioned Psykers. Instead of focusing on total mastery over certain aspects of their power, Weirdboyz often simply allow their abilities to manifest, guided only by the strength of their will and the fortune they are granted by Gork (or possibly Mork). Of course, Weirdboyz are not exempt from the consequences of using psychic powers unrestrained; though their abilities do not attract Warp predators in the same manner as those of human or Eldar psykers, Ork Weirdboyz have been known to combust spontaneously, explode, or even become disconnected from space and time itself while using their powers.These risks do little to discourage them from channelling the Waaagh! recklessly, however, and some Weirdboyz have even been seen using their abilities in the hopes of triggering bizarre new effects.Weirdboyz draw their power from other Orks, and thus become more powerful in the presence of rampaging hordes of their allies. 35However, most Rogue Traders take a dim view of such things aboard their vessels, and so those rare Weirdboyz in the Koronus Expanse who end up on Rogue Trader ships must usually make due with only their Minderz and a few scattered allies. Whether this provides a sense of relief to be away from the clanging masses or frustration at the limits of his powers depends on the individual Weirdboy and his particular mood at the time.STARTING SKILLS, TALENTS, AND GEARStarting Skills: Awareness (Per), Common Lore (War) (Int), Psyniscience, Speak Language (Low Gothic) (Int), Survival (Int).Starting Talents: Peer (Own Clan), Psy Rating (1), Da Power of Waaagh!Starting Gear: Copper channelling rod (see page 131), squig-hide coat and leggings, brightly-coloured clothes, distinctive hat, assorted bones and skulls ritual pouch. Weirdboyz are the lightning rods that channel the fury of their massed Ork compatriots. The Waaagh! binds them to other Orks, turning the startling enthusiasm for violence of all “da Boyz” into potent psychic powers. Many of their abilities are simply blasts of manifest blood-thirst that sear their foes like lightning, but sometimes their abilities are far more bizarre and unpredictable, if no more subtle.The powers of a Weirdboy may help him to smash his foes, inspire those around him to crush those who oppose them, or simply blast his enemies to smithereens, but at their core, all of a Weirdboy’s abilities have the nuance of a sledgehammer and a similar effect when put to use. The ideals of precision and self-discipline to which human Astropaths aspire are utterly incomprehensible to an Ork psyker, and the danger of channelling dread force that might tear him asunder at any moment merely exhilarates any Weirdboy worthy of the title—to lay the path for powers so much greater than himself is to be truly alive.All Weirdboyz draw their power from masses of other Orks, but some Weirdboyz are capable of doing this at greater distance than others. While many Weirdboyz must have other Orks nearby to use even the simplest of powers, particularly powerful specimens, including those following the Weirdboy career, grow more powerful in the presence of other Orks but can also channel the Waaagh! from far-away Orks.Dat’s da Power of Waaagh!: As Orks do not manipulate the Warp the same way as other psykers, a Weirdboy has the Da Power of Waaagh! Talent, which means that he uses his abilities in a different way from other psykers. He may not use Psychic Techniques at the Fettered or Push Strength, and he counts his Psy Rating as 1 higher for every Ork within a number of metres equal to his Willpower Bonus. A Weirdboy still incurs Warp interference on any roll of doubles on a Focus Power Test, but he rolls on Table 3–2: Weird Fings (see page 58) instead of Table 6–2: Psychic Phenomena (see page 160 of the ROGUE TRADER Core Rulebook), and rolls on Table 3–3: ‘Eadbang (see page 59) instead of Table 6–3: Perils of the Warp (see page 161 of the ROGUE TRADERCore Rulebook). A Weirdboy adds +5 per point of his Psy Rating above 3 to the results of all of his rolls on these Tables. Finally, Weirdboyz find it hard to suppress the Waaagh! energy for long periods without unleashing a power (see Weirdboy Waaagh! Discipline).A suitably unpredictable ball of teeth and bad breath, a Tusk-Born Wyrd Squig is an unstable mess of Orkoid psychic potential from the savage Ork-held world of Tusk, deep in the tract of systems known as the Undred-Undred Teef. Weirdboyz in the Koronus Expanse prize these creatures and some go to extravagant lengths to personally acquire one from the war-torn and blood-soaked world of Tusk. The Tusk-Born Wyrd Squig is an example of how you can modify an existing creature into a Familiar (see page 57 for the Squig profile).Ehe Orks are an innately psychic species and they unconsciously generate a considerable amount of psychic “background noise,” an energy field known simply as “Da Waaagh!” This field grows more potent and more intense when the Orks themselves are excited, particularly during battle, creating an almost palpable tension that accompanies Ork hordes.Weirdboyz are the psykers of the Ork species, absorbing the energy of Da Waaagh! and expelling it in violent surges of luminescent