da meanest an’ da greenest! · some people have been demanding rules for playing as stinkin’...

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Da Meanest An’ Da Greenest! Da Warboss In Da Meanest An’ Da Greenest! the game is run, narrated, and arbitrated by the Warboss (basically this game’s term for a traditional GM or “Game Master”). The Warboss has final say on anything that happens in the game, however if you feel he is abusing his power or being unjust in his decisions, you are encouraged to have an open dialogue with him or her to resolve any issues. Checks Vs. Challenges When you are doing something that depends only on your own abilities you perform a Stat Test (roll d10, rolling under your stat value indicates a success). This includes climbing walls, jumping over or between things and other individual activities. When you are called on to do something competitively against an opponent you perform a Stat Challenge (you and your opponent roll 1d10 plus your relevant stat, whoever gets the higher result “wins”). Stat Challenges range from arm-wrestling to arguing; as long as it’s you against someone else, it’s a Challenge. Rounding Whenever you are left with a fraction always round in the direction that is least beneficial, but you never round to zero. Makin Ya Ork>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Stats: Characters in Da Meanest An’ Da Greenest! only have 4 stats Krump'n: Wats for smashin', breakin', an' choppin'! >Determines melee damage and is used for strength-based Tests and Challenges. >Starting value is 1 for all players Jump'n: For boyz who's fast an sneaky! >Used for climbing, jumping, and tasks involving physical finesse, poise, timing, reactions, or dodging. >Starting value is 0 for Orks and 2 for Grot Mobz. Shout'n: For da biggest an' da loudest an' da greenest! >Issues regarding social interaction, leadership, and willpower are based on this stat. >Starting value is 1 for Orks and 2 for Grot Mobz. Teef: Teef is munny! Ya can buy anything you have enuff teef for! Want flash? Get Teef! >Used to determine what you can and cannot purchase. >Starting value is 0 for all players. Players get 12 Skars to start with. Players may add 1 to any of their stats for 1 Skar during character creation, with stats bought in this way capped at a max value of 6 (most Orks cant count higher than that). If you wish to increase your stats more during character creation or later in the game you may do so for a number of Skars equal to ½ your current value in that stat (upgrading from 6 to 7 costs 3 Skars, 7 to 8 costs 4, etc). You cannot, for any reason, have a negative stat value. You can also use Skars to buy Traits which give you new abilities or modify the abilities you already have. Each Trait has its own cost and benefit listed in the Traits section. Each trait can only be taken once unless otherwise specified. You gain Skars as experience throughout the game for whatever reason the Warboss decides is worthy of Orky renown. Playing as a Grot Mob Some people have been demanding rules for playing as stinkin’ little grotz, so that’s what this is. For starters Grotz begin play with the same 12 Skars that Orks get. A Grot Mob consists of a number of Grotz equal to the Mob’s Shout’n value. Each Grot only has 1 “hand” (one item slot) unless you use Grot

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  • Da Meanest An’ Da Greenest! Da Warboss In Da Meanest An’ Da Greenest! the game is run, narrated, and arbitrated by the Warboss (basically this game’s term for a traditional GM or “Game Master”). The Warboss has final say on anything that happens in the game, however if you feel he is abusing his power or being unjust in his decisions, you are encouraged to have an open dialogue with him or her to resolve any issues. Checks Vs. Challenges When you are doing something that depends only on your own abilities you perform a Stat Test (roll d10, rolling under your stat value indicates a success). This includes climbing walls, jumping over or between things and other individual activities. When you are called on to do something competitively against an opponent you perform a Stat Challenge (you and your opponent roll 1d10 plus your relevant stat, whoever gets the higher result “wins”). Stat Challenges range from arm-wrestling to arguing; as long as it’s you against someone else, it’s a Challenge. Rounding Whenever you are left with a fraction always round in the direction that is least beneficial, but you never round to zero. Makin Ya Ork>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Stats: Characters in Da Meanest An’ Da Greenest! only have 4 stats Krump'n: Wats for smashin', breakin', an' choppin'! >Determines melee damage and is used for strength-based Tests and Challenges. >Starting value is 1 for all players

    Jump'n: For boyz who's fast an sneaky! >Used for climbing, jumping, and tasks involving physical finesse, poise, timing, reactions, or dodging. >Starting value is 0 for Orks and 2 for Grot Mobz.

    Shout'n: For da biggest an' da loudest an' da greenest! >Issues regarding social interaction, leadership, and willpower are based on this stat. >Starting value is 1 for Orks and 2 for Grot Mobz.

    Teef: Teef is munny! Ya can buy anything you have enuff teef for! Want flash? Get Teef! >Used to determine what you can and cannot purchase. >Starting value is 0 for all players.

    Players get 12 Skars to start with. Players may add 1 to any of their stats for 1 Skar during character creation, with stats bought in this way capped at a max value of 6 (most Orks cant count higher than that). If you wish to increase your stats more during character creation or later in the game you may do so for a number of Skars equal to ½ your current value in that stat (upgrading from 6 to 7 costs 3 Skars, 7 to 8 costs 4, etc). You cannot, for any reason, have a negative stat value. You can also use Skars to buy Traits which give you new abilities or modify the abilities you already have. Each Trait has its own cost and benefit listed in the Traits section. Each trait can only be taken once unless otherwise specified. You gain Skars as experience throughout the game for whatever reason the Warboss decides is worthy of Orky renown. Playing as a Grot Mob Some people have been demanding rules for playing as stinkin’ little grotz, so that’s what this is. For starters Grotz begin play with the same 12 Skars that Orks get. A Grot Mob consists of a number of Grotz equal to the Mob’s Shout’n value. Each Grot only has 1 “hand” (one item slot) unless you use Grot

  • Luggage or Lootsacks. Grotz can buy stat increases and traits as part of character creation the same way Orks can with two minor changes: Grotz can only have as many non-grot traits as their Shout’n, and the cap on buying increases to Krump’n for 1 Skar per point is changed from 6 to 3. Each Grot in your Mob may act independently, but they always stay together and take up as much space as an Ork. Grot Mobz also deal with damage differently than Orks. At the end of your turn, if you have taken damage roll 1d4 for each Grot in your Mob; if the sum of all the dice rolled in this way is less than the total amount of damage you took, subtract it from your total damage (save that number for later) and you lose one of your Grotz, as well as losing 1 of your non-grot traits at random. Next, take the remaining damage (the number left over after subtracting your roll) and repeat the process again, rolling 1d4 per Grot and comparing it to the remaining damage value. Continue this until you have either rolled above your remaining damage, or all your Grotz are dead. As long as one or more Grotz from your Mob remain alive, you regain 1 of your lost Grotz after an encounter in which you lost any, usually by pulling them out of the rubble, as well as regaining 1 Grot per day through recruitment. *Items and Inventory: By default boyz only have four items "slots" 2 hands, and 2 additional inventory slots representing slinging something over your shoulder or back, or even tucking equipment into your pants. Characters can buy new items any time they're not in combat (including during character creation) , and can buy as many items as can they hold. That said, when and where equipment is and is not available for purchase and restocking outside of character creation is ultimately up to the Warboss. Your Teef score indicates the maximum cost of items you can buy, 'an 'fore ya go axin: ORKS INNT NEVER SHARED ANYFIN AN' DEY WONT 'EVER WILL! You cannot pool teef or buy items for others in the party. You CAN however kill other Orks for their teef, but Ork teef degrade quickly so you can only make 1 purchase using teef from the last encounter you were in. *I will reiterate (because some people had problems with this during play-testing): YOU DO NOT "SPEND" TEEF; YOUR TEEF STAT INDICATES WHAT ITEMS YOU CAN AFFORD. For example, if you have 2 Teef, you can buy as many items which cost 2 Teef as you desire (so long as you've got room somewhere in your inventory, or get some Grotz to carry shit for you etc). Your Teef value never decreases due to expenditures on items and equipment, though it may be reduced by traits or other effects dictated by the Warboss.

