22 Jul 2011

Feral Ork Post-Game – Da Fungus Groves

Filed under: Campaign Stuff, Ere Be Stuff, Experimental, House Rules

Feral Ork Experience

Like any other mob, Feral Orks gain experience over time, growing more leathery and less gentle. How much fightin’ prowess a warrior has when he joins a mob varies and is reflected in game terms by the chart below:

Type of Warrior

Initial Experience Points

Brute

60+1D6

Weirdboy

40+1D6

Wildboy

20+1D6

Fickie

0

Underdog bonuses and Experience bonuses apply as normal for Feral Orks. The table below indicates when a Feral Ork has earned enough experience to roll on the Feral Ork Advance Table, or Fickie Advance Table.

Exp. Points

Title

Notes

0-5

Squig Bait

Starting level for Fickies

6-10

Fickie

11-20

Gavara

 

21-30

Hunta

Starting level for Wildboyz. Fickies who reach this level gain +1 Toughness.

31-40

Wildboy

 

41-50

Trappa

Starting level for Weirdboyz.

51-60

Trappa

 

61-80

Brute

Starting level for Brutes.

81-100

Brute

 

101-120

Hulk

121-140

Hulk

141-160

‘Ard Case

161-180

‘Ard Case

181-200

Tuff Git

201-240

Tuff Git

241-280

Chief

281-320

Chief

321-360

Big Chief

361-400

Big Chief

 

401+

WAAAGH!!

Warriors who reach this level may not advance any further.

When a Brute, Weirdboy, or Wildboy advances to the next bracket on the above table they may roll once on the Feral Ork Advance Table:

FERAL ORK ADVANCE TABLE
2D6 Result
2 Know-wots. Choose any of the skill tables and randomly generate a skill from it.
3-4 Know-wots. Select one of the standard skill tables for the mob and randomly generate a skill from it.
5 ‘Arder. Roll a D6:
1-3 = +1 Strength; 4-6 = +1 Attacks
6 ‘Arder. Roll a D6:
1-3 = +1 WS; 4-6 = +1 BS
7 ‘Arder. Roll a D6:
1-3 = +1 Initiative;
4-6 = +1 Leadership
8 ‘Arder. Roll a D6:
1-3 = +1 BS; 4-6 = +1 WS
9 ‘Arder. Roll a D6:
1-3 = +1 Wounds;
4-6 = +1 Toughness
10-11 Know-wots. Select one of the standard skill tables for the mob and randomly generate a skill from it.
12 Know-wots. Choose any of the skill tables and randomly generate a skill from it.

Fickies are of course not as susceptible to learning, or progression of any kind and so roll on the Fickie Advance Table when they level up:

FICKIE ADVANCE TABLE
2D6 Result
2 Late Bloomer This particular Fickie isn’t quite as dense as his brethren and the repeated kicks to the head have finally got his brain up to speed. The Fickie becomes a Wildboy and behaves as one from now on, including for future advances.
3-4 Small Victories After many days of toil the Fickie has at last learnt something. Admittedly it might be the difference between day time and sleep time, but he’s improving. The Fickie gains no advance.
5 ‘Arder. Roll a D6:
1-3 = +1 Strength; 4-6 = +1 Attacks
6 ‘Arder. Roll a D6:
1-3 = +1 WS; 4-6 = +1 BS
7 ‘Arder. Roll a D6:
1-3 = +1 Initiative;
4-6 = +1 Leadership
8 ‘Arder. Roll a D6:
1-3 = +1 BS; 4-6 = +1 WS
9 ‘Arder. Roll a D6:
1-3 = +1 Wounds;
4-6 = +1 Toughness
10-11 Small Victories After many days of toil the Fickie has at last learnt something. Admittedly it might be the difference between day time and sleep time, but he’s improving. The Fickie gains no advance.
12 Late Bloomer This particular Fickie isn’t quite as dense as his brethren and the repeated kicks to the head have finally got his brain up to speed. The Fickie becomes a Wildboy and behaves as one from now on, including for future advances.

The maximum characteristics for any Feral Ork warrior are listed below. Should an advance raise the stat above its maximum, the other option must be taken instead. If both stats are already at their maximum then one other may be raised by 1, as per the normal advance rules on page 58 of Da Uvver Book.

