Only Waaagh! - Proposed Rules for Ork PCs

By SgtLazarus, in Only War House Rules

Orks have proven trickier than expected thus far despite the supporting material to work with from Rogue Trader as a base. Again, as I did with the Dark Kin, I've severely nerfed the Orks from the standard presented in Rogue Trader, primarily to put them on a more even playing field with the other races present in the event I should ever choose to run a mixed game.

You may find that some of the penalties that Orks receive are incredibly severe and limit them to a small niche in terms of characteristics, but it does rather reflect Orks in that respect. Much of this is justification for some of the incredible benefits their traits convey.

Stats for Ork equipment can be found by perusing the Only War rulebooks, though I encourage you to remember to subtract the NPC Ork's strength from it's weapon. Other versions of the Ork armoury can also be found in the Rogue Trader rulebooks - most notably "Into The Storm".

Proposed Specialisms

Basic Specialisms;

Orky Boy
'Ard Boy
Kommando
Stormboy
'Eavy Boy

Support Specialisms

Mekboy
Weirdboy
Mad Dok
Runtherd
Grot

Advanced Specialisms

Nob
Big Mek
Flash Git
Killa Kan/Deff Dread

Ork Characteristics

Weapon Skill - 20 + 2d10
Ballistic Skill - 5 + 2d10
Strength - 25 + 2d10
Toughness - 25 + 2d10
Agility - 15 + 2d10
Intelligence - 10 + 2d10
Perception - 15 + 2d10
Willpower - 15 + 2d10
Fellowship - 10 + 2d10

Or (-15 BS, +5 Strength, +5 Toughness, -5 Agility, -10 Intelligence, -5 Perception, -5 Willpower, -10 Fellowship.)

Orks may select talents from Rogue Trader's "Into The Storm" list of Ork talents as the GM feels appropriate.

Clan stats may be found in Enemies of the Imperium.

Orks are immune to Seduction and Corruption.

Orks are unaffected by Insanity until they reach 100 points, at which point they become a Madboy and are removed from play - often with hilarious and catastrophic results.

Orks must pass a Toughness Test to be affected by human drugs.

In place of human bionics, Orks must opt to use Ork Bionics, which count as Poor or Common Craftmanship versions, should weigh at least twice as much and be covered in crude welds, bolts, pistons and the odd exhaust pipe.

Orks cannot wear Armour sized for other races.

Non-Imperial - Orks suffer a -10 penalty to all Lore tests relating to the Imperium of Man

Speak Not Unto The Alien - Orks count all Fellowship tests as being two steps more difficult when dealing with non-Orks. This can be waived in special circumstances with the GM's discretion.

'Ard - Orks possess Unnatural Toughness 2), Sturdy, Iron Jaw & True Grit. All Medicae tests to treat an Ork's injuries receive a +20 bonus.

Made Fer Fightin' - Orks gain the Furious Assault talent and are automatically proficient with all Orky weapons.

Make It Work - Any Orky technology with the unreliable quality is not considered unreliable when wielded by an Ork.

Might Makes right - Orks may use the Intimidate Skill in place of the Command Skill when dealing with other Orkoids.

Mob Rule - Orks gain +10 Willpower for each Ork within 10m of them for Fear and Pinning tests.

Brutal Charge - Orks gain the Brutal Charge trait, with Brutal Charge (1) being the initial value when the Ork is at size category (4). For each increase in size category, increase the value of Brutal Charge by 1.

Refer to the Ratling Comrade rules for using Grot comrades.

Regular Ork Boy comrades have an additional wound state, giving them a total of 3 wound states besides Dead, with 'Ard Boy comrades able to take an additional state of damage.

Edited by SgtLazarus

Orky Boy

Characteristics Bonus - +5 Weapon Skill or +5 Ballistic Skill

Starting Aptitudes - Ballistic Skill, Weapon Skill, Strength, Toughness, Offence

Starting Skills - Athletics OR Survival, Navigate (Surface), Common Lore (Orks, War)

Starting Talents - Rapid Reload or Ambidextrous, Weapon Training (Choose 3, excluding Heavy & Exotic.)