    Kombat>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Turn order in combat is determined by whoever has the highest Jump'n, with a roll-off settling any ties. Each turn you can attack with any or all of the weapons you are wielding, and are allowed to move once as part of your turn (all Orks and Grot Mobz move the same speed). Subtract your DR (damage reduction) from each source of damage you take, and subtract your Jump'n from any damage caused by explosives, flames, or anything else the Warboss decides applies. Most weapons have an AP (armor penetration) value, which negates some or all of a target’s DR. For rules regarding the differences between and the specifics of melee and shooting attacks, consult the Chopp'n and Shoot'n sections respectively. Shout'n Checks and WAAAGHing If you are playing an Ork and have received damage, at the end of your turn roll 1d20; if your roll plus your Shout’n is less than the total damage you have taken, you die. If your roll plus your Shout’n is equal to or greater than your total damage, then you survive and your total damage taken is reset to zero until you recieve further damage. Two or more Orks or Grot Mobz may choose to WAAAGH together during their turn (spending their turn WAAAGHing and nothing else): that turn, all other allied Orks and Grot Mobz add the number WAAAGHing in this way to their Shout'n as long as the WAAAGH is maintained.

  • Traits>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Trait Skar Cost Bad Mutha*** 4 Big*** 1 Bigger*** 3 Biggest*** 5 Biggest-est*** 7 Bigmek 4 Bloodlust 1 Bloody Rage 5 Boss 3 Brag 2 Bulletdoja 4 Burna Boy ** CHARGE! 1 Choppa Boy ** CHUCK! 1 CybOrk 2* Disarm 2 ‘EDD-BUTT! 1 Flash Git ** Flashy Chopp'n 2

    Trait Skar Cost Grot Chomp (G) 2 Grot Tankk (G) 3 Kannon Krew (G) 2 King’o Krump’n 3 Kommando 3 Kommissar 3 Kult of Speed*** ** Lead by Example 2 Loota ** Lucky ** Painboy 4 Mad Dok 5 Masta’ Merchantz(G) 3 Mekboy 4 Metal 'ed 2 Mowff Grip*** 1 Orkish Musik 2 Nob*** 2 'Nuff Dakka 2 Runt Slaver 2

    Trait Skar Cost Scattershot 2 Shoota Boy ** Shoot'n Fool 2 Smartboy - SMASH! 1 Speed Boy*** ** Squigg Tamer 1 STAB! 1 Storm Boy*** ** Swarm Tactics (G) 3 Take Aim 2 Tank Busta ** Teef Theef 4 An‘Undred Eyes (G) 3 Upstart 2 WAAAGH Paint 2 Warcry 4 Weirdboy ** Wrecker 1

    *Can be taken multiple times, each time the cost increases by 1. **Traits marked in this way have a special pricing scheme: the first you costs 1, the second costs 2, the third costs 3, and so forth. ***Traits which cannot be taken by Grot Mobz (G) Grot Trait: can only be taken by Grot Mobz and does not count toward their Trait Limit.

    >>Bad Mutha: You ignore one failed Shout'n Check per week. >>Big: +1 Krump'n, -1 Jump’n, +1 cost to armor. >>Bigger: +1 Krump'n, -1 Jump'n, +1 cost to armor, +1 DR, you count as 2 Orks when riding in vehicles. Requires Big. >>Biggest: +2 Krump'n, +2 Shout'n, -2 Jump’n, +1 cost to armor, you count as 3 Orks when riding in vehicles. Requires Bigger. >>Biggest-est: +2 Krump'n, +2 DR, -2 Jump’n, +2 cost to armor, can wield one weapon as if it were 1 size smaller. Requires Biggest. >>Bigmek: Lowers the cost of Mek Invenshuns and Tek ‘Portas by 1, allows you to repair things without Mek Toolz, and confers one ability of your choice each day: >1 free Powah Pakk that doesn’t fill an item slot. >You can re-Roll on the Dakka Table today a total number of times equal to your Shout’n >When rolling for the effect of a Mek Invenshun, roll twice and choose whichever result you prefer. >Pick and apply 1 vehicle modification with a cost of 1 or less. >Count as 2 Mek Boys or Bigmeks for purposes of repairing vehicles. You cannot take the Bigmek trait unless you already have the Mekboy trait. >>Bloodlust: When you kill an enemy with a melee attack, you automatically make another attack on the closest target (if there are no enemies within reach you must strike one of your friends!). >>Bloody Rage: During a turn in which you have successfully killed an enemy in melee combat you double your Shout'n value. >>Boss: You are capable of starting a WAAAGH! all by yourself! You may spend 1 turn trying to rally your allies to fight harder: roll Shout'n - d10, if the result is a positive number then for the next 1d4 turns all allies are treated as under the influence of a WAAAGH with a Shout’n bonus equal to the result of your roll.

