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Da Meanest An' Da Greenest Version 10.20
Da Meanest An' Da Greenest Version 10.20
Da Meanest An' Da Greenest Version 10.20
Da Warboss
In Da Meanest An Da Greenest! the game is run, narrated, and arbitrated by the Warboss (basically this
games term for a traditional GM or Game Master). The Warboss has final say on anything that happens in the
game, however if you feel he is abusing his power or being unjust in his decisions, you are encouraged
to have an open dialogue with him or her to resolve any issues.
Rounding
Whenever you are left with a fraction always round in the direction that is least beneficial, but you never
round to zero.
Makin Ya Ork>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Players get 12 Skars to start with. Players may add 1 to any of their stats for 1 Skar during character
creation, with stats bought in this way capped at a max value of 6 (most Orks cant count higher than that). If
you wish to increase your stats more during character creation or later in the game you may do so for a
number of Skars equal to your current value in that stat (upgrading from 6 to 7 costs 3 Skars, 7 to 8 costs 4, etc).
You cannot, for any reason, have a negative stat value. You can also use Skars to buy Traits which give
you new abilities or modify the abilities you already have. Each Trait has its own cost and benefit listed
in the Traits section. Each trait can only be taken once unless otherwise specified. You gain Skars as
experience throughout the game for whatever reason the Warboss decides is worthy of Orky renown.
Kombat>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Turn order in combat is determined by whoever has the highest Jump'n, with a roll-off settling any ties.
Each turn you can attack with any or all of the weapons you are wielding, and are allowed to move once
as part of your turn (all Orks and Grot Mobz move the same speed). Subtract your DR (damage reduction) from each
source of damage you take, and subtract your Jump'n from any damage caused by explosives, flames, or
anything else the Warboss decides applies. Most weapons have an AP (armor penetration) value, which
negates some or all of a targets DR. For rules regarding the differences between and the specifics of
melee and shooting attacks, consult the Chopp'n and Shoot'n sections respectively.
>>Bad Mutha: You ignore one failed Shout'n Check per week.
>>Big: +1 Krump'n, -1 Jumpn, +1 cost to armor.
>>Bigger: +1 Krump'n, -1 Jump'n, +1 cost to armor, +1 DR, you count as 2 Orks when riding in vehicles.
Requires Big.
>>Biggest: +2 Krump'n, +2 Shout'n, -2 Jumpn, +1 cost to armor, you count as 3 Orks when riding in
vehicles. Requires Bigger.
>>Biggest-est: +2 Krump'n, +2 DR, -2 Jumpn, +2 cost to armor, can wield one weapon as if it were 1 size
smaller. Requires Biggest.
>>Bigmek: Lowers the cost of Mek Invenshuns and Tek Portas by 1, allows you to repair things without
Mek Toolz, and confers one ability of your choice each day:
>1 free Powah Pakk that doesnt fill an item slot.
>You can re-Roll on the Dakka Table today a total number of times equal to your Shoutn
>When rolling for the effect of a Mek Invenshun, roll twice and choose whichever result you prefer.
>Pick and apply 1 vehicle modification with a cost of 1 or less.
>Count as 2 Mek Boys or Bigmeks for purposes of repairing vehicles.
You cannot take the Bigmek trait unless you already have the Mekboy trait.
>>Bloodlust: When you kill an enemy with a melee attack, you automatically make another attack on
the closest target (if there are no enemies within reach you must strike one of your friends!).
>>Bloody Rage: During a turn in which you have successfully killed an enemy in melee combat you
double your Shout'n value.
>>Boss: You are capable of starting a WAAAGH! all by yourself! You may spend 1 turn trying to rally your
allies to fight harder: roll Shout'n - d10, if the result is a positive number then for the next 1d4 turns all
allies are treated as under the influence of a WAAAGH with a Shoutn bonus equal to the result of your
roll.
>>Brag: In any 1-on-1 fight you can spend your turn bragging about how quick or hard you'll krump
you're opponent. Once your opponent is dead (assuming you dont die) you gain a bonus of (Shout'n minus
the number of rounds it took to kill your opponent) to your Shout'n for the remainder of the day.