Specialist Equipment - 4 Stikkbombs, Shoota OR Slugga & Choppa OR Burna

Wounds - 10 + 1d5

Advances - Armsman (As Weapon Specialist), Grab 'im!

Grab 'im! (300xp) - The Comrade may spend it's turn attempting to sieze an individual using the Player Character's Weapon Skill and Strength scores as appropriate. The player character determines when the comrade releases the victim, if at all. The victim is considered grappled for all intents and purposes.

Edited by SgtLazarus

'Ard Boy

Characteristics Bonus - +5 Toughness

Starting Aptitudes - Defence, Strength, Toughness, Weapons Skill, Ballistic Skill, Willpower

Starting Skills - Intimidate, Trade (Armourer)

Starting Talents - Weapon Training (Chain, Solid Projectile, Low-Tech), Die Hard OR Frenzy

Specialist Equipment - 'Ard Armour, Shoota OR Slugga & Choppa

Wounds - 14 + 1d5

Advances - 'Ard Bro (As Ogryn Little'un), Get 'ere!

Get 'ere! (As Sanctioned Psyker Overseer) - The 'Ard Boy, in typical Orky fashion, proves how 'ard he is, by grabbing his comrade and dragging him between himself and the bullets.

Edited by SgtLazarus

Kommando

Characteristics Bonus - +5 Agility

Starting Aptitudes - Agility, Fieldcraft, Finesse, Weapon Skill, Offence, Perception

Starting Skills - Stealth, Survival, Navigate (Surface)

Starting Talents - Unarmed Warrior OR Blind Fighting, Lightning Reflexes, Weapon Training (Low-Tech, Solid Projectile)

Specialist Equipment - Orky Knoife (1d10R, Tearing), Slugga

Wounds - 8 + 1d5

Advances - Ambush Strike (As Scout), Ded Sneaky

Ded Sneaky (500xp) - An Ork Kommando who emerges from concealment to attack an enemy with an ambush strike gains Fear (1) for the duration of the round on which it emerged, or if it already has a Fear Rating, it counts as one higher.

Edited by SgtLazarus

Stormboy

Characteristics Bonus - +5 Agility

Starting Aptitudes - Agility, Fieldcraft, Weapon Skill, Offence, Toughness, Strength

Starting Skills - Operate (Surface), Navigate (Surface)

Starting Talents - Ambidextrous OR Lightning Reflexes, Frenzy, Weapon Training (Low-Tech, Solid Projectile)

Specialist Equipment - Choppa, Slugga, Rokkit Pack

Wounds - 12 + 1d5

Advances - Ork's Away!, Watch My Back! (As Brawler)

Ork's Away! (300xp) - When making a charge attack, the Stormboy may declare "Ork's Away!", using himself as a fleshy missile. He collides with the victim, adding 1d5 damage to the damage dealt for every 5m travelled as part of the charge, in addition to his normal attack damage.

Edited by SgtLazarus

'Eavy Boy

Characteristics Bonus - +5 Strength

Starting Aptitudes - Strength, Toughness, Offence, Defence, Ballistic Skill, Perception

Starting Skills - Awareness, Intimidate, Survival

Starting Talents - Weapon Training (Heavy, Low-Tech, Solid Projectile.), Rapid Reload OR Technical Knock

Specialist Equipment - Rokkit Launcha with 5 Rokkitz OR Deffgun

Starting Wounds - 12 + 1d5

Advances - Loota OR Tankbusta, Loader (As Heavy Gunner)

Loota (300xp) - If allowed sufficient time to pick over the dead, Lootas have a knack for finding the best gubbinz discarded on a battlefield. The Loota may make requisitions as though they were at a camp, with an added step of difficulty due to the difficulties in picking out items among the dead.

Tankbusta - The Tankbusta has become adept at hunting his favoured prey on the chaotic and war-torn battlefields of the 41st millennium. When targeting a vehicle, he knows where to aim to hit the sweet spots, and may make an Awareness test to hit the desired facing regardless of actual direction. If the opponent has Crack Manoeuvring, then this becomes an Opposed Test.