green power. Weirdboyz have little control over their abilities, and as the potency of this energy increases with the number and enthusiasm of the Ork Boyz around them, so does the power that a Weirdboy must endeavour to control. Even when they manage to contain this violent and erratic force, bizarre phenomena commonly accompany Weirdboyz, ranging from flashing lights and strange noises to psychokinetic tremors and random fires. Should they fail to disperse, direct, or expel this energy in some controlled manner, they may cause even more dramatic phenomena, such as the explosion of nearby Ork heads.For this reason, and the fact that Weirdboyz dislike the company of other Orks, these psykers remain apart from the rest 36of their kind, dwelling in tall towers at the edge of encampments. Indeed, those who have gone truly mad are often garbed in luridly-coloured clothing and large, belled hats that signal their presence and nature to others.They commonly carry tall copper rods to ground the power they naturally gather—this can hardly disperse the energy produced by an Ork warband in the midst of battle, but it is usually sufficient to keep them safe day-to-day.A Weirdboy encountered while adventuring in the Koronus Expanse is likely to have been cut off from other Orks. Perhaps his army was destroyed. Maybe his ship was destroyed and his escape vessel spun wildly off course, separating him from the rest of “da Boyz.” Whatever the reason, it is this isolation that allows him to move about without constantly erupting with Waaagh! energy. Still, all Orks are capable of generating some Waaagh! on their own. Even the small amount a Weirdboy creates on his own or with just his Minderz can lead to surprising, explosive results.His erratic nature makes an Ork Weirdboy a particularly difficult foe to handle. Strategies that apply to dealing with psykers of other races do not necessarily work when confronting an Ork. The inherently unpredictable nature of their powers, combined with the physical capabilities of a Greenskin, means that a party will need to react to events as they unfold, countering assaults that work on psychic and physical levels at the same time .Orks are reckless creatures by nature, and Weirdboyz are “gifted” with the capacity to detonate themselves in many new and interesting ways unavailable to their more mundane brethren. As such, few Weirdboyz would survive long enough to gain any real control over their powers, even if this was something that they desired. However, Orks are not constrained by any perverse wish to “control” their power. “Restraint” is a form of subtlety reserved for “sneaky gitz, like grotz, ‘umies, and ‘dem prancin’ gitz wif ’ da’ big fancy hatz.”As such, if a Weirdboy does happen to survive the development of his powers, he is unlikely to gain any wisdom or sense of responsibility to accompany it. Instead, it is much more likely that he will go on to push himself to impressive heights of psychic prowess, becoming more and more puissant and unhinged over time. They learn and invent increasingly bizarre and terrifying powers, mastering techniques that allow them to rend holes in the Warp through which they can travel or pulp enemies through cover with waves of Waaagh! energy. Weirdboyz who have attained these peaks of power and managed to avoid a messy death thus far are called Warpheads. Though Warpheads are obviously rare given their “profession” and proclivities, a single Warphead can make for a terrifying and unpredictable foe.The Orks wield a frightening variety of weapons, most of them variations on the classic theme of twisted metal hunks best used for clubbing an opponent upside the head. Weirdboyz use several strange tools of their trade chosen for specific purposes beyond their capacity for blunt violence.Ork Weirdboyz often carry large copper rods. These staves can serve as a primitive psy focus and also occasionally act as a grounding rod for the Weirdboy, channelling the energy of the Waaagh! away from him. Of course, they can also serve as none-too-delicate instruments of a Weirdboy’s ire.A copper channelling rod counts as a psy focus. Further, once per encounter, if a Weirdboy holding a copper channelling rod must roll on Table 3–3: ‘Eadbang (see page 59) he may make a Very Hard (–30) Willpower Test as a Free Action. If he succeeds, he may choose his result on this Table instead of rolling as he diverts the worst of the surge away from himself. If he fails, however, he reverses the intended effect, and must add +10 to the result of his roll on the table.TUSK SQUIGKNIFEThese odd double-sided blades, made from the teeth of wyrd squigs from the Ork-held world of Tusk in the ‘Undred-‘Undred Teef, are said by Weirdboyz to possess mystical properties that enhance their powers and jinx their foes. Whether or not this is actually true might be up to debate if any Imperial scholars cared to discuss such matters, but regardless, these daggers are valuable and unpleasantly sharp.A Tusk squigknife counts as a psy focus. Further, whenever a character bearing one or more squigknives makes an Opposed Willpower Test against a psyker, he gains a +5 bonus to his Test.