>>Burna Boy: Allows the purchase and use of Burnas and Xtra Juice.
>>Bulletdoja: Any time you are being propelled at speed by either a vehicle (Speedy or faster), a Bike, or a
Rokkit Pack, roll 1d6 for each hit you suffer; on a 6 the hit is ignored. You may also use this ability at any
time against shooting attacks which hit you using a d10 instead of a d6, with a 10 being a success.
>>CHARGE!: You gain +2 Krump'n and to hit in melee, as well as -3 Jump'n during the first round you
enter melee combat.
>>Choppa Boy: Re-roll attack dice of 1, you cannot re-roll re-rolls.
>>CHUCK!: You can throw any 1-handed weapon (though Gork only knows why you'd want to). When throwing
a weapon make a Jumpn Test; on a success you hit, on a failure you do not. You deal your Krump'n in
damage if you hit. Once a weapon is thrown in this way, whether it hits or not, it cannot be recovered. If
you are part of a Grot Mob or have the Runt Herder trait you may throw a grot at your enemy using the
same rules; if the attack hits the grot latches on and deals 1 damage per turn which bypasses all DR.
Removing a grot attached in this way requires you to spend and succeed a Krumpn Test.
>>CybOrk: Whenever you make a Shout'n Check, treat your total damge for the round as 1 point lower.
>>Disarm: As part of any melee attack you may choose to forgo dealing damage in order to try to disarm
your foe. If you attack hits, engage in a Krumpn Challenge with your foe. If you win they are forced to
drop one item they are carrying in either of their hands (your choice).
>>EDD-BUTT!: Allows you to make an additional attack that deals 1/2 Krump'n. However, if it hits, it
deals 2 damage to you that ignores all DR.
>>Flash Git: Add 1 dakka to one of your weapons without paying the added cost in Teef.
>>Flashy Chopp'n: You gain 1/2 your Shout'n to hit when fighting 1 on 1. Requires Choppa Boy.
>>Grot Chomp: Allows any Grotz in a Mob to make a free bite attack that does 2 damage with AP 1.
>>Grot Tankk: Allows purchase and use of a Grot Tankk as described in the Vehicles section.
>>Kannon Krew: Allows 2 Grotz to work together to carry and fire 2-handed or Evy shooting weapons,
putting a 3rd Grot on an Evy weapon doubles your Krumpn for purposes of lifting it.
>>Kingo Krumpn: Any time you roll at least 2 6s to hit with a melee the attack hits automatically and
you get another free melee attack. You cannot use this ability with 1-handed weapons.
>>Kommando: You gain the ability to go unnoticed and sneak around undetected. Any time you want to
sneak all you need to do is pass a Jumpn Test and you may go unseen for roughly 5 minutes before
making another Test to see if you stay hidden.
>>Kommissar: You can kill Boyz or Grotz you control to inspire those around you to fear you more than
they fear their enemies! If you choose to kill a Grot in this way, select one friendly combatant and
engage them in a Shoutn Challenge; if you win then the ally you selected may re-roll any one roll during
their next turn. Killing a Boy functions in much the same way, except you perform a Shoutn Challenge
with any number of allies (2x your Shoutn at most), with the same rules and potential benefits.
>>Kult of Speed: This trait allows you to buy and drive a vehicle from the vehicles section of the
rulebook.
>>Lead By Example: Any time you successfully kill an enemy, perform a Shoutn Test; in the event of a
success you let out a roar that is a WAAAGH in and of itself, resulting in all nearby Orks gaining +1 to
Shout'n checks for the remainder of the encounter. Requires Boss, Upstart, or a Bosspole.
>>Loota: Designate one shooting weapon you own, and a Dakka Table result: any time you roll a result
that is on either side of your chosen result using your chosen weapon, you may elect to change your
Dakka Table result to your selected result instead.
>>Lucky: Any time you fail any kind of check or roll, roll 1d6: on a 6 you may re-roll the roll you just
failed (you dont get another d6 if you fail again).