Edited by SgtLazarus

Mekboy

Characteristics Bonus - +5 Intelligence

Starting Aptitudes - Intelligence, Tech, Defence, Knowledge

Starting Skills - Tech-use, Two Trade Skills of player's choosing, Operate (Surface) OR Operate (Aeronautica) OR Operate (Voidship)

Starting Talents - Weapon Training (Pick 3), Orthoproxy, Technical Knock

Specialist Equipment - Shokk Attack Gun, Big Wrench

Wounds - 10 + 1d5

Advances - Worky Gubbinz, Kuztomization.

Worky Gubbinz (250xp) - Mekboy counts all Ork weapons as Reliable.

Kuztomization (250xp) - The Mekboy can improve the quality of a firearm temporarily. It goes up a grade in quality until the next time it needs to reload, in which event the weapon breaks and needs to be repaired. Both the Kuztomization and the Repair take a number of minutes equal to the number of half actions taken to load the weapon.

Edited by SgtLazarus

Weirdboy

Characteristic Bonus - +5 Willpower

Starting Aptitudes - Willpower, Psyker, Defence, Ballistic Skill, Offence

Starting Skills - Psyniscience, Awareness

Starting Talents - Warp Sense, Weapon Training (Low-Tech)

Starting Traits - Psyker, Psy Rating (1), Perils of the Waaagh!, Da Power of Waaagh!

Specialist Equipment - Psy-Focus

Wounds - 8 + 1d5 Wounds

Advances - Increase Psy Rating (As Sanctioned Psyker), Lightning Rod

Lightning Rod (300xp) - The Weirdboy may use his Psy-Rating as the penetration value of his attack if it is higher than the weapon's innate Penetration value.

*Please consult the Rogue Trader book, "The Navis Primer" for Perils of the Waaagh!, and Da Power of Waaagh! and available Weirdboy powers and talents. GM discretion is advised in assessing their compatability with Only War.

Edited by SgtLazarus

Mad Dok

Characteristics Bonus - +5 Intelligence

Starting Aptitudes - Intelligence, Fieldcraft, Knowledge, Weapon Skill, Strength

Starting Skills - Medicae, Trade (Chymistry)

Starting Talents - Jaded, Orthoproxy, Weapon Training (Low-Tech)

Specialist Equipment - Dok's Tools, Medkit

Starting Wounds - 10 + 1d5

Advances - Orderly, Malpractice

Orderly (250XP x Number of Orderlies, Minimum 250.) - In addition to his normal comrade, Mad Doks travel with a number of Grot Orderlies. Each Orderly assisting a Mad Dok on a Medicae Test grants a +5 Bonus. This assistance is only usable with Orkoid Patients.

Malpractice (400xp) - Such are the tales of Malpractice and experimental sadism of Mad Doks, that even Orkz are terrified of these Oddboyz, and their malicious glee has an overbearing horror toward other races as well. The Mad Dok gains Fear (1).

Edited by SgtLazarus

Runtherd

Starting Aptitudes - Weapon Skill, Offence, Strength, Leadership, Toughness, Fieldcraft, Perception

Starting Skills - Intimidate, Survival

Starting Talents - Air of Authority OR Heroic Inspiration, Weapon Training (Low-Tech, Solid Projectile, Power)

Specialist Equipment - Grot Prod, Slugga

Starting Wounds - 12 + 1d5

Special Comrade - At creation, a Runtherd must declare whether he is specialised in herding Grots or Squigs. On making this decision, his Orky comrade is replaced with a Grot or Squig. Squigs cannot make ranged attacks.

Advances - Moar!, Pile On!

Moar! (400xp) - Every time this advance is purchased, the Runtherd gains another Comrade of his chosen type.

Pile-On! (500xp) - The Runtherd bellows at his charges and gives encouraging swipes with his Grot-Prod. He makes a challenging intimidate test, and uses the degrees of success to determine the number of attacks made by his minions. This is a half-action.