36.5gur’Kall, like all of his kind, was once regarded as nothing more than another bizarre Ork Weirdboy. His Warboss tolerated his presence because he brought something to the battlefield that dakka alone could not, but as time and battles went by, Gur’Kall’s powers shifted further and further away from wanton destruction. He seemed distracted, always looking to space, seeking something ineffable and just beyond his reach. When his Warboss led his Waaagh! to the stars, it was Gur’Kall who was charged with finding the path to the best fights and shiniest loot. The journey could have taken decades, or could have been stopped altogether by supplies running out or bored Ork crew tearing themselves apart, but remarkably, Gur’Kall managed to guide it to the Koronus Expanse. They located remote Ork settlements eager to join the trek and replace lost warriors. Time after time, Gur’Kall called out to the Warp and received perfect answers. The Warboss pushed harder and harder for Gur’Kall to seek new challenges. Gur’Kall, for his part, was eager to comply. It was as if he had a destiny, a purpose beyond that of other Warpheads. He felt touched by Gork, or maybe Mork. He was certain he was being guided by an unseen hand.Then it all came crashing down. DISASTERWhen Gur’Kall’s ship drew close to the Rifts of Hecaton for the first time, he knew immediately that he was drawing closer to his unseen destination. His excitement was more than he could contain. With a shout that was so powerful that it blew up the heads of all his remaining Minderz and even a few Orks outside of his copper corridors, Gur’Kall spewed raw, destructive Waaagh! energy from every part of his being.The resultant explosion blew a hole through his chamber and straight through the decks of the ship. Navigation and propulsion systems failed. Thousands of Orks were sucked into space; thousands more burned up as the ship was pulled to the surface of a nearby planet. The Warboss was crushed under a falling fighta-bommer. By some twist of fate, Gur’Kall lived through the impact.When he woke, he was alone. His ship was shattered. His clan was destroyed. Not knowing what else to do, he raised his face to the sky and shouted. There was no response. He shouted again, louder. Still nothing. He was alone on a planet with no other Orks.For months, Gur’Kall wandered the planet, shouting at the sky and hoping that he would hear an answer. Then it struck him that perhaps his purpose was not gone after all. There had to have been a reason he was drawn so directly to this system. His ability to shout had to be useful still. He decided to spend his days searching the planet for his purpose, doing the only thing he knew. He returned to the wreckage of his ship, gathered up a few instruments from his navigation chamber, and headed out in search of something he could not express, shouting to the sky and listening for an answer.Gur’Kall has since escaped this lonely rock, but he continues his search nonetheless, ever seeking something just out of his grasp. Though most who know of him seek to avoid Gur’Kall and the wake of destruction he leaves, there are those who say that he is being drawn to something awesome and terrible, and a few choose to trail him across the stars, hoping to get a piece of the prize at the end of his winding destiny.kustoM JobZOrk Mekboyz are nothing if not imaginative, capable of creating all manner of strange devices and bizarre modifications. An Ork with the Trade (Armourer) Skill may upgrade weapons by making a successful test. It is important to note that Ork weapons cannot be given human upgrades (see Rogue TRadeR, Table 5-9: Weapon Upgrades, page 133). At the GM’s discretion human weapons may be given Ork upgrades. However, this represents the Orks salvaging human weapons and “orkifying” them. GMs would be best advised to re-stat any salvaged weapon to the most appropriate Ork weapon. (If a GM has Into the Storm, he can use the Ork Armoury to help with this). blAstAThe weapon no longer fires bullets, but rather blasts of incandescent energy that sear through armour. The weapon’s Pen becomes 1d10, rolled for each hit the weapon inflicts, and the damage type becomes Energy, but it gains the Overheats Quality.Upgrades: Any ranged weapon that deals Impact damage. ekstrA bArrulZAn additional barrel or two allows the weapon to fire much faster, to the joy of its owner. The weapon gains the Storm quality and the Innacurate Quality. If it already has the Inaccurate Quality, it imposes a –5 penalty to all attack rolls made with the weapon. Upgrades: Any ranged weapon capable of full–auto fire.ekstrA rIppyChains of razor-sharp teeth line the weapon, attached to a smoke-belching motor.The weapon increases its damage by 1 and gains the Tearing Quality. 