>>Mad Dok: You can bring Orks back to life, however, the more often you do so the sloppier you get. By
default, you can bring an Ork back to life with two of his stats lowered by 1 (determined randomly). For
each additional time you attempt surgery during the week you cause another 2 points of stat damage,
spread out randomly to your patient. Orks must be operated on the same day they died or else they
cannot be recovered. If you also have the Mekboy or Bigmek trait, roll 1d4 each time you operate: on a
4 your "patient" gains the CybOrk trait. A Mad Dok with the Runt Herder trait may kill a Grot in place of
using a Dok Kit. Requies the Painboy trait.
>>Masta Merchantz: Allows a Grot Mob to own 1 item that costs their Shoutn value in Teef.
>>Mekboy: You can scrap weapons you find to create Mek Weapons. A Mek Weapon has random bitz
the mek who made it managed to find bolted on all willy nilly. For every weapon you scrap to this end
you may add +1 Mek Points to a shooting weapon. Any time a weapon has Mek Points roll 1d4 when
firing: on a 4 the weapon gains 1 Dakka for purposes of resolving the shot and loses 1 Mek Point. A
Mekboy may only add a maximum number of Mek Points to a weapon Equal to their Teef (ya got to buy
gubbins with for stick'n stuff together).Mekboys also gain the ability to fix broken vehicles and other simple
devices given sufficient time and Mekboyz Tools.
>>Metal 'ed: You may scrap enemy armor to gain a pool of Armor Points. Each time an attack hits you,
roll a d4; On a 4 add 1d4-1 to your DR as well as loosing 1 Armor Point. You gain 1 armor point per piece
of looted armor, up to a maximum number equal to your Teef.
>>Mowff Grip: You gain 1 aditional inventory slot: your mouth! Also you take -1 Teef.
>>Nob: You're lookin to start your own Mob and to that end you've hired some boyz to help you out.
This trait may be taken multiple times, and each time you do you add another boy to your Mob or give
each boy in your Mob +1 Skars. You lose 1 Teef per boy alive in your Mob. You can never have more
boyz in your Mob than your Shout'n, and you must maintain enough Teef to pay them all. Boyz recruited
in this way follow their own set of special rules:
1. Recruited boyz have 6 Skars which you may allocate however you want, however, they never gain additional Skars unless the
Warboss specifically says so. By default, boyz also get a free +1 to Teef representing their salary. Dead boyz take 1d4 days to
replace and must be replaced one at a time.
2. You may not give items to boyz in your Mob that you bought using your own Teef, nor may they do the same for you. You can
however, outfit them however you see fit using their own individual Teef. Additionally, the Orky "no sharing" policy is in full
effect between you and your boyz: you cant hold or use their stuff, they cant hold or use your stuff.
3. You may spend 1 turn to give orders to 1 or all of the boyz in your Mob (but not any other number). Orders are selected from
the following list (they're self-explanatory):Shoot'em!, Chopp'em!, Hold up!, Do like me!, WAAAAAAAGH!.Any other
order takes 2 turns to explain.
4. Boyz you control cannot take the Nob, Runt Herder, or Squigg Tamer traits.
>>Nuff Dakka: Gain 3 additional Dakka on one shooting attack, then lower the weapon's total Dakka by
2 for the remainder of the encounter.
>>Orkish Musik: Youve got a fever, and the only cure is to rock out! You gain the ability to play musik
by equipping an instrument: an instrument takes 2 hands to hold, can be used in melee to deal damage
(only deals damage as a single handed weapon), and doubles your Shoutn for all purposes except actual Shoutn
Checks. Instruments have a base cost of 2 and may be given mods and addons as if they were normal
melee weapons.
>>Painboy: Select a number of friendly Orks or Grot Mobz equal to 1/2 your Shout'n: They gain 1 bonus
rolled randomly from the following table for the remainder of the day.
Melee combat functions as follows: the attacker rolls 3d6, and the defender rolls 3d6+Jump'n. If the
defender rolls higher the attack misses, if not the attack hits and deals damage. If you are unarmed, you
can always elect to use your bare hands; roll a separate attack for each hand, dealing your Krumpn in
damage.
