16 Aug 2011

Shadowbadger's Angelis board

Filed under: terrain

Shadowbadger has been doing some inspiring work over on Heresy Online creating a rather awesome board for Gorkamorka:

There's some brilliant construction photos explaining how the effect was created. I'm tempted to do something similar with my board having seen this!

Ork-kannon-boyz-1

Now for a bit of a change of pace. In Gorkamorka, unlike Warhammer 40,000, Orks can be armed with kannons. These are not the artillery weapons many of you know of from recent years but rather are chunky Orky shotguns. With the change in scale since Gorkamorka a lot has changed and it’s difficult to get hold of some weapons. Conveniently Ramshackle games sell four kinds of shotgun arms that might, just maybe, be suitable for use on modern Orks.

So here’s three of those designs, sculpted by our own Flamekebab with additional work (and the arms themselves) by Curtis Fell.

The first is a standard pump-action design that some of you might remember Flamekebab sculpting and attempting to cast a long time ago. Then there’s a single barrelled weapon, as many cheap kannons are and lastly a drum magazine one based on the Striker. There’s also a Kromlech Orc War II head in there, as some of you may have noticed.

Ork-kannon-boyz-2

Models painted by Flamekebab and Midnight.

The fourth design is a double-barrelled shotgun as seen below, assembled and painted by sho3box.

OLYMPUS DIGITAL CAMERA

If you want a better look at them in isolation, unpainted take a look here.

Oh yeah, where to buy them?

Ramshackle games, 4 for £1.

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The fungus groves in the Howling Hills aren’t as empty as first thought and now you and the other residents of Angelis can find out why. Those pesky Feral Orks have emerged at last and they’re out there now, in search of yummiez and fightin’…

Just like with the Dust Rats, feedback on the Feral Ork rules can go in the comments, or over on the relevant topic on The Waaagh.

bigboy-and-weirdboyIf you want quick links to the individual components of this PDF you can head over to the summary post.

Download PDF

 

This document was written by Liam Davenport, Benjamin Fox, Ross Graham, and Matt McPherson. It's  licensed under a Creative Commons Attribution-Non-Commercial-Share-Alike license. The layout graphics were created by Benjamin Fox. The artwork above was created by Clayton Tait.

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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 WarriorInitial Experience Points
Brute60+1D6
Weirdboy40+1D6
Wildboy20+1D6
Fickie0

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. PointsTitleNotes
0-5Squig BaitStarting level for Fickies
6-10Fickie
11-20Gavara 
21-30HuntaStarting level for Wildboyz. Fickies who reach this level gain +1 Toughness.
31-40Wildboy 
41-50TrappaStarting level for Weirdboyz.
51-60Trappa 
61-80BruteStarting level for Brutes.
81-100Brute 
101-120Hulk
121-140Hulk
141-160'Ard Case
161-180'Ard Case
181-200Tuff Git
201-240Tuff Git
241-280Chief
281-320Chief
321-360Big Chief
361-400Big 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
2D6Result
2Know-wots. Choose any of the skill tables and randomly generate a skill from it.
3-4Know-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
10-11Know-wots. Select one of the standard skill tables for the mob and randomly generate a skill from it.
12Know-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
2D6Result
2Late 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.
3-4Small 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
10-11Small 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.
12Late 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 ValueMWSBSSTWIALd
FERAL ORK465553439

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.

 MuscleFerocityDrivingCunnin’DakkaOddFeral
BruteYYNN/ANYY
WeirdboyNNYN/ANYY
WildboyYYYN/ANNY
FickieN/AN/AN/AN/AN/AN/AN/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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Animosity

Feral Orks mobs aren't cohesive units, in fact they're a terribly organised rabble that sometimes realises there's an enemy to fight!
At any given moment in time there's a squabble going on about whose shiny thing that is, or where the yummiez went, or how far away that rock is. Normally the biggest boy in the group will spend as much time yelling and cursing at them to try to keep them focussed as he does actual fighting, although this only works some of the time. The fighting always starts amongst Fickies but if all of them are already bickering then the Wildboyz tend to wade in to sort things out, usually dragging the Weirdboy with them.

To represent this at the start of every turn the mob's Brute must take a leadership test. If he fails, count the difference between his score and his Leadership characteristic and roll a corresponding number of D3s. That total is how many Feral Orks are affected by Animosity.
When determining which models are affected by a failed Animosity check start with the Fickies. If there are no unaffected Fickies left then assign the remainder to the Wildboyz and lastly the Weirdboy. Brutes are never affected by failed Animosity checks.

For example a Brute with a Leadership of 6 takes an Animosity check and rolls 9. The difference between his score and his Leadership characteristic is 3, so 3D3 models are affected. The result is 9 but there are only 7 Fickies on the board thus his two Wildboyz are also affected.

If the Brute is Down or Out of Action then a Wildboy can take the test, and lastly a Weirdboy if there is no one else (Fickies can never test). Should no one be available to maintain order then take the test anyway, but without a leadership characteristic.

