Green ogryn pride-Bullgryn always right. | ходы игроков | орки

 
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!
Отредактировано 10.10.2020 в 18:24
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DungeonMaster Vened
08.10.2020 12:03
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Rogue Trader - Into The Storm
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Отредактировано 13.01.2021 в 00:09
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DungeonMaster Vened
08.10.2020 13:45
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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.
Отредактировано 11.10.2020 в 10:10
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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.
Отредактировано 11.12.2020 в 06:58
4

DungeonMaster Vened
10.10.2020 22:39
  =  
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.
Отредактировано 11.10.2020 в 09:39
5

DungeonMaster Vened
11.10.2020 12:31
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сокращение
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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.
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Отредактировано 11.11.2020 в 12:27
6

DungeonMaster Vened
18.10.2020 13:58
  =  
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.
7

DungeonMaster Vened
12.01.2021 23:59
  =  
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 ”).
Отредактировано 13.01.2021 в 00:22
8

DungeonMaster Vened
08.08.2021 22:58
  =  
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.
Отредактировано 09.08.2021 в 00:20
9

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