You are on page 1of 4

HIVE ORKS

Version 1.3 by Rob Henson The Orks, also called Greenskins, are a savage, warlike, green-skinned race of humanoids who are spread all across the Milky Way Galaxy. They are seen by their enemies (pretty much everyone else in the galaxy) as savage, warlike, and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other intelligent race. However, this massive population of Orks is split into hundreds of tiny empires, often warring between themselves. It has been speculated that were the Orks ever to unite as a single racial entity, they would undoubtedly crush any opposition that would dare to stand against such a tsunami of green muscle. Luckily, the Orks enjoy killing each other every bit as much as they savour shedding the blood of the galaxy's other peoples. Orks are green-skinned and red-blooded, a side effect of their symbiotic physiological and genetic relationship with fungi. Orks are genetically engineered for combat, and quite efficiently so. They are extremely strong, and their squat bodies can withstand immense punishment. This is fortunate since the Painboyz operate on a generally nineteenth-century level of surgical knowledge; unlike humans, though, Orks are quite capable of being beheaded, having the head sewn onto a different body, and surviving the experience to fight again.

SPECIAL RULES
Outlaws: Orks are Outlaws; they may not pay off their Outlaw status. Hired Guns: Orks cant make use of any hired guns Territory: Orks are an Outlaw gang and follow the rules for Outlaws. Only Boyz may work territory. Capture: Orks may not ransom or exchange prisoners, anyone unfortunate to be captured by an Ork gang will be killed unless they are rescued. Leadership: Disputes are always resolved in close combat. Only Boyz may challenge for leadership. Oddboy Traits: If an Ork gains a skill from a table that is not normally available to him. He may take skills from that table from then on. Note that this does not apply to skills that they are recruited with. Tough To Kill: Greenskins are tough by anyones standards, their bodies are built for survival and they can survive wounds and serjury that would kill anyone else. Orks and Gretchin may re-roll dead results on the serious injury table. Choppa: Orks use a bewildering variety of bladed, spiked, jagged, serrated, barbed and notched weapons in close combat. Not really choosy, Orks consider anything they can cut their enemies to pieces with as a choppa. They seem to be so greatly integrated into Ork psyche, so even the most dim-witted Ork can fashion them. Unlike a normal house gang member, an Ork gets his first club for free instead of a knife.

Recruiting Your Mob


You have 1,000 credits to spend on recruiting and arming your mob within the following guidelines. Minimum 3 Fighters: the mob must have at least three models. Boss Nob: Your mob must include one. Mek: You mob may include up to one. Painboy: You mob may include up to one. Weirdboy: You mob may include up to one. Boyz: You can include as many Boyz as you can afford. Gretchin: Up to half the mob may be made up of gretchin

Mek
Cost to Recruit: 70 Credits Ork Meks are responsible for creating the most destructive weapons an Ork can lay his big green hands on. Whether it is the surprisingly sophisticated Burnas or the far louder, shoulder-mounted Deffguns, a Mek is never short of customers. M 4 WS 4 BS 2 S 3 T 4 W 1 I 2 A 1 LD 7

Weapons: Meks may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic, Special, Heavy and Extras lists. Custom Job: Meks have the Inventor skill.

Boss Nob
Cost to Recruit: 150 Credits The Orks call their ruling caste Nobz. Nobz are bigger and scarier than other Orks and revel in cruel or casual violence. Nobz lead by example, plunging into the thick of the fighting and breaking skulls left, right and centre. In this way each Nob acts as a sergeant-at-arms, champion, oppressor and role model for the Boyz they lead. M 4 WS 4 BS 2 S 4 T 4 W 2 I 3 A 1 LD 8

Painboy
Cost to Recruit: 70 Credits Painboyz are responsible for fixing injuries that the Ork physiology can't deal with, such as totally severed limbs and brain damage. Painboyz use "Stabby Bits" as their medical tools. An Ork will only go to a Painboy when he has no other choice, as these Oddboyz are infamous for trying out experimental procedures (such as the greatly feared squig brain transplant) on patients while they are under anaesthesia (known as concussion). M 4 WS 4 BS 2 S 3 T 4 W 1 I 2 A 1 LD 7

Weapons: The Boss Nob may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic, Special and Extras lists. Leader: The Boss Nob has the leader skill.

Weapons: Painboyz may be armed with weapons chosen from the Hand-to-Hand, Pistols and Extras lists. Mad Doc: A Painboy that was not taken out of action may attempt to perform some surgery during the post game sequence. Any model in the gang may be sent for surgery at his own risk, and must miss the next game while he recovers. When the patient recovers roll a D6 to see what fate has befallen him. 1 Medical Disaster: The Painboy gets it all wrong and does more damage than good. The model suffers the Multiple Injuries serious injury. 2-3 Trial and Mostly Error: The Painboy pokes around a bit, hammers some extra nails in and generally makes a mess. The model suffers the Head Wound serious injury. 4-5 Just Like New: The operation was a success (mostly), remove one random serious injury from the patient. 6 Bigger, Better, Stronger: The operation was a success, remove two random serious injuries from the patient.