Max Value M WS BS S T W I A Ld
FERAL ORK 4 6 5 5 5 3 4 3 9

The chart below details which skill tables different Feral Orks may normally roll on should they get a Know-wots result on the advance table.

  Muscle Ferocity Driving Cunnin’ Dakka Odd Feral
Brute Y Y N N/A N Y Y
Weirdboy N N Y N/A N Y Y
Wildboy Y Y Y N/A N N Y
Fickie N/A N/A N/A N/A N/A N/A N/A

Feral Orks can never, under any circumstances, gain Cunnin’ skills. As stated previously, Fickies do not gain skills. Re-roll results of Bomber on the Dakka skill table and Tinkerer on the Odd table.

Feral Skill Table

These special Feral Skills allow the brightest of Feral Orks to find a niche in the mob.

  1. Hunta-Gavara – Boyz with this skill will add an extra D6 to their income rolls.
  2. Yella – There’s a good set of pipes on this boy! The warrior can also contribute a Leadership roll to prevent Animosity from occurring. When rolling, roll the Brute (or leading Ork) as normal and then roll the Yella. If the Yella’s result is better, use it, if not, ignore the result. Brutes with this skill may roll twice and choose the best result.
  3. Opposable Thumbz – The warrior has quite the knack for finding handholds when climbing. He may re-roll a failed initiative test when attempting to board a vehicle.
  4. Squig Whispera – The model gains +1 to his Leadership for rolls to prevent Squiggly Beasts going out of control.
  5. Ceremonial Mutilation – The Warrior is covered in ritualistic scars and has carved bone fragments protruding from various parts of his head. His bizarre appearance causes Fear.
  6. Knuckle Under – The Ork moves like a large gorilla, knuckling across the terrain. Any hit or shot made against him has a 6+ unmodifiable save to account for his odd movement style.

 

Da WAAAGH!!

Weirdboyz can roll on the Waaagh!! skill table in place of another skill table. Roll a D6 to determine which power a Weirdboy gains. See the Weirdboyz section.

Feral Ork Income

After a battle Feral Orks gather yummies and shinies, look after their Squigs, and so forth. Brutes boss others around, Weirdboys, well, it’s best not to ask, and the rest make sure the mob eats. Each Wildboy and Fickie that doesn’t suffer a serious injury in the preceding battle may forage. Wildboyz earn D6 teef whereas Fickies only earn D3 teef, although what they’re getting is only measured in teef for player convenience (Much like with Muties).

Once total income is calculated, including extra income from scrap counters, ‘Ardboyz bonuses, skills, etcetera, it should be normalised by putting it through the chart on page 65 of Da Uvver Book. The total number of models includes Squiggoths, but Squig Riders/Boar Riders count as one model.

Hunting and foraging in the fungus groves is not a particularly safe pursuit, particularly when the surrounding flora has a longer attention span than most of the fauna. Should three or more sixes be rolled by foraging Orks then something nasty has happened probably involving sharp teeth and quite possibly venom too. One random Fickie, eager in his stupidity, has tried to outdo the big hauls of his brethren and ventures into Ere Be No Stuff, the wilderness has him now. Remove him from your roster along with any equipment he was carrying. If no Fickies are foraging, ignore the result.

Healing Feral Orks

There are no Doks in the mushroom groves and Feral Orks cannot be taken to Mektown. Any serious injuries sustained are permanent.

Healing and Gubbinz for Squiggoths

Roll a D6 per scrap counter fed to the Squiggoth and consult the table. You may feed it any number of counters. Each scrap counter fed to a Squiggoth adds D3 to its value, regardless of the result rolled. Scrap counters used in this way provide no additional income for the mob.