Grot

-10 Weapon Skill, +15 Ballistic Skill, -15 Strength, -10 Toughness, +10 Agility, +10 Intelligence, +10 Perception, -5 Willpower

Starting Skills - Dodge, Stealth, Survival, Awareness

Starting Talents - Heightened Senses (Hearing), Street Fighting, Unarmed Warrior, Weapons Training (Low-Tech, Solid Projectile)

Starting Traits - Size (Weedy), Reduced Unnatural Toughness (1)

Specialist Equipment - Tools, Knife

Special Comrade - Grots pair up with other Grots, rather than larger Orks.

Advances - Grot Luck, Nuisance

Grot Luck (300 x Grot Luck level, minimum 300) - The Grot gains what is effectively an additional Fate Point per each time this advance is taken, to a maximum of 5. However, these fate points behave as though temporary fate points, and cannot be burned.

Nuisance (xp) - One of the few benefits of being a Grot is that people tend to underestimate you. A Grot may make a Stealth Test during combat to appear as only a minor nuisance in comparison to it's larger kin. This stealth test is opposed by Scrutiny. Should the enemy fail to outdo the Gretchen, he dismisses them as a lesser threat, and instead attacks a larger target nearby.

Edited by SgtLazarus

Nob

Any Non-Grot can become a Nob, with the exception of Weirdboys, but this does not serve as a prerequisite to move into other specialisations.

New Aptitudes - Weapon Skill, Ballistic Skill, Offence, Defence, Leadership, Strength, Intelligence

New Talents - Air of Authority & Heroic Inspiration OR Combat Master

New Traits* - Size Increase, Auto Stabilised, Unnatural Strength (2), Increased Unnatural Toughness to 4.

* Nob traits are retained on leaving the specialism. When a Nob dedicates to the Nob Specialisation, he increases an additional Size category for each Dedication, and gains an additional point of Unnatural Strength and Unnatural Toughness

Specialist Equipment - Nobz retain their specialist equipment from their last non-Nob specialisation.

Advances - Monster, Get Da Boyz!

Monster (400xp) - The Nob increases the value of their Fear rating by 1. If the Nob did not already possess a Fear rating, he gains Fear (1)

Get Da Boyz (400xp) - The Nob adds another Boy to his retinue of comrades. This advance may be taken a number of times equal to the Nob's Natural Strength Bonus.

Nobz may also purchase the Commander specialism's orders.

Edited by SgtLazarus

Big Meks have been scrapped. A "Mekboy Nob" will essentially fulfil the role of Big Mek.

Edited by SgtLazarus

Flash Git

New Aptitudes - Weapon Skill, Ballistic Skill, Offence, Perception, Toughness, Defence

New Talents - Munitorum Influence OR Technical Knock & Weapon Training (Heavy)

Specialist Equipment - 'Ard Armour, Choppa, Single weapon of choice.

Advances - Stabilise (As Heavy Gunner), Armsman (As Weapon Specialist)

Edited by SgtLazarus

Killa Kan / Deff Dread

Grots who enter this advanced specialisation become Killa Kans. Orks who enter this advanced specialisation become Deff Dreads. This specialisation is permanent.

Killa Kans / Deff Dreads lose the benefit of Comrades.

New Aptitudes - Weapon Skill, Offence, Toughness, Defence, Tech, Strength

New Talents - Blind Fighting & Ambidextrous OR Independent Targeting.

New Traits - Walker, Enclosed, Ramshackle.

Specialist Equipment - Two weapons from the lists provided on Page 55 or 57 respectively of Enemies of the Imperium.

Special - Becoming vehicles in their own right, Killa Kans / Deff Dreads lose their Toughness and Unnatural Toughness values (and Unnatural Strength if they have it). In exchange, they receive 20 armour on all facings, a Tactical Speed of 9m, a Cruising Speed of 30kph, Manouverability bonus of +10. A Deff Dread's weapons are mounted to it's body and must be fitted and removed using a Trade (Armourer) test when a change is desired in loadout.

Advances - Due to the powerful nature of this specialisations, they may not receive additional advances.

Edited by SgtLazarus

Added Brutal Charge to the Orks' racial traits.

Ork comrades have, due to playtesting, gained an additional wound state, as noted in the initial (edited) post.

I love this, can't wait to show my players the "new regiment" they'll be playing as. Imagine their faces when they realize that the commissar screaming in their face (imagination run wild) is actually a nob!