  • >>Brag: In any 1-on-1 fight you can spend your turn bragging about how quick or hard you'll krump you're opponent. Once your opponent is dead (assuming you dont die) you gain a bonus of (Shout'n minus the number of rounds it took to kill your opponent) to your Shout'n for the remainder of the day. >>Burna Boy: Allows the purchase and use of Burnas and Xtra Juice. >>Bulletdoja: Any time you are being propelled at speed by either a vehicle (Speedy or faster), a Bike, or a Rokkit Pack, roll 1d6 for each hit you suffer; on a 6 the hit is ignored. You may also use this ability at any time against shooting attacks which hit you using a d10 instead of a d6, with a 10 being a success. >>CHARGE!: You gain +2 Krump'n and to hit in melee, as well as -3 Jump'n during the first round you enter melee combat. >>Choppa Boy: Re-roll attack dice of 1, you cannot re-roll re-rolls. >>CHUCK!: You can throw any 1-handed weapon (though Gork only knows why you'd want to). When throwing a weapon make a Jump’n Test; on a success you hit, on a failure you do not. You deal your Krump'n in damage if you hit. Once a weapon is thrown in this way, whether it hits or not, it cannot be recovered. If you are part of a Grot Mob or have the Runt Herder trait you may throw a grot at your enemy using the same rules; if the attack hits the grot latches on and deals 1 damage per turn which bypasses all DR. Removing a grot attached in this way requires you to spend and succeed a Krump’n Test. >>CybOrk: Whenever you make a Shout'n Check, treat your total damge for the round as 1 point lower. >>Disarm: As part of any melee attack you may choose to forgo dealing damage in order to try to disarm your foe. If you attack hits, engage in a Krump’n Challenge with your foe. If you win they are forced to drop one item they are carrying in either of their hands (your choice). >>’EDD-BUTT!: Allows you to make an additional attack that deals 1/2 Krump'n. However, if it hits, it deals 2 damage to you that ignores all DR. >>Flash Git: Add 1 dakka to one of your weapons without paying the added cost in Teef. >>Flashy Chopp'n: You gain 1/2 your Shout'n to hit when fighting 1 on 1. Requires Choppa Boy. >>Grot Chomp: Allows any Grotz in a Mob to make a free bite attack that does 2 damage with AP 1. >>Grot Tankk: Allows purchase and use of a Grot Tankk as described in the Vehicles section. >>Kannon Krew: Allows 2 Grotz to work together to carry and fire 2-handed or ‘Evy shooting weapons, putting a 3rd Grot on an ‘Evy weapon doubles your Krump’n for purposes of lifting it. >>King’o Krump’n: Any time you roll at least 2 6’s to hit with a melee the attack hits automatically and you get another free melee attack. You cannot use this ability with 1-handed weapons. >>Kommando: You gain the ability to go unnoticed and sneak around undetected. Any time you want to sneak all you need to do is pass a Jump’n Test and you may go unseen for roughly 5 minutes before making another Test to see if you stay hidden. >>Kommissar: You can kill Boyz or Grotz you control to inspire those around you to fear you more than they fear their enemies! If you choose to kill a Grot in this way, select one friendly combatant and engage them in a Shout’n Challenge; if you win then the ally you selected may re-roll any one roll during their next turn. Killing a Boy functions in much the same way, except you perform a Shout’n Challenge with any number of allies (2x your Shout’n at most), with the same rules and potential benefits. >>Kult of Speed: This trait allows you to buy and drive a vehicle from the vehicles section of the rulebook. >>Lead By Example: Any time you successfully kill an enemy, perform a Shout’n Test; in the event of a success you let out a roar that is a WAAAGH in and of itself, resulting in all nearby Orks gaining +1 to Shout'n checks for the remainder of the encounter. Requires Boss, Upstart, or a Bosspole. >>Loota: Designate one shooting weapon you own, and a Dakka Table result: any time you roll a result that is on either side of your chosen result using your chosen weapon, you may elect to change your Dakka Table result to your selected result instead. >>Lucky: Any time you fail any kind of check or roll, roll 1d6: on a 6 you may re-roll the roll you just failed (you don’t get another d6 if you fail again).

  • >>Mad Dok: You can bring Orks back to life, however, the more often you do so the sloppier you get. By default, you can bring an Ork back to life with two of his stats lowered by 1 (determined randomly). For each additional time you attempt surgery during the week you cause another 2 points of stat damage, spread out randomly to your patient. Orks must be operated on the same day they died or else they cannot be recovered. If you also have the Mekboy or Bigmek trait, roll 1d4 each time you operate: on a 4 your "patient" gains the CybOrk trait. A Mad Dok with the Runt Herder trait may kill a Grot in place of using a Dok Kit. Requies the Painboy trait. >>Masta’ Merchantz: Allows a Grot Mob to own 1 item that costs their Shout’n value in Teef. >>Mekboy: You can scrap weapons you find to create Mek Weapons. A Mek Weapon has random bitz the mek who made it managed to find bolted on all willy nilly. For every weapon you scrap to this end you may add +1 Mek Points to a shooting weapon. Any time a weapon has Mek Points roll 1d4 when firing: on a 4 the weapon gains 1 Dakka for purposes of resolving the shot and loses 1 Mek Point. A Mekboy may only add a maximum number of Mek Points to a weapon Equal to their Teef (ya got to buy gubbins with for stick'n stuff together).Mekboys also gain the ability to fix broken vehicles and other simple devices given sufficient time and Mekboyz Tools. >>Metal 'ed: You may scrap enemy armor to gain a pool of Armor Points. Each time an attack hits you, roll a d4; On a 4 add 1d4-1 to your DR as well as loosing 1 Armor Point. You gain 1 armor point per piece of looted armor, up to a maximum number equal to your Teef. >>Mowff Grip: You gain 1 aditional inventory slot: your mouth! Also you take -1 Teef. >>Nob: You're lookin to start your own Mob and to that end you've hired some boyz to help you out. This trait may be taken multiple times, and each time you do you add another boy to your Mob or give each boy in your Mob +1 Skars. You lose 1 Teef per boy alive in your Mob. You can never have more boyz in your Mob than your Shout'n, and you must maintain enough Teef to pay them all. Boyz recruited in this way follow their own set of special rules: 1. Recruited boyz have 6 Skars which you may allocate however you want, however, they never gain additional Skars unless the Warboss specifically says so. By default, boyz also get a free +1 to Teef representing their salary. Dead boyz take 1d4 days to replace and must be replaced one at a time. 2. You may not give items to boyz in your Mob that you bought using your own Teef, nor may they do the same for you. You can however, outfit them however you see fit using their own individual Teef. Additionally, the Orky "no sharing" policy is in full effect between you and your boyz: you cant hold or use their stuff, they cant hold or use your stuff. 3. You may spend 1 turn to give orders to 1 or all of the boyz in your Mob (but not any other number). Orders are selected from the following list (they're self-explanatory):“Shoot'em!”, “Chopp'em!”, “Hold up!”, “Do like me!”, “WAAAAAAAGH!”.Any other order takes 2 turns to explain. 4. Boyz you control cannot take the Nob, Runt Herder, or Squigg Tamer traits.

    >>Nuff Dakka: Gain 3 additional Dakka on one shooting attack, then lower the weapon's total Dakka by 2 for the remainder of the encounter. >>Orkish Musik: You’ve got a fever, and the only cure is to rock out! You gain the ability to play “musik” by equipping an instrument: an instrument takes 2 hands to hold, can be used in melee to deal damage (only deals damage as a single handed weapon), and doubles your Shout’n for all purposes except actual Shout’n Checks. Instruments have a base cost of 2 and may be given mods and addons as if they were normal melee weapons. >>Painboy: Select a number of friendly Orks or Grot Mobz equal to 1/2 your Shout'n: They gain 1 bonus rolled randomly from the following table for the remainder of the day. >>Painboy Table (d20): 1: Meaty! +1 DR 2-4: Beefy! +1 Krump'n 5-6: Dizzy! - Jump'n 7-9: Angry! +2 to Melee attack rolls 10: Wont Die! +2 to Shout’n Checks 11: Sleepy! -1 Krump'n

    12-13: Toof Ache! -1 Teef 14-15: Toofy! Gain bite attack, 3 damage 16-17: Hoppy! +1 Jump'n 18-19: Lucky! Gains the Lucky trait 20: Dopey! 1 less inventory slot.

