The Ork Race Starting out: Orks: Orks are quite different from a human in many ways. Upon rolling your traits, add the following to your roles for each stat Feral Combat World WS: 30 WS: 30 BS: 15 BS: 15 S: 30 S: 25 T: 30 T: 25 Ag: 20 Ag: 20 Int: 20 Int: 20 Per: 20 Per: 20 WP: 15 WP: 20 Fel: 15 Fel: 20 Ork Benefits and Traits: All orks are skilled in: Common Lore (Ork Gods), Intimidate, Speak Language (Ork dialect), All Orks also benefit from Orky regeneration, (just like Autosanguine, but due to natural metabolism), Basic Weapon Training (Slug), Pistol Training (Slug), Melee Weapon Training (Primitive), Melee Weapon Training (Choppas), Berserk Charge, Die Hard, Orky Fearlessness (When fifteen or more Orks are within 30m of you you take on the Fearless Trait), Hardy, Dull to Pain, Bulging Biceps Initiative: Orks are often either slow to react or just having more fun watching the enemy be scared to actually strike very quickly. All orks suffer a -1 moddifier to their initiative rolls Note: Orks can not bleed out from anything less than 2 limbs being removed. Note: Ork currency is in teeth. You gain teeth by picking them off your dead brethren. You will most likely have to fight (not usually to the death) a few orks to get the teeth of your fellow Orks. Other than this way, you may use your skills to fix weapons, make weapons, heal fellow Orks, take on jobs for da big boss, etc. to gain teeth. All Orks gain 1D10 teeth per month (roll each month). For sake of prices and exchange rates (as rare as this will occur) 1 tooth is
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
The Ork Race
Starting out:
Orks: Orks are quite different from a human in many ways. Upon rolling your traits, add the following to your roles for each stat
Ork Benefits and Traits: All orks are skilled in: Common Lore (Ork Gods), Intimidate, Speak Language (Ork dialect),All Orks also benefit from Orky regeneration, (just like Autosanguine, but due to natural metabolism), Basic Weapon Training (Slug), Pistol Training (Slug), Melee Weapon Training (Primitive), Melee Weapon Training (Choppas), Berserk Charge, Die Hard, Orky Fearlessness (When fifteen or more Orks are within 30m of you you take on the Fearless Trait), Hardy, Dull to Pain, Bulging Biceps
Initiative: Orks are often either slow to react or just having more fun watching the enemy be scared to actually strike very quickly. All orks suffer a -1 moddifier to their initiative rolls
Note: Orks can not bleed out from anything less than 2 limbs being removed.
Note: Ork currency is in teeth. You gain teeth by picking them off your dead brethren. You will most likely have to fight (not usually to the death) a few orks to get the teeth of your fellow Orks. Other than this way, you may use your skills to fix weapons, make weapons, heal fellow Orks, take on jobs for da big boss, etc. to gain teeth. All Orks gain 1D10 teeth per month (roll each month). For sake of prices and exchange rates (as rare as this will occur) 1 tooth is worth 10 Throne Gelt. Another note (though Orks may take on small jobs for teeth, when a full mobilization is underway, Orks will not expect to be paid for their partaking in the battle, they just do it cause they love it!)
Note: Ork technology is so simple, that properly trained Orks can successfully create it from reckage and salvage. Only Mekboyz can use this salvage ability. It will be up to the GM as to how difficult it will be to find the salvage. Finding parts for a Shock Attack gun will be exteremely difficult while finding parts for a chain choppa would be quite easy for a Mekboy. There are many Talents and skills to help gaurantee the successful creation of a decent weapon, otherwise the Mekboy may be making very poor equipment
Home Worlds: 0-30 Feral World31-100 Combat World
Feral World:An Ork born into a low technology society on a non-war (relatively speaking) planet would be
considered a feral ork.
Traits of A Feral Ork:Iron StomachPrimitiveWilderness Savvy
Combat World:Orks born into a warzone (extremely common) or a planet recently part of a warzone
(guaranteed) are born to Combat Worlds.
Orks from a Combat World treat Common Lore (Ork Hieracrchy) and Common Lore (War) as Basic Skills
Orks from Combat Worlds also gain +3 to their Fellowship due to their brethren being around them constantly.
Career Path
Career Feral World Combat WorldOrk Boy 0-70 0-50Mekboy ---- 51-70Painboy 71-90 71-90Wierdboy 91-100 91-100
Ork Boy:Starting Skills: Drive (Ork Vehicle) or Swim.