37If it already has the Tearing Quality, increase the damage by 3 instead. However, the weapon becomes Unwieldy. If it is already Unwieldy, it imposes a –5 penalty to all attack rolls made with the weapon.Upgrades: Any melee weapon ekstrA kAbooMExplosive ammunition makes for bigger wounds on the enemy and louder noises when the gun fires. The weapon’s damage type becomes Explosive and it gains the Tearing Quality. Upgrades: Any ranged weapon.More dAkkAA clanking assortment of chains, gears and pistons increase the weapon’s rate of fire, granting an additional degree of success on all Ballistic Skill Tests when the weapon is fired on semi-automatic or fully-automatic. However, the weapon uses twice the usual amount of ammunition when firing. (So a weapon with a Full Auto RoF of 6 would use 12 rounds of ammo, but could only score six hits. Upgrades: Any ranged weapon capable of semi-automatic or fully-automatic fire.skAttA kAnnonRather than conventional bullets, the weapon fires piles of jagged shrapnel that tear and lacerate. The weapon’s range is halved, and the damage type becomes Rending. In addition, it gains the Scatter quality.Upgrades: Any ranged weapon that deals Impact damage.ZAppy gubbInZA strange contraption beyond the understanding of most Orks, this weapon is fitted with whirling, sparking protrusions that crackle with green lightning. These devices discharge as the wielder attacks, burning through armour and scorching flesh. A melee weapon with this upgrade gains the Power Field quality and increases its damage and Penetration by 2. A ranged weapon with this upgrade adds 1d10 to its damage value and changes its damage type to Energy, but gains the Overheats and Unstable Qualities.Upgrades: Any weapon.The Enemy Without: Possessed of an incomprehensible cunning and fuelled by Orkish enthusiasm, an Ork Mek whose maddening inventions pervert the holy tech of the Machine God. Having despoiled a Mechanicus vessel during a previous raid, the Mek discovered the best ‘worky gubbinz’ imaginable. While the spoils of the Mechanicus ship have provided for innumerable Orky creations, they have long since run out and now he and his ‘kustom boyz’ are plying the stars in search of more gadgets and better ‘whatnotz’. Unfortunately for the populace of the Expanse, the Mek has decided that ‘umie technology makes for the best ‘konvershuns’ and has taken to human space as the sole source for parts. the BrUte Ork Warboss is a formidable villain using the column of the Nemesis Path that starts with Despot and ends with The Brute. His Despotic origins grant the Warboss skills such as Command and Intimidate as well as talents like Air of Authority. Motivated by Slaughter and threatening the Explorer’s Wellbeing, he has the Frenzy, Battle Rage, Crushing Blow, Furious Assault, and (several) Weapon Training talents. Many talents designed to make the Warboss seem indomitable and fearsome such as Hardy, True Grit, and Iron Jaw complete his status as a Warrior Without Peer. Though mainly developed for his superior combat skills, he has some social ability with regards to command and intimidation and fun roleplaying bits like his trophies and Ork Speak One method some Explorers have arrived at to cut out the business of research, developing leads and salvage site, and other tiresome aspects of the Trade is to simply create their own xenos goods. Many buyers will never know the difference, and manufacturing oddly shaped items that can be sold as alien artefacts is often easier than finding the real thing. While simpler in many ways, if a Trader is prepared to make a serious business of this then some research must still be done, especially on the buyer to indicate exactly how much they know about what is being sold to them. The Trader must know enough about the item to recreate a facsimile good enough to pass inspection. Ork weapons would of course be much easier to counterfeit than Eldar, but if the buyer is a dilettante out to impress his equally ignorant peers and doesn’t know the difference then it becomes even easier.Orks are amongst the most warlike aliens in the entire galaxy. They are a primitive, brutal, and savage fungoid xenos with green skin and bad tempers. Able to multiply at a prodigious rate, Orks can quickly overrun a world if left unchecked—only their constant need to fi ght keeps them in line. However, from time to time, a single Ork leader emerges (sometimes called a Boss or Warboss) who manages to get the other Orks together for a common purpose. Should this mob grow large enough, the collective mind of the Orks focuses on a single mass invasion called a Waaagh! If a Waaagh! gains enough momentum it will sweep across whole sectors as worlds burn in its wake. Ork technology is extremely primitive. these creatures are somehow able to cobble together functional devices that would be scrap in the hands of others. 