  • >>Runt Slaver: You've decided to get into the exciting world of Grot slavery! You start with 1 Grot slave, and may buy more Grot slaves at any time for 1 Skar per Grot. Each Grot can carry 1 inventory-slot worth of equipment, however at the start of an encounter they have a 25% chance of "misplacing" whatever you gave them, losing it until it can be replaced. Giving an item, taking an item, or swapping an item with a Grot takes 1 turn. When not carrying items, Grotz have a 50% chance of actually engaging in combat each round using their Grot Blaster (1d4 shots, 1d6 hit on 6, 1d4 damage AP2, max damage causes the blaster to explode and kill the Grot). You can sacrifice any number of Grotz to give yourself DR 1 per Grot sacrificed against one attack. If you are armed with a whip you can control whether or not they shoot each turn, and exchanging items with a nearby Grot becomes a free action. You can only control a number of Grotz equal to twice your Shout'n. Should you lose one or more Grotz, you reacquire 1 Grot each day. >>Scattershot: You can sacrifice 1 Dakka to spread your shooting attacks out amongst as many enemies as you like. However, you must indicate which enemy you are targeting before making a Dakka roll. >>Shoota Boy: Re-roll 1's to hit when shooting (you cannot not re-roll re-rolls) . >>Shoot'n Fool: +2 Dakka on any weapon you use. Rolls of 2 to hit strike allies. >>Smartboy: -1 to all stats, +5 Skars (cannot be spent on any trait which increases core stats) . Additionally the Warboss may rule that, as a Smart Boy, you know or notice things other Orks don’t. >>SMASH!: You gain the ability to deal devastating damage with an overhead smash attack. To make a Smash! attack you must spend 1 turn winding up your swing, during which you do not add Jump'n to your defence rolls. Smash attacks deal +3 damage per size category (1h: +3, 2h: +6, 'Evy: +9) and +2 AP. >>Speed boy: Allows purchase and use of bikes, and you are able to drive any vehicle designed to be used by humanoid organisms. >>Squigg Tamer: You like squiggs, and squiggs like you. You gain control of 1 squigg and may add more to your herd for 1 Skar per squigg, up to a maximum of your Shout’n. Unless otherwise stated, squiggs cannot keep up with you while using a Bike or Rokkit Pack. Sqigg Types: -Attack: Melee attack squigg, deals 3 damage, has 5 health and 4 Jump'n -Flyin': Flying squigg that spits acid, deals 1 damage AP2 (roll 1d4, 4 hits), has 1 health and 6 Jump'n. -Sprintin':Fast squigg, can keep up with Bikes. Melee attack +2 to hit deals 1 damage, has 3 health and 8 Jump'n. -Bomb: Send 'em on a suicide run that deals (1d4-4)d4 damage.Has 5 health, explodes when he dies. -Ridin': Your very own squigg mount: +3 Jump'n while mounted and requires a free hand to hold the reigns. Taking more than 8 damage in 1 round dismounts you, and it takes 1 turn to get back on. Ridin Squiggs cannot be mounted while riding a Bike, flying with a Rokkit Pack, wearing Meka Armor, or if you have the Biggest trait. Grot Mobz which purchase a Ridin’ Squigg all count as mounted either riding a couple slightly smaller squiggs, or piled onto the same squigg. A Grot Mob consisting of more than 6 Grotz cannot ride a Ridin’ Squigg. -Skreemin': Counts as 2 Orks during a WAAAAAAAAGH, has 1 health. Can be trained to perch on your shoulder and repeat whatever you say (twice as loud); choosing to do so fills one inventory slot and gives you +2 Shout’n on everything but Shout’n Checks. -Toofy: Can be killed to gain +1 Teef on a single purchase. Does not participate in combat.

    Whenever a squigg dies, a new squigg of the same type will show up in your herd 1d6+1 days later. >>STAB!: When making a melee attack with a 1-handed weapon, you may choose to deal ½ damage in return for adding ½ your Krump’n to hit. >>Storm Boy: Allows purchase and use of a Rokkit Pack. >>Swarm Tactics: +1 to total damage per hit when in melee as a Grot Mob. >>Take Aim: Though almost unheard of among Orks, there are some who believe that if you wait for the right moment, you are just a bit more likely to hit your target. You can spend your turn aiming one target; during your next turn, if you declare a shooting attack against that target, before your hits are resolved, roll 1d10; if the result is greater than the target’s Jump’n, rolls to hit of 3 are also counted as successful hits on all shoots you make against that enemy this round. Requires Shoota Boy. >>Tank Busta: Any time you purchase a Rokkit Launcha, Rokkit Hammer, or Stik Bomb it costs 1 less. Additionally you gain the ability to hold 1 Stik Bomb that does not fill an inventory slot, take 2 less

  • damage from explosive weapons. Also, you hit with Rokkit Launchas on a 4, 5, or 6, and you hit with Stik Bombs on a 3-6. >>Teef Theef: Once per week, roll Jump'n minus 1d10. If the result is a positive number, add it to your Teef for 1 purchase. You cannot gain more than ½ your Jump’n in extra Teef in this way. >>’Underd Eyes an’ Ears: Your Grot Mob always goes first in combat and cannot be caught by surprise. >>Upstart: Any time you kill an Ork which holds any position of authority in a public manner, you add 1/2 their Shout'n to your own Shout'n for the rest of the day. >>WAAAAGH Paint: You’ve covered your face (meaning your head, neck, shoulders, and probably your back) with your favorite color paint; it makes you look more serious! Whenever you are involved in a Shout’n Challenge, roll twice and use the higher roll. >>Warcry: Any time you fail any sort of roll in combat you may spend the turn afterwords bellowing in impotent rage, giving yourself a bonus on your next attempt; by passing a Shout’n Test you gain the ability to make one re-roll on your next action in combat. >>Weirdboy: You gain the ability to summon the awesome powers of the Warp. Any time you are under the influence of a WAAAGH, you have a 10% chance of manifesting a Weirdboy power from the Weirdboy Table. When rolling on the Weirdboy Table, start with a value equal to the bonus conferred by the WAAAGH you are under the influence of, then roll (1d10-4)d6, with positive results adding to your total value and negative results subtracting from your total value. Weirdboy Table: 74: Masta of da WAAAGH!: Pick any power of your choosing from the chart and resolve its effects normally.

    This trait may be taken multiple times; each time it increases your chances of manifesting a Wierdboy Power by 5% and add +2 to your starting value (normally equal to the bonus from the WAAGH you are in). You may attempt to manifest powers from the Weirdboy Table by force, but doing so is risky and requires you to out-shout the screaming winds of The Warp itself. Whether in or out of combat, you may attempt to manifest powers from the Weirdboy Table by passing a Shout’n Test that it takes 1 turn in combat and 2 hours out of combat to attempt (outside of combat the WAAAGH begins to grow dim in your heart, mind, and soul!). If you pass that first Shout’n Test, take another; if you fail you roll on the Weirdboy Table with a starting value of 1, if you succeed you treat your starting value as equal to ½ your Shout’n. >>Wrecker: Whenever you hit with a melee attack roll 1d6, on a 6 the attack is resolved at +2 Krump’n but the weapon is broken beyond repair and becomes a Junk weapon. Junk weapons broken in this way are destroyed. This ability is not activated by choice: once you've bought the trait it applies to ALL melee attacks.