Example: with no one able to take the check the player takes the test, rolling a 7. As a result 7D3 models are affected by Animosity this turn!

Orks are an intrinsically psychic race and this manifests itself in arguments too (this is quite possibly why bar brawls are such a popular pastime in Mektown). All the models affected by Animosity will react in the same way. Roll on the Animosity Table (D6) to find out what they're up to for the duration of the turn.

Animosity table

1The warrior doesn't feel like fighting and just sits down. He counts as pinned for the rest of the turn (he will have recovered by the start of the next turn, unless another Animosity check is failed).
2-3The warrior charges the nearest target, be it friend or foe.
4-5The warrior charges towards the nearest enemy target, even if he can't reach it.
6The warrior is overcome by Frenzy and charges the nearest enemy target, even if he can't reach it.

In terms of which models are affected it will always be those furthest from the model taking the Animosity check.
A model affected by animosity holding a scrap counter will not move, instead they hold onto the shiny bits tightly. Any models within 6" of such a warrior that are affected by animosity are overcome with jealousy and will charge over to them, spending the rest of the turn squabbling.

Animosity and Vehicles

Animosity affects models onboard a vehicle differently. Warriors onboard spend the rest of the turn brawling with each other or hurling insults. Sometimes both at the same time. The vehicle may still move as normal and Big Gunz may still fire, but the crew may not disembark or shoot. If boarded they will still fight as normal.

Fickies Psychology

Fickies are a slow bunch at the best of times, but when there's a fight to be had you'd think they'd be able to hold it together for a few minutes - not a hope. Fickies on their own suffer from Stupidity at all times (as detailed on page 49 of Da Roolz), however to prevent this, they can stick together in a group where the build-up of Waaagh!! energy is enough to keep them on track for a while. If before they move, Fickies are within 2" of 2 or more friendly models, they do not suffer from stupidity that turn.
Fickies in such a group cannot Hide or go on Overwatch as the others will give them away, distract them, or just generally make a nuisance of themselves. For the purposes of Bottlin' Out tests Fickies only count as half a model.

Weirdboyz

Weirdboyz are relatively uncommon in normal Ork society as they suffer ill-effects as a result of being immersed in the psychic field that all Orks generate and the few that do survive are generally put to work as walking weapons to use against the Orks enemies. Through the mutations and DNA damage done to the Feral Orks, the Brutes, Wildboyz and Fickies radiate their psychic energy differently, essentially on a different frequency to the Weirdboyz, allowing them to flourish. The genetic damage done also seems to have made Weirdboyz more common in Feral Ork society as well. Weirdboyz have several special abilities that no other Ork has access to which are detailed below.

Powers

Weirdboyz begin their time in a Mob with the following powers and can gain more when they gain experience. See the Skill Table - Da Waaagh!!! for further powers that can be acquired. The Weirdboy can only use one power per turn and it consumes his entire shooting phase. Certain powers are cast outside the shooting phase but the model still cannot shoot if he uses one of these. Additionally, a Weirdboy cannot run and use one of his powers in the same turn in a manner similar to shooting.

Strength of Gork! - Difficulty 5
The Weirdboy focuses all of the Waaagh in his head on a single Wildboy or Brute, making them stronger and orkier than before. This manifests itself as a +1 to either WS and BS or as +1 to Initiative until the end of the turn. This power has a maximum range of 10".

Cunnin' of Mork! - Difficulty 5
The Weirdboy can channel the Waaagh!! to boost Fickies mental abilities so that they can return to a functioning group. Up to 3 Fickies can be made to move closer to one another by 4". If this places them within the radius for Fickies Psychology to take effect then they do not suffer from Stupidity this turn. This power can only be used at the start of a turn before any movement takes place but still consumes the shooting phase of the casting Weirdboy. This power has a maximum range of 24".

E.g. Three Fickies are 4" away from one another at the start of your turn. The Weirdboy can spend his shooting phase at the start of the turn before movement and move them up to 4" towards each other until they are within 2" of one another using Cunnin' of Mork!.

Da WAAAGH!!

The Weirdboyz have greater access to the might of Gork and Mork as they grow in power and experience. It allows them to draw upon the nigh infinite power of da Waaagh!! to produce powerful, awe-inspiring and sometimes downright silly effects.
Weirdboyz can roll on the Waaagh!! powers table instead of a normal skill table should they wish to. Roll a D6 to determine which power the Weirdboy adds to his repertoire. If you roll on the table and get a result for a power that you already have, you may either reduce the difficulty of the power in question by 1 or roll again on the table until you get a result you do not already possess. You do not get to choose which ability you get like other skills on a duplicate result, the Waaagh! is simply too chaotic and Orky for any kind of structured learning to occur.