38Nothing emphasises this more than the voidships of the Orks. Ork Kroozers are monstrous slabs of twisted metal, scrap, and bristling guns. They are ill-kempt affairs and in constant need of repair by the Ork Mekboyz and their gangs of Gretchin slaves. However, they are (much like the Orks themselves) brutal vessels, able to infl ict and absorb a great deal of damage. Ork Roks are nothing more than hollowed out asteroids with engines and weapons bolted on for good measure. Though unable to traverse the Empyrean, Roks are a true menace—easily-constructed mobile fortresses with incredible resilience. While the Orks typically use them as bulwarks to cordon off areas of space, the Orks of Warlord Snokgritz have put them to other uses. Instead of mobile defence stations, the Damaris Roks are used as dropships. Fitted with looted plasma drives and retro-thrusters, and armed with whatever weapons the Orks can cobble together, these monstrosities are fi lled to capacity with eager greenskins looking for a good scrap. The Roks then muscle their way through human defences and plummet to the planet below. Naturally, many of the greenskins perish on the way in, but a good deal more survive. After the surface of the downed meteor has cooled suffi ciently, gangways and ramps open and the tide pours forth to menace the populace.Ork technology is generally unsalvageable by humans. For some reason, Ork ships, weapons, and other technological items function far worse for humans than Orks, if they function at all. More information on the Orks living within the Koronus Expanse can be found on page 348 of ROGUE TRADER.THE ORK BEACHHEADUnbeknownst to the Explorers or those on the planet Damaris, a group of greenskins have already arrived at the edge of the system, ahead of the main fleet. They have taken up residence around the gas giant Skadi and are beginning to build a crude Rock production operation on one of the smaller moons orbiting Skadi. If the Explorers are to be victorious over the Orks, they will eventually need to locate these facilities and eradicate them. However, at the beginning of the adventure, the Explorers have no idea about their presence at the edge of the system and will have no real way of locating them without extensive sweeps of the Frozen Reaches (or psychic prognostication and divination).This is an optional encounter. It’s not essential to the completion of this adventure (though it does garner additional Achievement Points towards the Endeavour), but can provide a taste of the action to come.On the eve of planning the battle, but before the main Ork force arrives, a meteor shower (common to this world) streaks through the night sky. This shower fogs up all manner of ground–based auspex and augurs. However, several hours after the shower ends, the Explorers start to receive reports that one of the outlying monitoring stations has gone dark. No communications can be heard from the outpost. It could be due to the meteor shower, or something more nefarious. If the Explorers themselves don’t volunteer to investigate, then General Dante suggests it as a “test” to see how the Explorers acquit themselves under fi re. If Dante is at odds with the Explorers, this is a shot taken at their expense, but if they ally with him, he suggests it as a way to prove themselves capable to the soldiers they’re leading into combat. During the meteor shower, the Orks managed to land a small force several hundred kilometres outside the city limits. The Orks don’t know that they have been detected and are here to scout out potential landing sites for their Roks. This is something that isn’t normally seen in Ork behaviour, something that those with experience dealing with them would know. In truth, the Orks coming down in this craft are Ork Kommandos, who are known for their sneaky behaviour. They hoped the landing wasn’t detected by coming in with the meteor shower, but the Orks aren’t that subtle and once on the ground, decided to take on some ‘umies along the way.