Choppn weapons come in 3 sizes! *Each turn you wish to use a 'Evy weapon you
Size Damage Base AP Cost must pass a Krumpn Test. Failure to do so
1-Handed Krump'n X1 - 2 results in you spending the turn struggling to
2-Handed Krump'n X2 1 3
'Evy* Krump'n X3 3 5 bring your enormous weapon to bare.
Shoot'n:>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Dakka indicates how many times per shooting attack that a gun rolls on the Dakka Table. If you roll the
same result on the Dakka Table twice your gun loses 1 Dakka for the duration of the battle, at 0 Dakka
the weapon is destroyed. All shooting weapons count as Junk melee weapons 1 size smaller. 1 handed
guns count as an unarmed attack in melee. You cannot shoot while engaged in melee combat; it goes
against your better judgment as an Ork. For every shot fired roll 1d6, with 6s indicating a hit unless
otherwise specified. Guns are by default AP 1d4-2 (minimum 0), which is rolled each turn and applied to all
Dakka Table results. Unless otherwise stated a hit from a shooting attack deals 2 damage. By default you
can only fire at 1 target with each shooting weapon you use.
*There are no rules concerning the range at which a shooting weapon operates; it is up to the Warboss whether you are in
range or not, and if to apply penalties to firing at long ranges or disallow such action completely. For purposes of balance, it is
suggested that all shooting weapons be treated as having a range of twice or three times an Ork or Grot Mobs standard
movement distance.
Shootn weapons also come in 3 sizes! *Each turn you wish to use an 'Evy weapon you
Size Teef Cost Reload (turns) must pass a Krumpn Test to do so. Failure
1 handed (1 dakka) 2 1 results in a turn wasted trying to bring the
2 handed (3 dakka) 3 2
'Evy* (5 dakka) 5 3 weapon to bear.
Dakka Table:
*All results fire 1d4d6 unless otherwise specified
(Roll 1d100 +1d6 per Dakka above 1)
<25: Outta Dakka!>> Normal Orky shot, needs to be reloaded before firing again
26-80: Orky!>> fires 1d4d6 shots.
81-87: Loud!>> 2d4 shots, double damage, +1d4 AP
88-94: Burny!>> Target takes 1/2 damage again next turn w/o DR.
105-111: Freem-Beam!>> 1d6 shots, automatically pierces all armor.
112-117: 'Sploady!>> Shots explode, 1 damage to nearby enemies per hit, +1 base damage.
118-121: Chaff Shot!>> Shots hit on 5 or 6, no AP.
122-126: Bombz!>> Does 2d4d4 damage, 2d4 on miss, no AP, subtract target's Jump'n from damage, hits on 5 or 6.
127-130: Rokkit!>> Does 2d6d6 damage, 2d6 on miss and to those nearby, no AP subtract target's Jump'n from damage.
131-133: 'Lectro-Flash!>> Deals 2d4 damage to 1d4d6 targets including you and your allies if there are not enough enemies.
134-137: Hot-shot!>> 1d6 shots, +3 AP, tripple damage.
138-139: Shredd'n!>> Double damage, no AP, 3d6d6 shots.
>140: Itz Gone Boss!>> Destroy 1 target.
Armor>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
An Ork or Grot Mob can only wear 1 type of armor at a time, simple as that. Purchasing armor for Grotz
essentially applies that armor to the entire Mob, since 1 Orks-worth of armor is enough to armor a Mob
of Grotz the price does not change.
Bakk Pakk: A Bakk Pakk is a crude backpack made of left over boxes with a rope sling. A Bakk Pakk fills
both of your non-hand inventory slots, but provides you with three more inventory slots which can only
be used to hold single-slot items (essentially you gain 1 inventory slot, but lose the ability to store 2-slot items).
Boomgun: A Boomgun is the Ork equivalent of a shotgun. When using a Boomgun, you cannot benefit
from any other benefits you may have which apply to normal shooting attacks. Boomguns may also be
used in close combat, as the thunderous noise they make and the carnage they can cause is enough to
make Orks weep. When firing a boomgun at range, roll 1d6, hitting on a 5 or 6. When firing in melee
combat you also hit 4s. Any time you roll a 1 with a Boomgun it means that you have either run out of
ammo, or the weapon has exploded; either way it becomes useless and cannot be used for the duration
of the encounter. After firing a Boomgun, you must spend a turn reloading before you can fire it again. A
hit from a Boomgun deals 2d6-2 damage.