Starting Gear: Ork Plate Armour, Choppa, Slugga and 1 clip or Shoota and 1 clip. Ork Leathers (Common Quality Clothes) Starting Rank: Warrior Yoof
Starting Gear: Ork Plate Armour, Slug Revolver and 6 bullets or staff, Doc's Robe or Ork leathers, bonesaw, Doc's tools or Rusty Syringe or Tribal Herbs. One bionic upgrade or medical buzz saw.
Starting Rank: Bloody Yoof
0-17 Common Quality Bionic Eye. Role a D10, if it is even, then both eyes are bionic18-29 Common Quality Bionic Limbs. Roll a D10 0-5 is one limb 6-8 two limbs, 8-9 three, 10 four
30-41 Exploding Bionic limb. As above, but can explode on command, or after taking 10 damage. Explodes as a frag grenade42-52 Iron Jaw. Gain the Iron Jaw Talent53-56 Iron Lung. Grants Underwater breathing, counts as a Re-Breather and is bionic57-62 Cybork Body. In addition to adding +2 toughness to the torso, it also subtracts 2 critical damage from the torso each time critical damage occurs.63-74 High Quality Cybernetic Replacement for a random sense. Roll D10. 1-3 sight, 4-7 smell, 8-10 hearing74-86 Replace one limb for a High Quality Bionic limb with a weapon attachment. Roll a D10. Even it is a compact slug revolver, odd it is a medical buzz saw. Counts as a reaction or a normal attack (just like mechadendrites). Also, add +10 to medicae skill checks87-99 Iron Head. Replace a large amount of your head with Adamantium. Gain the Iron Jaw Talent and +3 to Toughness. Roll a D10. On a 9-10 you replaced part of your brain. You can now add +10 to all willpower tests concerning emotional reactions such as fear.100 Replace your arm with a Buzz Saw.
Starting Gear: Choppa, Copper staff, slug revolver and 6 shots, Ork Plate Armor, tatty robe, rusty bucket or stuffed petrosquirrel, D5-2 (if negative you get none) Madboyz as a retinue
Each Madboy has a rusty bucket or dead feline creature, slug revolver and 12 shots, choppa, and ork plate armor.
Starting Rank: Freaky yoof.
Madboyz:Madboyz are the same as any other Ork Boy, but you must roll on the below table at the beginning of each turn
0-40 The Madboy acts as expected and intended41-57 The Mad boy does as intended, but screams unnecessarily load drowning out all conversation within D10x2m
58-77 The Mad boy takes half an action to bang on something to make an obnoxiously load noise drowning out any conversation within D10x2m78-90 The Mad boy throws a random item he has at a randomly chosen target while grunting incomprehensible phrases. Judge damage based on the weapon. A stuffed grox toy will not be the same as a ferrocrete brick91-100 The Madboy stares blankly into space. He does nothing this turn.
Spend Experience, Buy Equipment
Wounds:Feral World: 17Combat World: 16
Fate points: Orks do not have fate points, but instead have WAAAGH!!!! points that act exactly the sameAll Orks start out with 3
Who were you fighting on the combat word:Imperial guard: Dem 'umies is squishy 0-20Space Marines: Dem is a good fight +5 to WS 21-31Necron: They's awfully quite, boss +D5 insanity points 32-35Tau: Damn all that Dakka!!! +10 to tech-use checks 36-45Eldar: Where are they!!! +5 to perception 46-55Tyranids: They never stop cumin'. We like dat. +5 WS 56-65Other Orks: Kill the uther boyz!!! +5 S 65-85Dark Eldar: Dey make me itch. +5 WP 86-90Chaos: Spikey Boyz is a good fight +D5 Corruption points 90-97Inquisitorial Forces: Why dey so scared a bein' seen? + 5 toughness 98-100
Orky Purpose:
01 “Those spikey boyz made me feel all funny.” Begin play with one Minor Mutation02-03 “WAAAAAGH!!!!! KILL KILL KILL KILL. BULLETS UND AXES!!! BLAHHH!!”