39The Kommandos infi ltrated the compound, killing the sentries on patrol, then breachied the station while destroying one of the bunkers with stikkbombs. The crew and Levy were massacred, and when the Explorers arrive, the Orks are busy wiring more charges into the station’s subterranean genetorium, hoping for a really big boom. There are a number of Kommandos equal to the number of Explorers plus 1d5 on site. All but three are above ground, and if they see the Explorers coming, they’ll prepare an ambush. They use their stealth skills to try and attack from cover, either in melee or with their shootas. The remaining Kommandos wire the charges and attempt to skulk off into the night. If the Explorers do not fi nd and disable the charges (the genetoria is located in the station’s basement, only accessible from within the station), the charges blow within 5 minutes. For Kommandos, use the Ork Boyz from page 377 of the ROGUE TRADER core rulebook, adding Hide 10 and Silent Move 10 to their Skills. If the GM prefers, this encounter can also be run using the Mass Combat rules from Rogue Trader. This is especially appropriate if the Explorers want to bring along some additional forces. In this case, the Orks should have a number of Kommando units equal to half the number of Levy units brought along. Their tactics are still the same, ambushing the Explorers and their forces. There are still three Orks in the genetoria wiring the charges.As the Explorers look out before them, they can see that there are several large asteroids, each fl anked by a pair of smaller Ork raiders. Each asteroid looks as if it has been fi tted with massive Ork–type plasma engines and cannons. These are Ork Roks, hollowed–out asteroids fi tted with engines and weapons. These particular versions are designed to brutally force their way past any blockade and crash onto the planet below. Once there, they will disgorge thousands of Ork boyz and their assorted equipment. This mission begins with two Onslaught Raiders and two Ork Roks starting 20 VUs from the surface of the planet of Damaris. The Explorers’ ship is supported by one system ship and can also be supported by either the Ordained Destiny, Starweaver, or Aegis. The remaining ships and the Bulwark are covering other approaches to the planet, and cannot intervene in this battle. (If the GM likes, he can have VUs “count as” shorter distances so that the Explorers are more focused on their area of space.) If the Explorers have a ship cruiser-sized or larger, the GM should consider either not giving them aid from the major NPC ships or increasing the number of Roks by one. The defenders’ ships should be deployed within 5 VUs of the planet, as they are in orbit. The Orks have staged a sneak–attack raid upon the ships of the staging area. To that effect, they have managed to rig their ships to exit the warp not only near the planet (reportedly a near–suicidal stunt) but within the middle of the small fl eet amassed at the staging point. Emerging close to the Explorers’ vessel (and the pair of system defence ships escorting them) are three Ork Onslaught Raiders—aptly-named ships that are perfectly designed for this type of attack. The ships are all rocked as a fourth raider attempts to exit the warp and explodes, the fl are briefl y rivalling the sun in intensity. Luckily the explosion is distant enough that no ships are damaged, but this should serve as a graphic reminder of the dangers of using a warp drive too close to a star. The GM is welcome to adjust the number of ships on either side, but the Explorers should have at least one system ship with them. The Ork ships should appear facing whatever vessels the Explorers have, and be 1d5+2 VUs away (roll separately for each). The Ork attack is an almost complete surprise. The Explorers can attempt to make a Diffi cult (–10) Command Test to rally their ship, otherwise their vessel counts as Surprised during the fi rst Round of combat. Any system ships count as Surprised. The goal of the Orks is to jump in and cause as much damage to the human fl eet as possible before they are destroyed. None of the ships attempt to fl ee unless they are crippled, at which point they will try to disengage. The Ork ships target the system ship or ships preferentially. Obviously, the players lose a system ship (or two) if the Orks are successful, which effects future space defences.