Boss Pole: Basically a metal banner worn on the back, used to rally other Orks and let everyone know
you're in charge. You are counted as three Orks for purposes of WAAAGHs. You cannot wear a Boss Pole
unless your Shout'n is greater than 4; everyone will laugh at you!
Burna: Used for cooking food as well as enemies ,although the two groups are only rarely distinct. Deals
2d6 damage with no AP value to 1d4+1 enemies in melee range. If you roll max damage then then you
run out of fuel Burna becomes a Junk 2-handed weapon. Enemies struck by a Burna's flame catch on fire
and take 1/2 the damage the Burna dealt this round during the next round of combat. A Burna can also
be used like a welding torch, dealing Krumpn +1 damage in melee that bypasses all DR, though you
must still have fuel available to do so. Cannot be used without the Burna Boy trait.
Bike: Ork bikes are heavy, fast, loud, and belch ink black exhaust. An Ork with a bike loses the use of his
two non-held item slots, and must always have 1 hand free at all times to control the bike. However, the
bike may be fitted with a single 1-handed shooting weapon. Orks who wish to use their bike in combat
make hit-and-run attacks in a manner similar to Orks using a Rokkit Pack. Each turn an Ork riding a Bike
must roll 1d6 to see if they are able to line themselves up for a ride-by attack: on a 4 or higher the rider
successfully finds a way to line themselves up with the target (this number increases to 5 in uneven or
compromising terrain, and 6 in dangerous or debris-ridden terrain). Once lined up for an attack an Ork riding a bike
may choose to either shoot, run over, or try to chop the target. Shooting the target is resolved as
normal, and the rider may even choose to fire both their bike-mounted gun and another gun in their
free hand if they choose. Running the target over gives the target a free melee attack on you, followed
by 16 damage minus the target's Krump'n value. Anyone who is targeted to be run over by a bike may
attempt to dodge, forgoing their free attack and taking a Jumpn Test to avoid being run over. Electing
to make a melee attack functions the same as it usually does, except the attack is resolved at -1 to hit
and you are counted as having 1.5x your normal Krump'n value. You cannot use Bikes without the Speed
Boy trait. Compared to a vehicle, an Ork on a bike counts as Ded Fast. Bikes may be stored onboard any
vehicle and take up 1 Krew slot.
Box O' Dakka: Use to take 1 turn off of the reload time for a weapon, 1 use only.
Dok Kit: An assortment of dirty cloth bandages, staples, and crude stick-figure diagrams of anatomy. Can
be used on an Ork that died recently (less than 12 hours ago) : they may re-roll their Shout'n Check using
1.5x the total damage value of the check that killed them. Dok Kits can also be used to try to bring back
additional Grotz that a Grot Mob lost during an encounter; a 1d6 result of a 6 allows you to save an
additional Grot who perished in your last encounter. You can only use Dok Kits if you are a Smartboy , a
Painboy, or a Mad Dok. 1-use only.
Grot Luggage: Basically a big'ol box that Grotz can carry things around in. Each Luggage box requires 2
Grotz to carry and has 3 inventory slots. However, the entire box may be lost as the result of the Grotz'
forgetful nature (instead of just risking ONE item carried by a Grot, you risk simultaneously losing 3
items). When you roll as you would normally to see if either of the Grotz carrying your Grot Luggage
misplace it, if either of them do then the Luggage and all its contents are lost. Cannot (and should not,
considering Lootsacks are a much better option) be bought by Grot Mobz.
Lootsack/Sling: Provides two additional inventory slots, but occupies one of your hands. May be used as
a sling to carry (but not wield) a two-handed or Evy weapon in 1 hand.