Start the game with 2 insanity points04-07 “Those spikey chaos boyz aint so bad“ Begin the game with 3 corruption points.08 “Everybody loves da killin'!!!” Start the game with 1 insanity point and 1 Corruption point09-11 “I like seein' da deamons, they make me feel bigga'” Start the game with 2 corruption points12-15 “I love da feelin' of bullets in me flesh” Gain +1 to Toughness
16-18 “Kill em' before dey bore me with dere words” Increase Agility by +219-21 “Why em I tinkin' so much?” Increase Intelligence by +3 and gain 3 Corruption points22-26 “Kill em as soon as dey move!!” Increase Perception by +227-30 “Even if me shoota is empty, I can still beat ya to deff” Increase Strength by +231-33 “We is da Orks and we never lose!!!” Gain the Frenzy talent34-38 “I won't stop killin' till some body kills me back, been doin' fine so far.” Gain 1 Wound39-42 “We kill in da name of Gork and Mork!!” Gain 1 WAAAAGH!! point43-46 “All da Orks love killin'. Every last one of us!!!” Increase toughness by +2 and again 1 wound47-50 “Killin' is always da answer.” Increase Weapon skill by +351-54 “We Orks is made for war.” Increase Agility by +355-58 “We neva retreat...unless we get bored” Increase Willpower by +359-62 “I love the sound of me shoota” Increase Ballistic Skill by +363-66 “Me un da boyz is unstoppable when we is on da killin' run” Increase Fellowship by +367-70 “We Orks is good at killin'...even other Orks” Increase Toughness by +371-74 “I ain't touchin' none a dem demons!!” Increase Willpower by +375-79 “I ain't gonna die till I use me choppa real good” Gain 2 wounds80-85 “KILL KILL KILL!!!” Increase Strength by +386-90 “I like seein other boyz die, cause I know I ain't dead.” Intelligence +391-94 “Who said that? I'll kill ya all!” Increase Perception by +395-97 “I know when to be runnin' and when to be killin'” Increase Agility by +2 and gain 1 WAAGH!! point98-99 “I ain't neva gonna stop swingin' me choppa” Increase toughness by +2 and Willpower by +200 “I always look for betta ways ta kill” Increase Weapon Skill and Ballistic Skill by +2
Smashy DokCommand 100Pistol Training (Flame) 100Basic Weapon Training (Flame) 100Cleanse and Purify 200Wall of Steel 200Resistance (Psychic Powers) 100Interrogation 200
Ork Psykers:Ork Psykers are very random and uncontrollable. When you wish to use a psychic power, roll on the table of psychic powers. To do this: roll a D10 for every psyrating you have (and then add your WP bonus). You must also roll a Will power test whenever in combat to make sure you do not “accidentally” let off the psychic energy of the battle around you prematurely.The Warphead Concentration ability allows you to choose any psychic power below what you rolled. It also allows you to ignore the required WP test against premature psychic detonation.When rolling on the table a 9 will still cause a Psychic Phenomena, but a ten causes Frazzle to occur if another ten is rolled then Frazzle occurred centered on the Wierdboy himself.
You do get to choose which psychic powers to put on the table with certain restrictions of course.You have all the ones to choose from the human psychic powers in addition to the following ork psychic powers
Frazzle: Threshold: 20Focus Time: Full ActionSustained: NoRange: 120m
The Weirdboy sends out arcs of crackling energy that ground themselves upon the enemy, reducing them to shriveling husks before the eyes of their terrified comrades. This attack does 3d10+5 E and goes through 8 pts of armour with a 4m Blast with no rolling to hit necessary.
Zzap:Threshold: 23Focus Time: Full ActionSustained: NoRange: 200m
The eyes of the Wierdboy glow a blazing green, discharging an incandescent beam that strikes with the force of a thunderbolt. Do not bother to role to hit, just choose a target. It inflicts 7D10+3 E and goes through 12 points of armour.
Warpath:Threshold: 11Focus time: Full ActionSustained: NoRange: 20m radius around you
The Wierdboy disperses the energy coursing through his frame into the Ork warriors around him with a dramatic effect. All orks withing range will gain the swift attack ability for their next turn.
'Ere We Go
Threshold: 15Focus Time: Full ActionSustained: NoRange: 6m radius from you
The Weirdboy closes his eyes tight and, in a storm of green light, teleports his unit to another part of the battlefield. The Wierdboy and all Orks within range get instantly transported to another location visible to the Wierdboy (before he closes his eyes, of course). This could be three feet away or miles and miles away. As long as he can see it.
Waaagh!
Threshold: 13Focus Time: Focus TimeSustained: NoRange: All Orks within 5km
The Wierdboy screams a warcry at the top of his voice, suffusing his comrades with primal power.Allows all orks within range to move at double speed and gain the swift attack ability for the next turn.
Table of Psychic power!!
Choose two powers for each slot: you can never change them unless you RP it (mind wipe, head
injury)1-5-------nothing happens6-10-----any powers between 0-7 threshold11-15----8-1116-20---1221-25----1326-30----1431-35----1536-40----1641-45----1746-50----1851-55----1956-60-----2061-65-----2166-70-----2271-75----2376-80----Any two powers you like