  • 1 Chomp
    The Fickie feeding the Squiggoth clearly wasn’t careful enough, and wandered too close to its jaws! This Fickie is dead; remove him and all his equipment from the roster sheet. As squiggoth-feeding is a dangerous job, it’s usually the least experienced Fickies who are tasked with it, in order to toughen them up, although you may elect to lose a more experienced Fickie if you prefer. Roll again on this table, re-rolling further results of 1, to see what effect the scrap has on the Squiggoth.
  • 2 Aghkk!
    Either the scrap has gotten stuck in the Squiggoth’s throat or it just doesn’t agree with the beast! Roll on the permanent damage table for this Squiggoth, re-rolling results of Dead, Badly Mangled and Captured.
  • 3 Yummy!
    The Squiggoth seems pleased with his meal, but the scrap has no noticeable effect beyond this.
  • 4-5 Good Boy
    The Squiggoth is in a good mood after such a nice treat. All Leadership checks to control him are at +1 for the next game in which he participates.
  • 6-7 All Better
    The scrap has accelerated the Squiggoth’s natural healing process. One randomly determined permanent injury is now healed.
  • 8 Growlier
    The Squiggoth has developed a second set of vocal chords, or possibly even a second head! He now rolls 2D6 instead of just D6 for Revvin’ and Shoutin’ tests.
  • 9 Tail weapon
    The Squiggoth’s tail mutates to grow spikes, scythes, a bony club or similar. The Snapping Jaws bonus now applies to hits on infantry models at the rear as well as the front of the Squiggoth. The Tail Weapon counts as Gubbinz, and may be damaged by enemy attacks as normal. A Squiggoth may have more than one tail weapon, but there is no additional effect beyond having a back-up Gubbinz if one is shot off.
  • 10 ‘Arder
    The Squiggoth’s hide hardens, and it counts as having the Armour Plates gubbin. It can gain this mutation multiple times, but as normal it cannot get an Armour Plates save better than 4+.
  • 11 More Stompy
    The Squiggoth becomes heavier; maybe its bones are denser, or maybe its muscles bulge more than before. Either way, it’s better at stomping puny Trukks and the like now! The Squiggoth now participates in rams with vehicles as a normal Trak. If this result is rolled a second time, it counts as having the Reinforced Ram Gubbinz as well. If it’s rolled a third time, the Squiggoth becomes Supa Stompy and may apply its Reinforced Ram bonus to all hits inflicted in a ram, not just one. Note that none of these upgrades affect sideswipes; no matter how stompy he gets, a Squiggoth still needs to keep his balance!
  • 12 Pep!
    After eating the scrap, the Squiggoth feels like a young pup again. Its maximum thrust move is improved by 1″.
  • 13 Spike Squig
    The Squiggoth sprouts mean-looking spikes from its hide, and counts as having the Spiky Gubbinz. If it was already Spiky or rolls this result twice, it counts as being Extra Spiky. Note that spikes cannot improve the strength of Snapping Jaws.
  • 14 Tuff
    Part of the Squiggoth mutates and becomes more muscular. Roll a D6 to determine a hit location; the armour value of this location is increased by 1. Each location can only become Tuff once.
  • 15 Big Mouf
    The Squiggoth’s mouth mutates as it chews, and becomes an even deadlier weapon. Roll a D6; on a 1-3 the Squiggoth’s mouth can be used as a Big Grabba, on a 4-6 it may be used as a Wrecker Ball. Unlike the vehicle-mounted versions of these Gubbinz, they are controlled by the Squiggoth’s driver rather than a crew member, but he cannot fire a weapon if the Big Mouf is used.
  • 16 Bad Blood
    Nothing has changed that’s obvious from the outside, but there are big changes on the inside! From now on, if models on the ground are within 2“ of the Squiggoth when it takes a penetrating hit to the Squishy Bitz they will take a S3 hit on a 4+ as they are burned by its blood. Obviously the Squiggoth itself is immune to this! If this result is rolled again, increase the strength of the hit by 1.
  • 17 Bad Breff
    Something’s brewing inside this beast! The Squiggoth may now breathe forth flames, plasma, noxious gas or some other unpleasant substance in the shooting phase. This shooting is directed by the driver, so the Squiggoth must be under his control at the time, and he may not fire any other weapons or operate a Big Mouf. Bad breff counts as Gubbinz and has the same shooting profile as a Skorcha.
  • 18+ Stuffed!
    The Squiggoth has eaten his fill and with a contented sigh, settles down to sleep. He cannot be woken and must miss the next game. Roll again on this table (with the same number of dice), re-rolling further results of 18 or more, to determine what effects the scrap has on him while he sleeps.

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