Mekboyz Toolz: Consisting of a mix of scavenged and homemade hardware, a large, diverse set of Toolz
are the bread and butter of every Mekboy. Mekboyz tools are required to take advantage of a Mekboy's
ability to fix vehicles and other mechanical devices. They can also be used in conjunction with a Dok Kit
as long as the Kit is being used on an Ork with the CybOrk trait: when used in this way they confer the
subject a +3 bonus on their re-rolled Shout'n Check. Mekboyz Toolz can also be used once per day to
cancel 1 "Outta Dakka" result on the Dakka Table.
Mek Invenshun: Worn as a backpack, a Mek Invenshun are the pride and joy of the Mekboys who can
afford to own or build them. What exactly they were originally built for is a mystery, even to their
creator, and they are often needlessly complicated and feature redundant or utterly nonfunctional
components. Fiddling with a Mek Invenshun is the lifework of any Mekboy worth his salt. In their daily
fiddling, Mekboys often accidently activate parts of the Invenshun and often produce contradictory
effects day by day. A Mekboy with a Mek Invenshun rolls on the following table each day to see what
parts of their Invenshun they can get working for the duration of the day:
Mek Invenshun Table (d20):
1:Extra Pieces>> No effect for today, and you cannot use your Mek Invenshun for 1d4 days.
2-5:Nuffin>>No effect
6-7:Forse Feeld>>Each time you take a hit of any kind roll 1d8, on an 8 ignore any damage it deals.
8-9:Piloting Compartment>>Your Invenshun wraps around you and counts as Meka Armor.
10-11:Shoot'n Kumputa>>Each time you make a shooting attack, 1d4 shots of your choice automatically hit.
12-13:'Uge Gun>>Counts as an 'Evy shooting weapon with Dakka 7, however it must always be reloaded after shooting and
takes 1 round longer than normal to do so.
14-15:Tek Bubble>>Forms a bubble-shaped shield protecting you and anyone standing next to you. Any time a shooting attack
hits anyone within the bubble roll 1d8; on an 8 the hit is negated.
16:Powah Pack>>Melee weapons you use are counted as Powah weapons, Powah weapons you already own automatically
bypass armor.
17:Shokky-Jumper>>Allows a single-use teleportation with a range of 4d6d20 feet, you appear 2d4 turns after you disappear.
18:Hiddin Kompartment>>Gain 1 free item from the following table that you can carry with you for the day regardless of
inventory capacity.
Free item Table (d10):
1-2: Speshul Ammo 6-7: Stik Bomb
3: Rokkit Launcha' 8-10: Box'O Dakka
4-5: Dok Kit
19:BLASTOFF!>>Counts as a Rokkit Pack for 1 encounter, you automatically gain proficiency with Rokkit Packs for purposes of
using the Invenshun in this way.
20:Wotz Dem Weels For?>>Counts as Bike for 1 encounter, you automatically gain proficiency with Bikes for purposes of using
the Invenshun in this way.
Powah Pakk: Powah packs are crude dynamos which, when activated, temporarily generate a power
field around an object. This is most often used by Orks to turn a mundane weapon into a powah
weapon, albeit temporarily. Upon activation, a Powah Pack allows you to treat one of your non-powah
weapons as a powah weapon, or to give yourself +1 DR. Either effect lasts only 1d4 turns before the
power supply is depleted and the item becomes inert and useless.
Rokkit Hammer: A Rokkit Hammer is what the name sounds like: a rocket that has a long handle coming
out of it. These are often used by Ork Tankbustas to destroy hardened targets. A Rokkit Hammer is a
melee weapon with +4 to hit that deals 4x Krump'n damage and has an AP value of 6. Any time a Rokkit
Hammer is used, anyone nearby (including whoever is using it and the actual target of the attack) takes 1d4d4
damage with no AP value. Rokkit Hammers are 'Evy weapons and can only be used once before they
become Junk 2-handed weapons.
Rokkit Launcha: A 1-shot rocket launcher, deals 2d6d6 damage to 1 target, deals 2d6 damage to nearby
targets. Roll 1d6 to hit, hits on a 5 or a 6. Requires 2 free hands to use.
