22 Jul 2011

Feral Ork weapons and equipment

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

Fighty Bitz

Choppa/Club

While lacking the finesse and adornments of a Mektown made Choppa or Club, these a big lumps of sharp metal and heavy stone that allow Fickies and Wildboyz to inflict just as much damage.

See page 53 of Da Roolz for the statline.

 

‘Uge Choppa/Club

A particularly large chunk of debris, tossed into the Howling Hills, stuck on the tree-trunk like branches of the mushrooms that grow in the Howling Hills and given to the most focussed looking Wildboy is a recipe for carnage at the best of times.

See page 53 of Da Roolz for the statline.

 

Spear

Ideal for hunting small squigs at range and dealing with larger ones up close, these are one of the simplest weapons ever made. Good thing too as the guys wielding them might be the stupidest creatures ever to draw breath.

See page 54 of Da Roolz for the statline.

 

Weirdboy Staff

When a Weirdboy joins a mob of Feral Orks, the elder Weirdboyz present him with a staff with a shiny piece of metal on top of it. This acts as a conductor for the Waaagh!!! fizzing inside his head, helping him to direct it in positive ways like making heads explode as opposed to negative ways like making his own Boyz heads blow up.

See page 12 of Digganob for the statline.

Further details on Weirdboy staff can be found in the Weirdboyz section.

 

Huntin’ Stuffz

 

Bow

1 toof

Not the most deadly of weapons on Angelis, but it’ll stop a squig in its tracks from a considerable distance, if the damn thing will just hold still…

See page 55 of Da Roolz for the statline.

Crossbow

1 toof

Cunning Feral Ork engineers have devised a bow that stays pulled back even if you forget that you’re holding it, cutting finger loss in a mob by over 30%.

Rules

See page 55 of Da Roolz for the statline.

 

Bolas

1 toof

Given the number of legs a squig can have, several bolas might be needed to bring a big one down. Funnily enough, it only takes one bola to bring down even a full grown Ork if its big enough and thrown hard enough.

Rules

See page 59 of Da Roolz for the statline.

Sling

2 teef

A simple thong made of leathery squig hide allows a Feral Ork to chuck rocks with greater strength and precision. Of course the squigs aren’t always happy about Orks trying to harvest their leather.

Short Range

Long Range

To hit Short

To hit Long

Strength

Save mod.

Damage

Ammo Roll

9

18

-1

AU

0

1

4+

Special Rules. If the warrior doesn’t move he may fire twice at short range.

 

Boomerang

3 teef

Discovered when an Ork threw a bent piece of metal at a squig and missed. To his immense surprise the piece of metal came back, smacking him in the head as it did so. Before long, everyone was trying it, with mixed results. Feral Ork boomerangs can’t be thrown by anyone else as its the Waaagh!! that really gives them their returning property. They don’t always come back when thrown by Feral Orks either. Usually because they’re stuck in something’s ribcage.

Short Range

Long Range

To hit Short

To hit Long

Strength

Save mod.

Damage

Ammo Roll

User Strength x3

AU

0

1

3+


Special Rules. May be used while running.

Armour

 

Shield

1 toof

Feral Orks don’t have anything as clever as a fabricated shield. These are usually panels or airlock doors they find strewn around the Skid.

See page 59 of Da Roolz for the statline.

Boss Gear

 

Big Hamma

3 teef

A fearsome weapon of such tremendous weight that only a Brute can carry one – when this weapon descends at speed, whatever it hits stays down. Essentially a small boulder on the end of a handle of some sort, a Big Hamma is incredibly clumsy, but terrifyingly dangerous too.

Short Range

Long Range

To hit Short

To hit Long

Strength

Save mod.

Damage

Ammo Roll

Close

Combat

AU +3

Varies

1

N/A

Special Rules. Loses draws. Fumbles count double. Two-handed. Reduces wielder’s Movement by 1".

 

Iron Hide

5 teef

After beating a mob, Feral Orks shred vehicles as trophies and cobble the leftovers into armour. Although it still looks like bit of trukk wrapped round an Ork it’s much tougher that the armour of even a successful Nob. Only a Brute has the strength to wear such a "garment" and still fight and even he will be slowed by it.

Iron Hide confers a 4+ armour save and reduces the wearer’s Movement by 1". It also halves their Initiative, rounding up.

Big Game Huntin’

 

Spika Kannon

9 teef

Feral Ork are rather primitive and are gearing up for battle with much gusto. Their ideas are simple and their technology is nothing more than sticks and stones, but they still try their hand to fight the good fight. The Spike Kannon exists in many ways, shapes and forms and unsurprisingly, with varying results. Some stones will be too big to throw and it will crumple slightly, other spikes might get lodged in the splinters of a badly made blowpipe.

To represent the inconsistent and unreliable design of the Spika Kannon, rolling a sustained fire dice suggests it never shoots the same way twice; sometimes hurtling two or three bitz at the enemy, sometimes only one, and sometimes things just go horribly horribly wrong.

Short Range

Long Range

To hit Short

To hit Long

Strength

Save mod.

Damage

Ammo Roll

Notes

12

18

-1

D6+2

-2

D3

4+

1 Sust. Fire Dice


Splattapult

13 teef

Relatively crude, the brightest of Weirdboyz have managed to cobble together something resembling the Splattapault and stuck it on the back of a mighty squiggoth. Although, it could be argued by an outside observer that the Gretchin Revolutionary Kommittee quite likes the idea of Orks that are willing to take direction from "runty Weirdboyz" and might have left a few lying around as a way of eliminating the Mektown Orks.

See page 38 of Digganob for the statline.

Special Rules. Cannot be fired if the Squiggoth thrusted.

Uvver Stuff

 

Squiggly Sausages

1 toof

A delicious treat of squigmeat, Wildboyz can use these single-use items to add to their leadership score when attempting to bring their squig back from runnin’ wild. There is no limit to the number that may be used in a turn but they must be assigned to a specific Ork and cannot be transferred during a game.

Rock Chuckin’

Feral Orks don’t have access to anything as advanced as grenades, but they do have some thrown weapons, namely rocks. More intelligent Orks favour nice shiny weapons, but Fickies are rather primal and enjoy pelting things with stones.

Fickies may hurl rocks at a target instead of firing a weapon, inflicting a S2 hit. Multiple Fickies may combine forces to create a much more effective attack. Each additional Fickie adds +1 to the Strength of the attack.

  1. Nominate a large target (Vehicles, Fort Gates, etc..). Small targets cannot be targeted.
  2. Determine whether the Fickies are working together or throwing individually.
  3. Measure range from furthest away Fickie.
  4. Roll an Artillery Dice and halve the result. A Misfire result means no rocks hit their target.
  5. If the result is the same or greater than the range to the target then a successful hit is scored.

Example: Five Fickies throw rocks at a fort gate. They can either inflict five S2 hits, or combine them to create a single S6 hit. The range is measured as 4" to the gate. The player rolls the Artillery dice and gets a 10, giving a maximum range of 5". The gate is within range and so is hit.

In campaign games where experience points are earned for penetrating armour Rock Chuckin’ does not confer +5 experience for each Fickie hurling rocks. Instead a penetrating hit will give +1 experience to each Fickie involved in the attack being resolved.

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