Boyz
Cost to Recruit: 60 Credits Orks are tough, determined fighters who fall upon the enemy in great tides of howling violence. Generally armed with the heavy, solid-shot, slugga and brutal, edged choppas, they blow great gouges from the enemy before hacking them apart. M 4 WS 4 BS 2 S 3 T 4 W 1 I 2 A 1 LD 7

Weapons: Boyz may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists. The Horde: Ork Boyz make up the bulk of the mob. At least 50% of the models in the gang must be Boyz. If the number of Boyz falls below half, then only Boyz may be recruited until the ratio is restored.

Weirdboy
Cost to Recruit: 100 Credits Weirdboyz are Ork psykers, unique in that they act as psychic sponges, absorbing and channelling the psychic energies of other Orks. All Orks are innately psychic, though in only a few - the Weirdboyz - are their psychic powers fully developed. M 4 WS 4 BS 2 S 3 T 4 W 1 I 2 A 1 LD 7

Gretchin
Cost to Recruit: 20 Credits Gretchin mobs make up for their shocking lack of quality with sheer quantity. The natural cowardice and feeblelimbed incompetence of the Gretchin race does not predispose them to the arts of war, and a typical Grot would prefer to have his head buried in a sporehole than to actually participate in a proper battle. M 4 WS 2 BS 3 S 2 T 2 W 1 I 2 A 1 LD 5

Weapons: Weirdboyz may be armed with weapons chosen from the Hand-to-Hand, Pistols and Extras lists. Wyrd: Weirdboyz are wyrds. They can use wyrd powers following the usual rules. They have access to the following 3 wyrd powers. Wyrd Power: Ere We Go The Weirdboy and any friendly models within D6" are randomly teleported across the table. Roll the Scatter dice and 3D6 to determine where the Weirdboy ends up. Any friendly models that were taken along with him must be placed within 2" of another teleported model. If the weirdboy scatters off the table or to a position where he could not physically go, move the models back the minimum distance so they can be placed. Wyrd Power: Warpath All Orks (friend and foe) within a number of inches equal to the Weirdboyz leadership gain +2 Weapon Skill until the start of the next friendly turn. Wyrd Power: Psychic Vomit Psychic Vomit is a shooting attack. Draw a line 12+2D6" from the Weirdboy, any models under the line are automatically hit suffering D3 Strength D6 hits. Eadbang: Should a Weirdboy suffer Perils of the Warp, do not roll on the perils table, instead the Weirdboy must pass a Toughness test or go out of action.

Weapons: Gretchin may be armed with weapons chosen from the Hand-to-Hand, Pistols, Basic and Extras lists. Expendable: Gretchin do not count towards the maximum gang size for bottle tests. Orks never take nerve tests because of Gretchin. Cowardly: Gretchin are cowardly creatures. They may never test to escape pinning unless they have the Nerves of Steel skill.

Ork Mob Equipment


ORK MOB WEAPONS LIST Boss Nob Only Weapons Chainsword Hand-to-Hand Weapons Knife Chain or Flail Club, Maul or Bludgeon Massive Axe, Sword or Club Pistols Stub Gun Bolt Pistol Basic Weapons Autogun Shotgun Boltgun Special Weapons Flamer Meltagun Heavy Weapons Heavy Stubber Missile Launcher Extras Grenades Frag Grenades Krak Grenades Missiles Frag Missiles Super Krak Missiles Ammunition Dum-dum Bullets Manstopper Shells Hot Shot Shells Bolt Shells Miscellaneous Weapon Reload

Experience
Orks follow all of the usual experience and advances rules with the following exception. Model Type Boss Nob Mek Painboy Weirdboy Boyz Gretchin Starting Experience 60+D6 60+D6 60+D6 60+D6 20+D6 0 Gretchin Experience Experience Points 0-5 6-10 11-15 16-20 21-30 31-40 41-50 51-60 61-80 81-100 101-120 121-140 141-160 161-180 181-200 201+ Title Runt Runt Runt Runt Grot Grot Grot Grot Grot Boss Grot Boss Grot Boss Grot Boss Grot Boss Grot Boss Grot Boss Grot Big Boss

Ork Experience Experience Points 0-5 6-10 11-15 16-20 21-30 31-40 41-50 51-60 61-80 81-100 101-120 121-140 141-160 161-180 181-200 201-240 241-280 281-320 321-360 361-400 401+

Title Runt Runt Runt Runt Boy Boy Boy Boy Nob Nob Nob Nob Nob Nob Nob Boss Boss Boss Boss Boss Warboss

Advance Rolls
Ork Mobs use the standard gang advancement table when making advancement rolls.

Maximum Characteristics
Ork M 4 WS 7 BS 5 S 4 T 5 W 3 I 5 A 3 LD 9

Gretchin M WS 4 5

BS 6

S 3

T 3

W 2

I 5

A 2

LD 7

Fighter Boss Nob Mek Painboy Weirdboy Boyz Gretchin

Agility X

Combat X X X X X -

Ferocity X X X X X -

Muscle X X X X X -

Shooting X -

Stealth X

Techno -

You might also like