Rokkit Pack: A Rokkit packs are the Orky answer to the jump-packs of other races; its basically just a
huge chemical rocket strapped to the back of one very brave Ork. Rokkit packs fill two inventory slots,
essentially leaving the wearer with only their hands for carrying items. While worn, a Rokkit Pack gives
the wearer +2 Jump'n, as well as +2 Krump'n during the first turn they enter melee combat. Rokkit Packs
can also be used to jump short, and on rare occasions long, distances; at any time an Ork wearing a
Rokkit Pack may attempt to make a Rokkit Jump of 3d4d20 feet. Rokkit Packs also allow for fly-by hit-
and-run combat; first the wearer must choose to take off and start doing a fly-by maneuver, which
requires 1d4 turns of pre-flight preparation. Once in the air roll 1d4 to see if your intrepid Ork manages
to maneuver themselves into a flight path suited to attacking: roll 1d6, on a 4 you're ready to attack, and
on a roll of 5 you are at a proper angle of attack to make a shooting attacks at ground targets, and on a 6
you may choose to do either. A roll of 1, 2 or 3 causes you spend the turn hurtling through the air. While
in flight you can still be shot at as normal, but you cannot be subject to melee attacks unless the
aggressor also has a Rokkit Pack or is otherwise capable of flight. Once you have an angle of attack set
up you resolve your melee attack roll with 1.5x your normal Krump'n and +2 to hit. If an Ork spends 4
turns in the air without making an attack, or if they are dealt more than 8 damage from shooting attacks
in one turn, they get impatient and dive right into the fray, unhooking their Rokkit Pack and hitting the
ground for 2d4d4 damage in the process. Rokkit Packs cannot be worn without first purchasing the
Stormboy trait. Rokkit Packs cannot be worn in conjunction with armor other than an 'Ard Jacket.
Compared to vehicles, an Ork flying on a Rokkit Pack counts their speed as Ded Fast.
Skrap Shield: A shield made of a hunk of crudely beaten scrap-metal. Can either be used to make an
additional attack as a Junk weapon, or block 1 incoming attack. If used to block, roll 1d10 + your
Krumpn; if the result is equal to or greater than the damage the attack dealt then the attack is
deflected, but if the result is less than the damage dealt by the attack your Skrap Shield is destroyed,
though it still takes the hit for you.
Speshul Ammo: A special type of ammo kept by a special type of Ork. Speshul ammo exchanges 2 rolls
on the Dakka Table (time spent loading instead of shooting) to produce 1 chosen result from the table (Defined at
the time of purchase). Most Speshul Ammo costs 2 Teef, but Speshul Ammo which creates one of the top 4
results costs 4 Teef. Flash Gitz or Shoota Boyz purchase the cheaper form Speshul Ammo for 1 less Teef.
Spikes: You add spikes you your armor, or just strap pointy gubbins to yourself. You gain an additional
attack that deals Krumpn damage and has AP value of 1.
Stik Bomb: Just your basic, everyday grenade. Roll 1d6 when used: on a 1 it blows up in your face, on a
4,5, or 6 it hits. Deals 2d4d4 damage to target, deals 2d4 damage to bystanders.
Tek Porta: Essentially a short-range teleportation device, Tek Portas are considered to be unreliable at
best. Tek Portas can be used to transport up to 10 Orks or Grot Mobz to any point within the users line
of sight. Whenever you use a Tek Porta, roll 1d4; on a 1 the device functions as planned and you find
yourself in your chosen destination, on a 2-4 you are teleported to a location other than the one you
intended, and may not even be within the line of sight of your starting point. After a Tek Porta is
activated it cannot be used for 1d4 days while its capacitors recharge. Mekboys using Tek Portas count
a roll of 1 or 2 as a success, and Bigmeks count rolls of 1-3 as a success. If a single player is cast astray by
a malfunctioning Tek Porta, the Warboss may choose to count them as out of action for 1d4 days, after
which they automatically use the Tek Porta to return to their point of origin. Multiple Tek Portas may
be used in tandem to transport large groups of Orks, but when doing so a 1d6 is rolled instead of 1d4,
with the same rules determining whether or not the intended target is reached.
