Friday, October 19, 2012

WH40K Campaign: Space Orks

One of the most prevalent group of creatures that inhabit B.R.7 are the orks left over from the failed invasion of Black Reach. Thus, I need to convert several of the ideas about WH40K orks into stats I can use at the table.

There are three things I have to note about the way I am going about this conversion:

  1. There are going to be discrepancies between my interpretation of certain types of oddboyz and WH40K canon for the purpose of having a working set of statistics.
  2. For the moment, I have no conversion for Madboyz. I have three possible ways to go: 1) Use the psionic rules of Stars Without Number and determine the number of disciplines and powers by the number of orks in the area 2) Use various Mental Mutations from Mutant Future placed in a table to determine which is available on a particular round and modified by the number of orks in the area 3) Use various psionic powers from Realms of Crawling Chaos, again using a random table modified by the number of orks in the area. The first is most likely to be the most effective, whereas the latter two are a bit more fun (with MF being more gonzo than RCC). I just haven’t made up my mind yet.
  3. I am going to use a modified S&W stat block. There are a couple of reasons for this. First and foremost, I have come to find that it is the easiest to both prepare and use and the table. It has just about everything I need to know about the monster. On most occasions, I would quibble with myself over this statement because normally I insist on things like % in lair and Hoard Class/Teasure Type. These two stats, however, are not going to be necessary. There is not going to be a whole lot of wilderness exploration where orks are involved and traditional D&D/LL treasure is not going to be a major part of the campaign. HD = Hit Dice; AC = Armor Class; Att = Attack & Damage; ST = Saving Throw; Sp = Special Abilities; MV = Movement; Al = Alignment; Mor = Morale

Space Orks


No one can control the wind and stop it from blowing, no one can control the day of death. From war there is no escape, no more can wickedness save the person who commits it. — Ecclesiastes 8:8

Space Orks are a genetically engineered race whose sole purpose is war. Who engineered them and for what purpose is lost to the mists of time. Presently, they are a plague upon imperial space. Mostly, they fight amongst themselves; however, warbosses of great prowess and power are able to organize large groups of orks into what is known as a WAAAGH! that conquer entire worlds, spreading destruction and chaos as they go.

One of the more interesting aspects of space orks is that their technology does not function for any other race. Indeed, their technological prowess is genetically engineered into them — they have no real knowledge of how or why it works. Rather, their is a latent psionic power that exists within groups of orks that through their belief that the technology will work, it does. Outside of this psychic field, it doesn’t.

One of the side-effects of this reality (besides the inability of adventuring parties of looting space orks for their technology) is that in within the remnant ork warbands inside of B.R.7, this psychic belief is waning and the technology starts to malfunction. A minimum of five space orks are required for their tech to work without a glitch. For every ork less than five, there is a 25% chance that their tech will malfunction when it is used. Thus, if there is only one ork, all the the tech ceases to function at all.

Space Orks

HD 2
AC 6
Att 1d8 (pistol) or 1d8 (sword/axe)
ST 16
Sp Burst Fire (+2 to hit w/pistol), Flank (+1 damage in HTH)
MV 90’
Al Chaotic
Mor 8
Also known as Orkboyz, these form the vast majority of any ork mob or WAAAGH! They are cruel creatures who have no word for diplomacy and solve every problem by fighting. They are normally armed with “Shootas” (the equivalent of a semi-auto pistol) and a “Choppa” (a sword or an axe). In missile combat, orks can use burst fire to get a +2 to hit. In HTH, if they are able to flank an opponent, they get +1 to all damage.

Oddboyz

These are orks with special skills not found in the typical ork trooper. These include Mekboyz, Painboyz, Runtherdz, Gretchin, Wildboyz, Snotlings, Nobs and Madboyz.

Mekboyz

HD 3
AC 2
Att 2d6 (thermal pistol) or 2d6 (power claw)
ST 15
Sp Life Support
MV 90’
Al Chaotic
Mor 9
Mekboyz are orks with the genetic encoding to create advanced technology. In combat, they wear powersuits that allow them to survive in hostile environments, to wield the otherwise dangerous to use thermal pistol and the strength to use a power claw.

Painboyz

HD 2
AC 6
Att 1d8 (pistol) or 3d6 (poison)
ST 16
Sp Cause Frenzy, Poison
MV 90’
Al Chaotic
Mor 8
Painboyz are what pass for field medics in ork mobs. In combat, they carry spiked gauntlets attached to canisters filled with what passes for ork medicine. When used against non-orks, it functions as a poison doing 3d6 damage (save for half). When used on an ork, it sends them into a frenzy. They gain +1 to hit and damage and are able to ignore death until they are at -10 hp.

Runtherdz

HD 3
AC 5
Att 1d6 (whip) or Special (Snotling Gun)
ST 15
Sp Snotling Swarm, Raise Morale
MV 90’
Al Chaotic
Mor 9
Runtherdz are those orks that are capable of corralling and controlling the smaller members of the ork mobs — the Gretchin and the Snotlings. When Getchin and Snotlings are within 60’ of a Runtherdz, they use the morale of the Runtherdz rather than their own.

Runtherdz sometimes use a specialized weapon called the Snotling Gun. It fires up to three Snotling Swarms (see below).

Gretchin

HD 1
AC 7
Att 1d6 (pistol) or 1d6 (knife)
ST 17
Sp none
MV 120’
Al Chaotic
Mor 6
Gretchin are either space ork young, or a smaller variety of ork. They are generally used as cannon fodder and the driven into combat by Runtherdz.

Snotling Swarm

HD 8
AC 7
Att Swarm 1d6
ST 9
Sp Swarm
MV 90’
Al Chaotic
Mor 10
Snotlings are the smallest of the ork-kin, and are generally seen as the most useless. Individually they have little courage and little combat prowess; however, orks have found that when sent en masse through a warp tunnel from a Snotling Gun, they go temporarily insane and start biting and clawing anything they come in contact with. Such a swarm will automatically do 1d6 damage to anyone in a 10’ square.

Wildboyz

HD 3
AC 7
Att 2d6 (great sword/axe)
ST 15
Sp Berserk Rage
MV 90’
Al Chaotic
Mor 10
Wildboyz are feral orks that have not yet exhibited the ability to build or maintain technology. In combat, they only wield primitive HTH weapons, but are able to induce in themselves a berserk rage which gives them a +1 to hit and damage in HTH and they are able to ignore death until they are at -10hp. If a wildboy is treated by a painboy, the effects are cumulative.

Nobs

HD 6
AC 2
Att 2d6+2 (mag pistol) or 2d6 (great sword/axe)
ST 11
Sp Morale Boost
MV 90’
Al Chaotic
Mor 12
Nobs are the “nobility” of the ork mob. They are some of the biggest and strongest of their kind, able to inspire their fellow orks to greater feats of chaos and destruction. All orks involved in a battle where a Nob is present increase their morale by 2.

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