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Imperial Interest1d10 RollEncounter1–3The Green Menace: The Explorers are “invited” by an officer of Battlefleet Koronus to aid in clearing the Orks from a world in Accursed Demesne. If they help rout the xenos, they earn rights to the spoils. The Explorers gain an additional +25 Achievement Points towards their current Endeavour whenever they complete a Military Objective on this world. Encounter1Hostile Inhabitants: Lost but not abandoned, this city still has guardians who wish to see intruders expunged at Lost but not abandoned, this city still has guardians who wish to see intruders expunged at all costs. The Explorers are ambushed by a cadre of defenders equal in number to their group. The specifics of these all costs. The Explorers are ambushed by a cadre of defenders equal in number to their group. The specifics of these defenders depend on who is currently inhabiting the city—they might be native Orks (see page 76), long-lost human defenders depend on who is currently inhabiting the city—they might be native Orks (see page 76), long-lost human colonists (see page 376 of the ROGUE TRADER Core Rulebook), or some other enemy entirely, such as the Yu’Vath Core Rulebook), or some other enemy entirely, such as the Yu’Vath R Core Rulebook), or some other enemy entirely, such as the Yu’Vath Rhorrors found in other volumes like THE KORORORNUS BESTIARYRYR.Hostile Xenos: The Explorers are not alone in wishing to enjoy the oasis! There might be Eldar Rangers lurking in the foliage, seeking out relics of their lost glory, Stryxis traders examining the area for valuables, Orks lumbering about in a destructive rampage, or any other host of potentially threatening aliens who would keep the Explorers from properly enjoying the oasis. The Explorers face half their number of any one type of Xenos from the ROGUETRADER Core Rulebook (see pages 376–378). R Core Rulebook (see pages 376–378).9The Colony is invaded by marauding Orks from the Freebooter Fleet of Kaptin Graffletz (see page 133). The colonial The Colony is invaded by marauding Orks from the Freebooter Fleet of Kaptin Graffletz (see page 133). The colonial government or the Rogue Trader and his officers, if they are close enough to respond to a distress signal, must fend government or the Rogue Trader and his officers, if they are close enough to respond to a distress signal, must fend off the Greenskin horde or be completely overrun. The Colony’s leader or an Explorer must pass an off the Greenskin horde or be completely overrun. The Colony’s leader or an Explorer must pass an Arduous (–40) Command Test to organise the Colony’s forces expunge the rampaging Greenskins; if the Colony’s leader fails and to organise the Colony’s forces expunge the rampaging Greenskins; if the Colony’s leader fails and Command Test to organise the Colony’s forces expunge the rampaging Greenskins; if the Colony’s leader fails and Command Testthe Explorers do not otherwise intervene, the Colony’s Characteristics (including Size) each decrease by 1d5. If any the Explorers do not otherwise intervene, the Colony’s Characteristics (including Size) each decrease by 1d5. If any Characteristic reaches 0 in this manner (or if the GM otherwise sees fit), Graffletz decides to set up a semi-permanent Characteristic reaches 0 in this manner (or if the GM otherwise sees fit), Graffletz decides to set up a semi-permanent holdfast in the Colony (at least until he gets bored) and must be pushed out for the Colony to begin functioning again.holdfast in the Colony (at least until he gets bored) and must be pushed out for the Colony to begin functioning again.
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онли вар неписи и техника Ork Boy (Troop) WSBSSTAgIntPerWPFel 372446443024322621 Movement: 3/6/12/18 Wounds: 12Armour: Flak armour (Body 2). Total TB: 6Skills: Athletics (S), Intimidate (S).Talents: Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Street Fighting, True Grit.Traits: Brutal Charge (1), Make it Work, Mob Rule, Sturdy, Unnatural Toughness (2).Weapons: See below†. Gear: Shiny bitz, Ork teeth, used as currency (“teef ”).†Slugga Boy: Slugga (Pistol; 20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), choppa (Melee; 1d10+6 R; Pen 2; Tearing, Unbalanced).†Shoota Boy: Shoota (Basic; 60m; –/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable) or big shoota (Heavy; 120m; –/–/10; 2d10+5 I; Pen 2; Clip 120; Reload Full; Inaccurate, Unreliable). †Loota Boy: Deffgun (Heavy 200m; –/–/10; 2d10+3 X; Pen 6; Clip 80; Reload Full; Tearing, Inaccurate). †Burna Boy: Burna (Basic; 20m; S/–/–; 1d10+4 E; Pen 2; Clip 6; Reload Full; Flame, Spray, Unreliable), or burna (Melee; 1d10+5 E; Pen 5; Power Field, Unwieldy)