'Uge Box 'O Dakka: Decreases all reload times by 1 turn, never runs out.
WAAAAGH Banner: When equipped a WAAAAGH Banner counts as a Junk Melee weapon and provides
a +2 Bonus to Shoutn for all purposes.
Weirdboy Totem: These crude shamanistic totems consist of seemingly mundane materials and makeup
that is somehow special to individual Weirdboyz, perhaps for sentimental reasons, and are theorized to
benefit them in a manner similar to the placebo-effect. A Weirdboy Totem may have one of the
following effects while carried or otherwise in your inventory (Grotz cannot carry totems for you):
>+2 to starting value for calculations on the Weirdboy Table
>You may change the result of any single d6 rolled for purposes of the Weirdboy Table into a 3 or a 4.
>Once per day you can attempt a Shoutn Test to ignore the effects of Perilz of Da Warp or Warp Feedback.
>Once per day you can attempt a Shoutn Test to change your Result on the Wierdboy Table to any lower-value result.
You may purchase and carry as many Weirdboy Totems as you want, but each additional Totem costs 1
Teef more than the previous one, as you must gather increasingly flashier, shinier, and more impressive
artifacts to make yourself feel more secure.
Weirdn Stikk: Weirdn Stikks are staves carried by Weirdboyz, often made of randomly acquired bits of
psykically active metals, crystals, or other looted artifacts. A Weirdn Stikk counts as either a 1-handed
or 2-handed melee weapon (your choice on purchase) and must be wielded as such in order to make use of
the benefits provided, but cannot be upgraded with melee weapon mods or addons. A after rolling on
the Weirdboy Table but before resolving the result, a Weirdboy with a Weirdn Stikk may make a
Shoutn Test; if they pass they may change their result on the table to the result directly above or below
the one they rolled, if they fail they automatically receive the Warp Feedback result (unless they rolled Perilz
of Da Warp to begin with, in which case the Perilz result is resolved normally) . The more expensive variety of Weirdn
Stikk (available for the second listed price) counts as a Powah Weapon, and allows the wielder to change their
result to the power directly above the one they rolled or ANY power below what they rolled (though doing
so still requires a Shoutn Test and carries the risk of provoking Warp Feedback just like the less expensive variety).
Whip: Allows you to give orders to Grotz more effectively when wielded.
Xtra Juice: Allows you to re-load a Burna that has run out of fuel. Can also be used as a Stik Bomb. 1-
time use.
Vehicles>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Purchasing vehicles works exactly the same way purchasing a weapon does: pick your size, pick your
modifications, and make sure youve got the Teef to afford it. Remember that any player can only own 1
vehicle, and that doing so requires the Kult of Speed trait. Operating a vehicle requires a dedicated
driver who does nothing but drive. Running over enemies deals (Krew d4) damage, but can be avoided
with a Jumpn Challenge, treating the vehicles Jumpn value as 2x its place on the speed scale (2 for Too
Slow!, 10 for WAAAGH!, etc). Anyone may forgo their Jumpn Test to get a free auto-hit melee attack against
the vehicle attempting to run them over.
Krew dictates how many Orks or grot Mobz a vehicle can hold, including the driver. A Mob consisting of
six Grotz or less counts as one passenger, a Mob consisting of more than six Grotz counts as two. For
purposes of carrying vehicles inside of one another, a vehicle takes up space equal to its Krew +1.
Repairs dictates how long it takes for a mekboy or Bigmek to make any partial repairs or modifications
on your vehicle, triple the time if the vehicle is destroyed. Multiple Mekboys or Bigmeks may work
together to repair a vehicle: using two takes the time it normally would, using 3 takes 1/3, etc. Ports
are windows or holes in the hull; one passenger can fire out of each one with a weapon they are
carrying. Speed indicates how fast the vehicle can move. Speed is measured on a 5 step Orky scale: Too
Slow!, Slow, Speedy, Ded Fast, and WAAAGH! You cannot go faster than WAAAGH speed, and moving
slower than Too Slow means you are sitting still. You can only catch up to vehicles you are as fast as, and
get away from vehicles you are faster than.