  • Chopp’n:>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Melee combat functions as follows: the attacker rolls 3d6, and the defender rolls 3d6+Jump'n. If the defender rolls higher the attack misses, if not the attack hits and deals damage. If you are unarmed, you can always elect to use your bare hands; roll a separate attack for each hand, dealing ½ your Krump’n in damage. Chopp’n weapons come in 3 sizes! Size Damage Base AP Cost 1-Handed Krump'n X1 - 2 2-Handed Krump'n X2 1 3 'Evy* Krump'n X3 3 5

    *Each turn you wish to use a 'Evy weapon you must pass a Krump’n Test. Failure to do so results in you spending the turn struggling to bring your enormous weapon to bare.

    Mods and Addons: Ded 'Evy: +5 damage, -4 to hit. Ded Killy: +1 damage, +1 to hit, +1 cost. Can be bought multiple times. Kombi Choppa: In exchange for being treated as one size larger for all purposes other than damage, you may allow a Melee weapon you possess to be treated as either having a built in Powah Pack, or be treated as a Rokkit Hammer for 1 turn. The 1-time use nature of added functionalities is the same as those of their standalone counterparts, as are the requirements for resupplying yourself with them out of combat. This modification cannot be applied to ‘Evy weapons (as they cannot count as being any larger) or to weapons which cost less than 4 Teef. Junk: Improvised weapon, -2 damage per size category, -1 cost, no AP. You can always spend 1d4 turns in combat to find an unmodified Junk weapon of any size. Powah: +2 AP, +4 Damage, +3 cost Shoot'n:>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Dakka indicates how many times per shooting attack that a gun rolls on the Dakka Table. If you roll the same result on the Dakka Table twice your gun loses 1 Dakka for the duration of the battle, at 0 Dakka the weapon is destroyed. All shooting weapons count as Junk melee weapons 1 size smaller. 1 handed guns count as an unarmed attack in melee. You cannot shoot while engaged in melee combat; it goes against your better judgment as an Ork. For every shot fired roll 1d6, with 6’s indicating a hit unless otherwise specified. Guns are by default AP 1d4-2 (minimum 0), which is rolled each turn and applied to all Dakka Table results. Unless otherwise stated a hit from a shooting attack deals 2 damage. By default you can only fire at 1 target with each shooting weapon you use. *There are no rules concerning the range at which a shooting weapon operates; it is up to the Warboss whether you are in range or not, and if to apply penalties to firing at long ranges or disallow such action completely. For purposes of balance, it is suggested that all shooting weapons be treated as having a range of twice or three times an Ork or Grot Mob’s standard movement distance.

    Shoot’n weapons also come in 3 sizes! Size Teef Cost Reload (turns) 1 handed (1 dakka) 2 1 2 handed (3 dakka) 3 2 'Evy* (5 dakka) 5 3

    *Each turn you wish to use an 'Evy weapon you must pass a Krump’n Test to do so. Failure results in a turn wasted trying to bring the weapon to bear.

    Mods and Addons: Bigga: +1 base damage, Cost +2, may be taken multiple times. Flashy: Default AP roll becomes 2d4-3 instead of 1d4-2. Cost +2.

  • Krudd Shoota: Rolls that would normally require you to re-load cause the gun to explode, dealing 2d4 damage per size category to the user and 1d4 per size category to those nearby. -1 Cost. Kustom Shoota: You lose 1 Dakka but can treat your weapon as if it had a built in Burna, Rokkit Launcha, or Boomgun, which you may fire along with your normal Dakka Chart rolls when making a normal shooting attack with your weapon. You may apply this Modification to a weapon more than once, each time adding another of the three alternate functionalities. The 1-time use nature and prerequisite requirements of functions added by the Kustom Shoota modification are the same as they would be for the stand-alone items. This modification can only be applied to 2-handed or ‘Evy shooting weapons which cost, at minimum, 4 Teef. Resupplying yourself with Rokkits, Burna fuel, and a fresh Boomgun outside of combat happens the way it normally would with each item’s standalone counterpart. +1 Cost. MORE DAKKA: Add + 1 Dakka, costs increases by 2 teef per Dakka added, must be purchased sequentially (first +1 costs 2, second costs 4, etc). Shoddy: Runs out of ammo on > fires 1d4d6 shots. 81-87: Loud!>> 2d4 shots, double damage, +1d4 AP 88-94: Burny!>> Target takes 1/2 damage again next turn w/o DR. 95-101: Freem-Beam!>> 1d6 shots, automatically pierces all armor. 102-107: 'Sploady!>> Shots explode, 1 damage to nearby enemies per hit, +1 base damage. 108-111: Chaff Shot!>> Shots hit on 5 or 6, no AP. 112-116: Bombz!>> Does 2d4d4 damage, 2d4 on miss, no AP, subtract target's Jump'n from damage, hits on 5 or 6. 117-120: Rokkit!>> Does 2d6d6 damage, 2d6 on miss and to those nearby, no AP subtract target's Jump'n from damage. 121-123: 'Lectro-Flash!>> Deals 2d4 damage to 1d4d6 targets including you and your allies if there are not enough enemies. 124-127: Hot-shot!>> 1d6 shots, +3 AP, tripple damage. 128-129: Shredd'n!>> Double damage, no AP, 3d6d6 shots. >130: Itz Gone Boss!>> Destroy 1 target.

    Armor>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> An Ork or Grot Mob can only wear 1 type of armor at a time, simple as that. Purchasing armor for Grotz essentially applies that armor to the entire Mob, since 1 Ork’s-worth of armor is enough to armor a Mob of Grotz the price does not change. Armor DR Cost Other 'Ard Jacket 2 3 Ded 'Ard Armor 4 6 Boss Armor 6 8 -2 Jump’n Meka Armor* 8 11 +2 Krump’n, -4 Jump’n *allows you to carry 1 weapon as if it were 1 size smaller, removes one of your non-hand inventory slots, and makes you count as 1 additional Ork when riding in a vehicle.