Ork Nob (Elite) WSBSSTAgIntPerWPFel 461949473929343234 Movement: 4/8/12/24 Wounds: 25Armour: Flak armour (Body 2). Total TB: 9 Skills: Athletics (S), Command (Fel) +10, Intimidate +10 (S).Talents: Air of Authority, Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Discipline, Iron Jaw, Lightning Reflexes, Street Fighting, True Grit.Traits: Brutal Charge (3), Fear (1), Size (Hulking), Make it Work, Might Makes Right, Mob Rule, Sturdy, Unnatural Strength (4), Unnatural Toughness (5).Weapons: Snazzgun (100m; S/2/–; 2d10 I or E; Pen 1d10; Inaccurate, Overheats, Unreliable) or slugga (20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable)or shoota (60m; S/3/10; 1d10+4I; Pen 0; Clip 30; Reload Full; Inaccurate, Unreliable), choppa (Melee; 1d10+11R; Pen 2; Tearing, Unbalanced).Gear: Ork teeth (“teef ”), shiny bitz, pet attack Squig
Stormboy (Elite) WSBSSTAgIntPerWPFel 432346443024323229 Movement: 3/6/12/18 Wounds: 14Armour: Flak armour (Body 2). Total TB: 6Skills: Intimidate (S), Operate (Surface [Rokkit Pack]) (Ag)+10 365XI: Adversaries and NPCsTalents: Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Nerves of Steel, Street Fighting, True Grit.Traits: Brutal Charge (2), Make it Work, Might Makes Right, Mob Rule, Sturdy, Unnatural Toughness (2).Weapons: Slugga (Pistol; 20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), choppa (Melee; 1d10+7 R; Pen 2; Tearing, Unbalanced).Gear: Rokkit Pack†, Shiny bitz, Ork teeth (“teef ”).†Rokkit Pack: A Rokkit Pack allows a Stormboy to hurtle into the air and crash down a short distance away. Such jumps allow the Stormboy to double his Base Movement and travel in any direction without regard for obstacles. For all other purposes, he counts as having taken the appropriate Movement Action. He must be on the ground by the end of his Turn. Each time the Stormboy uses this movement, he must make a Challenging (+0) Operate (Surface [Rokkit Pack]) Test. If the Test is a success, the Stormboy moves as described above. If the Stormboy fails the Test, he takes 1d10 Impact Damage for every two Degrees of Failure. This Damage is not reduced by Armour, but is reduced by the Stormboy’s Toughness as normal.
Runtherd (Handler) WSBSSTAgIntPerWPFel 371946443024322621 Movement: 3/6/12/18 Wounds: 15Armour: Flak armour (Body 2). Total TB: 7Skills: Intimidate (S), Survival (Int) +10.Talents: Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Street Fighting, True Grit.Traits: Brutal Charge (2), Make it Work, Might Makes Right, Mob Rule, Sturdy, Unnatural Toughness (3).Weapons: Slugga (Pistol; 20m; S/3/-; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), choppa (Melee; 1d10+6 R; Pen 2; Tearing, Unbalanced), grot prod (Melee; 1d5+5 I; Pen 0; Shocking).Gear: Shiny bitz, Ork teeth (“teef ”), Squig hound.
Gretchin (Minion)
18 34 18193633372224 Movement: 2/4/6/12 Wounds: 7Armour: None. Total TB: 2 skills Awareness (Per), Dodge (Ag), Stealth (Ag). Talents Heightened Senses (Hearing) Traits: Mob Rule, Size (Weedy), Unnatural Toughness (1). Weapons:Grot blasta (30m; S/–/–; 1d10+2I; Pen 0; Clip 5; Reload 2 Full; Inaccurate, Unreliable), slugga (Pistol; 20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), sneaky boot knife (Melee; 1d5+1 R; Primitive).Gear: Shiny bitz, Ork teeth (“teef ”).
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1рвая редакция орки имеют симб грибов и водрослей у орка 2 сердца одно из них желудок. орки имеют рабов и вассалов. гретчины выполняют большинство работ.
теха- поле для удержания воздуха
плохо луны имеют много нобов гретчинов и вердбойзов
метвочереп пейнбойзы гретчины и мэдбойзы
злые солнца больше всего мекбойзов
змеекусы много гротов и гротоводов мало стормбойзов
кровавотопоры много техов в импи технологии
нобы богатые и знатные орки
стормбойзы орки милитаристы
мэд бойзы - парни с проблемами в голове.
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