  1. **Fickies Revenge! - Difficulty 6
    **This affects all models within 2D6" of the Weirdboy, sapping at the mental energies of those nearby. All models are automatically Pinned, including your own warriors. Pinning is resolved in the usual manner. This affects models that are usually invulnerable to pinning as well.
  2. **Right Sparky!! - Difficulty 7
    **This particular channeling fires small stinging lightning in an 4" template (a standard Gorkamorka blast marker) around the Weirdboy. All models caught in the template are driven away from the Weirdboy D6". Unlike other powers a Weirdboy may use this ability while in Hand to Hand combat thereby disengaging.
  3. **Fungus Patch! - Difficulty 6
    **Tiny slippery mushroom like tendrils sprout around the Weirdboy within an D3+3" template centred on the Weirdboy. All terrain within this template is considered difficult terrain and already difficult terrain becomes Very Difficult terrain and remains until the start of the Weirdboyz next turn. If this spell is cast from a vehicle the template moves with the squiggoth and is measured from the centre of the beast. The difficulty is increased by 2 making it a Difficulty 8 power, when cast from squig-back.
  4. **Speed of Mork!! - Difficulty 7
    **D6 friendly models double their Movement until the end of their turn. If an affected model does not move at least 10" while under this effect, roll a scatter dice and have him move 8" in the direction the dice indicates to burn off the excess Waaagh!!! Do this for each Ork that does not exceed 10" of movement.This power can only be used at the start of a turn before any movement takes place but still consumes the shooting phase of the Weirdboy in question. If this movement brings him into base to base contact with a foot model or a vehicle, stop the movement and resolve as normal. For the purposes of hand to hand, the Feral Ork counts as having charged.
  5. **Fists of Gork!! - Difficulty 8
    **Two mighty fists of Gork appear and each attack the nearest enemy at WS 4 and S4 with a -1 Save Modifier. If the enemy falls after the first hit, the second fist finds someone else to pound on, attacking the next nearest enemy model. Enemies put down by the Fists of Gork do not automatically go out of action as models in Hand to Hand would, unless they are in base to base contact with another foot model who kindly crushes their skull. If the Weirdboy fails his roll by 5 or more, the Fists attack the nearest friendly models in order of proximity to the Weirdboy. If the enemy wins combat against a fist, it simply dissipates back into the Waaagh!!! Enemy models who best a Fist do not gain any experience for doing so.
  6. **Might of Gork AND Mork!!! - Difficulty 10
    **A mighty green lightning bolt strikes a chosen enemy within 12" of the Weirdboy and immediately forces 2 rolls on the Injury Table. If the Weirdboy fails his Difficulty roll by 5 or more when using this power, he is struck by the bolt himself and takes the appropriate wounds.This cannot be used on a model already in hand to hand combat.

Shiny Bitz

Weirdboyz can go to the elder Weirdboyz in the tribe and have them imbue their staff with additional properties in the same manner as a Kustom Job. The available Kustom Jobs are shown below.

  1. Idol of Gork - The designated model gains an additional +1 to WS or BS until the end of his turn on top of the usual +1 when the Weirdboy uses Strength of Gork! for each idol added to his staff. These can allow temporary WS or BS above the stated maximums for Feral Orks.
  2. Idol of Mork - The Fickies can each move an additional 1" when under the effects of Cunnin' of Mork for each idol added to the staff.
  3. Symbol of da WAAAGH!! - The Weirdboy gains +1 to his roll to see if he has beaten the Difficulty Check for a Waaagh!! power for each Symbol he adds to his staff.
  4. Fickies' Toof - When animosity takes effect, each Fickies Toof reduces the number of D3s rolled to determine the number of Orks affected by animosity by 1.

A Weirdboy of 41 or above experience may have one kustom job on his staff. A Weirdboy of 101 experience can add an additional custom job. A true Warphead, 201+ XP, can have one further Kustom Job added.
Each Kustom Job costs D6 teef and the Weirdboy must skip the next battle while he participates in the lengthy ceremony the elders demand.
A Weirdboy can only own one staff. Weirdboy's staffs are not lost as a result of capture as trying to move the staff away from the Weirdboy, even when unconscious the staff becomes inexplicably heavy and causes splitting migraines in all nearby. The staff is usually stuck into the sand out of his reach instead and is reclaimed if he is freed. If the Weirdboy has any Shiny Bitz on his staff, roll a D6 when he is freed. If the result is a 1 or a 2, one of the Shiny Bitz has been nicked as a trophy. The staff regains one of its former slots but all normal procedures must be followed if you wish to add another shiny bit to the staff. Remember to subtract the cost of the Shiny Bit from the Weirdboy's cost.

Examples of Staff Setups
_1x Idol of Gork, 1x Idol of Mork, 1x Fickies Toof - The Weirdboy excels in his buffing and anger management abilities, helping to stop the mob falling apart.

3x Symbol of da Waaagh! - Focussing on power, this gives the maximum chance of success when trying to use the more difficult abilities.

3x Fickies Toof - Preventing animosity from becoming an issue in your mob keeps you mobile and fighting more than the average Feral Ork mob.

3x Idol of Gork - Improving the pairing of the Brute and Weirdboy, turning them into a brutal melee combo._

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