  • Equipment and Special Weapons>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Equipment Slots Cost Bakk Pakk 2** 3 Boomgun 1 3 Boss Pole 1 2 Burna 2 3 Bike -** 3 Box 'o Dakka 1 1 DoK Kit 1 3 Grot Luggage -** 3 Lootsack/Sling -** 1 Mekboyz Toolz 1 4 Mek Invenshun 2 6 Powah Pakk 1 1 Rokkit Hammer 2 4

    Equipment Slots Cost Rokkit Launcha' 2 4 Rokkit Pack 2 3 Skrap Shield 1* 2 Speshul Ammo 2 2/4** Spikes 1 1 Stik Bomb 1 2 Tek ‘Porta 2 4 'Uge Bag O' Dakka 2 5 WAAAAAAGH Banner 1 3 Weirdboy Totem 1 3** Weird’n Stikk 1 /2** 3/7** Whip 1 1 Xtra Juice 1 2

    *Counts as 1 when held, 2 when not equipped **See description Bakk Pakk: A Bakk Pakk is a crude backpack made of left over boxes with a rope sling. A Bakk Pakk fills both of your non-hand inventory slots, but provides you with three more inventory slots which can only be used to hold single-slot items (essentially you gain 1 inventory slot, but lose the ability to store 2-slot items). Boomgun: A Boomgun is the Ork equivalent of a shotgun. When using a Boomgun, you cannot benefit from any other benefits you may have which apply to normal shooting attacks. Boomguns may also be used in close combat, as the thunderous noise they make and the carnage they can cause is enough to make Orks weep. When firing a boomgun at range, roll 1d6, hitting on a 5 or 6. When firing in melee combat you also hit 4’s. Any time you roll a 1 with a Boomgun it means that you have either run out of ammo, or the weapon has exploded; either way it becomes useless and cannot be used for the duration of the encounter. After firing a Boomgun, you must spend a turn reloading before you can fire it again. A hit from a Boomgun deals 2d6-2 damage. Boss Pole: Basically a metal banner worn on the back, used to rally other Orks and let everyone know you're in charge. You are counted as three Orks for purposes of WAAAGHs. You cannot wear a Boss Pole unless your Shout'n is greater than 4; everyone will laugh at you! Burna: Used for cooking food as well as enemies ,although the two groups are only rarely distinct. Deals 2d6 damage with no AP value to 1d4+1 enemies in melee range. If you roll max damage then then you run out of fuel Burna becomes a Junk 2-handed weapon. Enemies struck by a Burna's flame catch on fire and take 1/2 the damage the Burna dealt this round during the next round of combat. A Burna can also be used like a welding torch, dealing ½ Krump’n +1 damage in melee that bypasses all DR, though you must still have fuel available to do so. Cannot be used without the Burna Boy trait. Bike: Ork bikes are heavy, fast, loud, and belch ink black exhaust. An Ork with a bike loses the use of his two non-held item slots, and must always have 1 hand free at all times to control the bike. However, the bike may be fitted with a single 1-handed shooting weapon. Orks who wish to use their bike in combat make hit-and-run attacks in a manner similar to Orks using a Rokkit Pack. Each turn an Ork riding a Bike must roll 1d6 to see if they are able to line themselves up for a ride-by attack: on a 4 or higher the rider successfully finds a way to line themselves up with the target (this number increases to 5 in uneven or compromising terrain, and 6 in dangerous or debris-ridden terrain). Once lined up for an attack an Ork riding a bike may choose to either shoot, run over, or try to chop the target. Shooting the target is resolved as normal, and the rider may even choose to fire both their bike-mounted gun and another gun in their free hand if they choose. Running the target over gives the target a free melee attack on you, followed by 16 damage minus the target's Krump'n value. Anyone who is targeted to be run over by a bike may attempt to dodge, forgoing their free attack and taking a Jump’n Test to avoid being run over. Electing

  • to make a melee attack functions the same as it usually does, except the attack is resolved at -1 to hit and you are counted as having 1.5x your normal Krump'n value. You cannot use Bikes without the Speed Boy trait. Compared to a vehicle, an Ork on a bike counts as Ded Fast. Bikes may be stored onboard any vehicle and take up 1 Krew slot. Box O' Dakka: Use to take 1 turn off of the reload time for a weapon, 1 use only. Dok Kit: An assortment of dirty cloth bandages, staples, and crude stick-figure diagrams of anatomy. Can be used on an Ork that died recently (less than 12 hours ago) : they may re-roll their Shout'n Check using 1.5x the total damage value of the check that killed them. Dok Kits can also be used to try to bring back additional Grotz that a Grot Mob lost during an encounter; a 1d6 result of a 6 allows you to save an additional Grot who perished in your last encounter. You can only use Dok Kits if you are a Smartboy , a Painboy, or a Mad Dok. 1-use only. Grot Luggage: Basically a big'ol box that Grotz can carry things around in. Each Luggage box requires 2 Grotz to carry and has 3 inventory slots. However, the entire box may be lost as the result of the Grotz' forgetful nature (instead of just risking ONE item carried by a Grot, you risk simultaneously losing 3 items). When you roll as you would normally to see if either of the Grotz carrying your Grot Luggage misplace it, if either of them do then the Luggage and all its contents are lost. Cannot (and should not, considering Lootsacks are a much better option) be bought by Grot Mobz. Lootsack/Sling: Provides two additional inventory slots, but occupies one of your hands. May be used as a sling to carry (but not wield) a two-handed or ‘Evy weapon in 1 hand. Mekboyz Toolz: Consisting of a mix of scavenged and homemade hardware, a large, diverse set of Toolz are the bread and butter of every Mekboy. Mekboyz tools are required to take advantage of a Mekboy's ability to fix vehicles and other mechanical devices. They can also be used in conjunction with a Dok Kit as long as the Kit is being used on an Ork with the CybOrk trait: when used in this way they confer the subject a +3 bonus on their re-rolled Shout'n Check. Mekboyz Toolz can also be used once per day to cancel 1 "Outta Dakka" result on the Dakka Table. Mek Invenshun: Worn as a backpack, a Mek Invenshun are the pride and joy of the Mekboys who can afford to own or build them. What exactly they were originally built for is a mystery, even to their creator, and they are often needlessly complicated and feature redundant or utterly nonfunctional components. Fiddling with a Mek Invenshun is the lifework of any Mekboy worth his salt. In their daily fiddling, Mekboys often accidently activate parts of the Invenshun and often produce contradictory effects day by day. A Mekboy with a Mek Invenshun rolls on the following table each day to see what parts of their Invenshun they can get working for the duration of the day: Mek Invenshun Table (d20): 1:Extra Pieces>> No effect for today, and you cannot use your Mek Invenshun for 1d4 days. 2-5:Nuffin>>No effect 6-7:Forse Feeld>>Each time you take a hit of any kind roll 1d8, on an 8 ignore any damage it deals. 8-9:Piloting Compartment>>Your Invenshun wraps around you and counts as Meka Armor. 10-11:Shoot'n Kumputa>>Each time you make a shooting attack, 1d4 shots of your choice automatically hit. 12-13:'Uge Gun>>Counts as an 'Evy shooting weapon with Dakka 7, however it must always be reloaded after shooting and takes 1 round longer than normal to do so. 14-15:Tek Bubble>>Forms a bubble-shaped shield protecting you and anyone standing next to you. Any time a shooting attack hits anyone within the bubble roll 1d8; on an 8 the hit is negated. 16:Powah Pack>>Melee weapons you use are counted as Powah weapons, Powah weapons you already own automatically bypass armor. 17:Shokky-Jumper>>Allows a single-use teleportation with a range of 4d6d20 feet, you appear 2d4 turns after you disappear. 18:Hiddin Kompartment>>Gain 1 free item from the following table that you can carry with you for the day regardless of inventory capacity.

    Free item Table (d10): 1-2: Speshul Ammo 3: Rokkit Launcha' 4-5: Dok Kit

    6-7: Stik Bomb 8-10: Box'O Dakka

  • 19:BLASTOFF!>>Counts as a Rokkit Pack for 1 encounter, you automatically gain proficiency with Rokkit Packs for purposes of using the Invenshun in this way. 20:Wotz Dem Weels For?>>Counts as Bike for 1 encounter, you automatically gain proficiency with Bikes for purposes of using the Invenshun in this way.

    Powah Pakk: Powah packs are crude dynamos which, when activated, temporarily generate a power field around an object. This is most often used by Orks to turn a mundane weapon into a powah weapon, albeit temporarily. Upon activation, a Powah Pack allows you to treat one of your non-powah weapons as a powah weapon, or to give yourself +1 DR. Either effect lasts only 1d4 turns before the power supply is depleted and the item becomes inert and useless. Rokkit Hammer: A Rokkit Hammer is what the name sounds like: a rocket that has a long handle coming out of it. These are often used by Ork Tankbustas to destroy hardened targets. A Rokkit Hammer is a melee weapon with +4 to hit that deals 4x Krump'n damage and has an AP value of 6. Any time a Rokkit Hammer is used, anyone nearby (including whoever is using it and the actual target of the attack) takes 1d4d4 damage with no AP value. Rokkit Hammers are 'Evy weapons and can only be used once before they become Junk 2-handed weapons. Rokkit Launcha: A 1-shot rocket launcher, deals 2d6d6 damage to 1 target, deals 2d6 damage to nearby targets. Roll 1d6 to hit, hits on a 5 or a 6. Requires 2 free hands to use. Rokkit Pack: A Rokkit packs are the Orky answer to the jump-packs of other races; its basically just a huge chemical rocket strapped to the back of one very brave Ork. Rokkit packs fill two inventory slots, essentially leaving the wearer with only their hands for carrying items. While worn, a Rokkit Pack gives the wearer +2 Jump'n, as well as +2 Krump'n during the first turn they enter melee combat. Rokkit Packs can also be used to jump short, and on rare occasions long, distances; at any time an Ork wearing a Rokkit Pack may attempt to make a Rokkit Jump of 3d4d20 feet. Rokkit Packs also allow for fly-by hit-and-run combat; first the wearer must choose to take off and start doing a fly-by maneuver, which requires 1d4 turns of pre-flight preparation. Once in the air roll 1d4 to see if your intrepid Ork manages to maneuver themselves into a flight path suited to attacking: roll 1d6, on a 4 you're ready to attack, and on a roll of 5 you are at a proper angle of attack to make a shooting attacks at ground targets, and on a 6 you may choose to do either. A roll of 1, 2 or 3 causes you spend the turn hurtling through the air. While in flight you can still be shot at as normal, but you cannot be subject to melee attacks unless the aggressor also has a Rokkit Pack or is otherwise capable of flight. Once you have an angle of attack set up you resolve your melee attack roll with 1.5x your normal Krump'n and +2 to hit. If an Ork spends 4 turns in the air without making an attack, or if they are dealt more than 8 damage from shooting attacks in one turn, they get impatient and dive right into the fray, unhooking their Rokkit Pack and hitting the ground for 2d4d4 damage in the process. Rokkit Packs cannot be worn without first purchasing the Stormboy trait. Rokkit Packs cannot be worn in conjunction with armor other than an 'Ard Jacket. Compared to vehicles, an Ork flying on a Rokkit Pack counts their speed as Ded Fast. Skrap Shield: A shield made of a hunk of crudely beaten scrap-metal. Can either be used to make an additional attack as a Junk weapon, or block 1 incoming attack. If used to block, roll 1d10 + your Krump’n; if the result is equal to or greater than the damage the attack dealt then the attack is deflected, but if the result is less than the damage dealt by the attack your Skrap Shield is destroyed, though it still takes the hit for you. Speshul Ammo: A special type of ammo kept by a special type of Ork. Speshul ammo exchanges 2 rolls on the Dakka Table (time spent loading instead of shooting) to produce 1 chosen result from the table (Defined at the time of purchase). Most Speshul Ammo costs 2 Teef, but Speshul Ammo which creates one of the top 4 results costs 4 Teef. Flash Gitz or Shoota Boyz purchase the cheaper form Speshul Ammo for 1 less Teef. Spikes: You add spikes you your armor, or just strap pointy gubbins to yourself. You gain an additional attack that deals ¼ Krump’n damage and has AP value of 1.

  • Stik Bomb: Just your basic, everyday grenade. Roll 1d6 when used: on a 1 it blows up in your face, on a 4,5, or 6 it hits. Deals 2d4d4 damage to target, deals 2d4 damage to bystanders. Tek ‘Porta: Essentially a short-range teleportation device, Tek ‘Portas are considered to be unreliable at best. Tek ‘Portas can be used to transport up to 10 Orks or Grot Mobz to any point within the user’s line of sight. Whenever you use a Tek’ Porta, roll 1d4; on a 1 the device functions as planned and you find yourself in your chosen destination, on a 2-4 you are teleported to a location other than the one you intended, and may not even be within the line of sight of your starting point. After a Tek ’Porta is activated it cannot be used for 1d4 days while its capacitors recharge. Mekboy’s using Tek ‘Portas count a roll of 1 or 2 as a success, and Bigmek’s count rolls of 1-3 as a success. If a single player is cast astray by a malfunctioning Tek ‘Porta, the Warboss may choose to count them as out of action for 1d4 days, after which they automatically use the Tek ‘Porta to return to their point of origin. Multiple Tek ‘Portas may be used in tandem to transport large groups of Orks, but when doing so a 1d6 is rolled instead of 1d4, with the same rules determining whether or not the intended target is reached. 'Uge Box 'O Dakka: Decreases all reload times by 1 turn, never runs out. WAAAAGH Banner: When equipped a WAAAAGH Banner counts as a Junk Melee weapon and provides a +2 Bonus to Shout’n for all purposes. Weirdboy Totem: These crude shamanistic totems consist of seemingly mundane materials and makeup that is somehow special to individual Weirdboyz, perhaps for sentimental reasons, and are theorized to benefit them in a manner similar to the placebo-effect. A Weirdboy Totem may have one of the following effects while carried or otherwise in your inventory (Grotz cannot carry totems for you): >+2 to starting value for calculations on the Weirdboy Table >You may change the result of any single d6 rolled for purposes of the Weirdboy Table into a 3 or a 4. >Once per day you can attempt a Shout’n Test to ignore the effects of Perilz of Da Warp or Warp Feedback. >Once per day you can attempt a Shout’n Test to change your Result on the Wierdboy Table to any lower-value result.

    You may purchase and carry as many Weirdboy Totems as you want, but each additional Totem costs 1 Teef more than the previous one, as you must gather increasingly flashier, shinier, and more impressive artifacts to make yourself feel more secure. Weird’n Stikk: Weird’n Stikks are staves carried by Weirdboyz, often made of randomly acquired bits of psykically active metals, crystals, or other looted artifacts. A Weird’n Stikk counts as either a 1-handed or 2-handed melee weapon (your choice on purchase) and must be wielded as such in order to make use of the benefits provided, but cannot be upgraded with melee weapon mods or addons. A after rolling on the Weirdboy Table but before resolving the result, a Weirdboy with a Weird’n Stikk may make a Shout’n Test; if they pass they may change their result on the table to the result directly above or below the one they rolled, if they fail they automatically receive the Warp Feedback result (unless they rolled Perilz of Da Warp to begin with, in which case the Perilz result is resolved normally) . The more expensive variety of Weird’n Stikk (available for the second listed price) counts as a Powah Weapon, and allows the wielder to change their result to the power directly above the one they rolled or ANY power below what they rolled (though doing so still requires a Shout’n Test and carries the risk of provoking Warp Feedback just like the less expensive variety). Whip: Allows you to give orders to Grotz more effectively when wielded. Xtra Juice: Allows you to re-load a Burna that has run out of fuel. Can also be used as a Stik Bomb. 1-time use. Vehicles>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Purchasing vehicles works exactly the same way purchasing a weapon does: pick your size, pick your modifications, and make sure you’ve got the Teef to afford it. Remember that any player can only own 1 vehicle, and that doing so requires the Kult of Speed trait. Operating a vehicle requires a dedicated driver who does nothing but drive. Running over enemies deals (Krew d4) damage, but can be avoided with a Jump’n Challenge, treating the vehicle’s Jump’n value as 2x its place on the speed scale (2 for Too

  • Slow!, 10 for WAAAGH!, etc). Anyone may forgo their Jump’n Test to get a free auto-hit melee attack against the vehicle attempting to run them over. *When a vehicle is destroyed by any means, any “overkill” damage is inflicted on all passengers, as well as a certain amount of damage according to the speed of the vehicle (see table to the right). For flying vehicles, increase the number of damage dice by 1.

    Speed Damage Too Slow! 1d4 Slow 2d4 Speedy 3d4 Ded Fast 3d6 WAAAGH! 4d6

    Krew dictates how many Orks or grot Mobz a vehicle can hold, including the driver. A Mob consisting of six Grotz or less counts as one passenger, a Mob consisting of more than six Grotz counts as two. For purposes of carrying vehicles inside of one another, a vehicle takes up space equal to its Krew +1. Repairs dictates how long it takes for a mekboy or Bigmek to make any partial repairs or modifications on your vehicle, triple the time if the vehicle is destroyed. Multiple Mekboys or Bigmeks may work together to repair a vehicle: using two takes ½ the time it normally would, using 3 takes 1/3, etc. Ports are windows or holes in the hull; one passenger can fire out of each one with a weapon they are carrying. Speed indicates how fast the vehicle can move. Speed is measured on a 5 step Orky scale: Too Slow!, Slow, Speedy, Ded Fast, and WAAAGH! You cannot go faster than WAAAGH speed, and moving slower than Too Slow means you are sitting still. You can only catch up to vehicles you are as fast as, and get away from vehicles you are faster than. Size: Krew DR Health Repairs Ports Base Cost Speed Buggy 4 5 20 4 Hours 4 4 Speedy Deff’Kopta* 4 4 15 12 Hours 4 5 Speedy Grot Tankk** - 7 20 24 Hours 1 - Slow Trukk 7 7 30 18 Hours 3 6 Slow Wagon 12 10 40 24 Hours 6 8 Too Slow! Krooza*** 6 10 20 48 Hours 0 8 WAAAGH! Fighta Bomba* 1 8 20 24 Hours 2 6 Ded Fast *Flying Vehicle. They can only be targeted by melee attacks from, and are only able to run over, Orks using a Rokkit Pack. Fighta Bombas also have a built-in 1-Dakka shooting weapon that the driver can operate independently (the gun may be upgraded but its increased cost is included in the total cost of the vehicle). **A Grot Tankk can only be obtained by a Grot Mob by purchasing the Grot Tankk trait. A Grot Tankk holds an entire Mob of Grotz (the entire Mob must be either in or out of the Tankk) and is treated as a vehicle with the profile shown above. A Grot Tankk cannot buy anything from the “Mods and Add-ons” section, and is treated as armed with a single gun turret with a Dakka value equal to ½ the number of Grotz in the Mob. ***Kroozas are the spacecraft of the Orks. When used in-atmo the count as flying vehicles (see *), and cannot have firing ports. Operating a Krooza requires a pilot, as well as a Mekboy or Bigmek to tend the engines.

    Mods and Add-ons: Big Blokk: Replaces engine with an even bigger engine! +1 Speed, -2 Krew, +1 Cost Boarding Ramp: Allows Crew to board adjacent vehicles and engage the occupants in melee combat. -1 Krew, +1 Cost. Deff Prooff Plate’n: -4 Krew, +2 DR, +1 Cost. Deffrolla: Doubles damage dealt by running enemies over, +1 Cost. ’Evy Armor: +3 DR, +1 Cost, -1 Speed Kustom Shielding: Adds a shield generator that must be tended to by a Mekboy or Bigmek at all times. +((2d4)-1) DR (rolled each turn), -2 Krew, +2 Cost. Acts as Gellar Field on a Krooza. Looted: It’s hard to find parts for your Trukk; double its repair times, lower its DR by 2, its Health by 7, and its Cost by 2.

  • Open topped: -1 DR, +4 Ports, -10 health, -1 Cost . Ramshackle: -2 DR, -1 Cost. May be purchased multiple times as long as DR remains above 0. Rokkit Boosterz: +1d4-1 Speed for 1 encounter per day (or for 2 hours), +1 Cost, can be purchased more than once. Scrapped Engine: -1 Speed, -1 Cost. Sealed Windows: -3 Ports, +1 DR, +5 Health. Turret: Adds a Dakka 1 gun that is crewed by Grot Slaves, -2 Krew. Can be taken multiple times. Turrets bought in this way may be upgraded in the same manner as any shooting weapon, but doing so adds to the total cost of the vehicle. Thudd Gun: Adds a huge cannon to your vehicle that deals 2d6d6 damage on a hit, and 2d6 damage on a miss or to nearby targets or passengers of a targeted vehicle. The Thudd Gun rolls a 1d4 to hit; on a 1 the shell is a dud and you must spend the next turn unloading it before you can fire again, a 4 counts as a hit. Requires two crewmembers to aim, fire, and reload.-4 Krew, -1 Speed, +2 Cost. Can be taken multiple times. Turbyyn Engine: -2 Krew, +2 Speed, +2 Cost, requires the constant attention of a Mekboy or Bigmek to operate. WAAAGH Amp: Allows Orks with the ability to play musik to play through an amp hooked up to your vehicle. -2 Krew, +2 Cost, increases the Shout’n buff from playing musik from 2x to 3x. Wrecking Ball: Does 2d4d4 damage to 1 nearby vehicle each turn, requires crew member manning it to work. +1 Cost, -1 Krew. Xtra Kompartment: +2 Krew (counts as 4 Krew for purposes of replacing with other upgrades) , -1 Speed,+1 Port,+5 Health, +1 Cost.