Untitled Document
Untitled Document
Weapons: Nobs can be armed with any weapon from the Ork Weapons lists except for heavy
weapons.
Boy – 65 Credits
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A mob can include as many Boyz as can be afforded. Boyz begin with 20+D6 exp. Boyz may
roll for skills in the Ork, Ferocity, and Combat skill tables.
Weapons: Boyz can be armed with weapons and equipment from the Hand-to-Hand Weapons,
Basic Weapons, Pistols and Stikkbommzs lists.
Mek – 80 Credits
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A mob can include 2 Meks. Meks start the game with 60+D6 experience. Mekz may roll for skills
in the Ferocity, Ork, Combat, and Shooting skill tables.
Weapons: Meks can be armed with any weapons and equipment that are not denoted as “Nob
only”.
Yoof - 35 Credits
A mob can include a number of Yoofs equal to half the total number of Boyz in the mob; i.e. a
mob has a 2:1 Boyz:Yoofs ratio at most. Yoofs begin with no experience. Yoofs may roll for
skills in the Ork and Ferocity skill tables.
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Weapons: Yoofs can be armed with weapons and equipment from the Hand-to-Hand Weapons,
Basic Weapons, Pistols and stikkbommz lists.
Toughness: Yoofs quickly harden up in the harsh underhive, helped along by a diet of regular
fighting. When Yoofs have gained enough experience to become fully fledged Boyz, they gain
+1 to their Toughness in addition to their normal advance.
Grot – 25 Credits
A mob can include a number of grots not greater than the number of Orks x2. Any mob that
includes grots must denote one Ork Boy as the Slaver, which confers no special effects upon
the mob other than that the Boy is obligated to buy a whip. Grots begin with 25+D6 exp. Grots
may roll for skills in the stealth skill table.
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Weapons: Grots are armed with a knife and a blasta, six-shoota or blunderbuss chosen from the
Pistols and Basic Weapons lists respectively.
Runty Gitz: Grots are a small target – any model attempting to shoot at a grot takes a -1
modifier as per the Necromunda rules for small targets.
Weedy Gitz: A grot that charges an enemy already engaged in combat with a man-sized or
larger model adds +2 to his combat score instead of 1. This represents the grot sinking a blade
into the enemy’s leg, clawing his groin, or otherwise taking advantage of his seemingly
inconsequential presence and the enemy’s preoccupation with the bigger threat. (har har har)
Weapons
Hand-to-Hand Weapons
Chain/Flail/Whip - 10
Knife (first knife free) - 5
Club/Choppa – 10
Loud Choppa - 15
Pistols
Slugga - 15
Blasta - 10
Six-Shoota - 10
Basic Weapons
Shoota -20
Autogun - 15
Blunderbuss - 8
Boomstikk (scatter solid shotgun) - 20
Equipment
Gitfinda – 50 credits
A model with a gitfinda may measure the distance to one model in the shooting phase before
selecting a target. This ability cannot be used on Overwatch.
More Dakka – Weapon cost /2
Many ork weapons can be modified for ‘more dakka’, which increases the weapon’s rate of fire.
More dakka allows a fighter armed with a Sustained Fire weapon to reroll one or more of a
weapon’s Sustained Fire dice each shooting phase. However, the ammo roll of a weapon that
takes advantage of this re-roll will be reduced to 6+ for that shooting phase. This upgrade
cannot be applied to pistols or weapons that do not use the Sustained Fire rules.
Kombi-Skorcha – 40 credits (Nobz and Mekz only)
A kombi-skorcha upgrade is nothing more than a simple hand flamer-like device built into a
weapon. A model with the kombi-skorcha upgrade counts as being armed with a hand flamer in
addition to his other weapons, even if there would normally be no free hand to operate the hand
flamer. This upgrade cannot be applied to pistols.
Bosspole – 50 credits (Nob only)
Nobz often carry a huge banner, wear an iron jaw, or have some other symbol of leadership to
remind da ladz who’s in charge. A Nob with a bosspole is assumed to automatically pass any
leadership test he is called upon to make if he so chooses (a player is still able to voluntarily
bottle, for example).
Ammo Runt – 15 credits (mekz and nobz only) An ammo runt is nothing more than a glorified
gretchin responsible for carrying the Ork’s ammo. The Ammo Runt allows the Ork to
automatically pass one ammo check per game (and automatically avoid a weapon explosion if
using Blastier rounds). Don’t worry about feeding the ammo runt in the post-battle phase; it’s
assumed he’s able to scrounge enough food to survive or that his owner will make sure he’s fed
- and no, the ammo runt cannot be eaten.
Attack squig – 40 credits (Nobz only)
Some Nobz keep squigs as pets, using them as attack dogs of sorts in battle. A Nob with an
Attack Squig automatically inflicts one strength 3 hit upon his opponent in H2H, even if he loses
the combat or is charged when he is down. The squig plays no further part in battle if the Nob is
OOA.
Reload – Weapon cost /2 As per the Necromunda rulebook
Ammo
Shootier – Weapon cost /2
Ork weapons come in all shapes and sizes, even amongst the most basic of mek-produced
weapons such as sluggas. An ork weapon that has been built or modified to chamber larger
rounds than normal is known as being “shootier”. A fighter firing a “shootier” weapon may reroll
the To Wound die, but a roll of 6 on the reroll will cause an ammo check exactly as if a 6 had
been rolled on the To Hit die (the wound still counts even if the ammo check is failed, however).
Note that as with all ammo types, the effects of having multiple types of ammo are not stackable
– so no, you can’t have a shootier, blastier shoota; at least not at the same time.
Blastier – Weapon cost/2
Some mekz have been known to create special rounds with greater armor-penetrating ability for
their mobs. These “blastier” rounds bestow an additional -2 save modifier upon their weapon in
additional to the weapon’s basic armor modifier – thus a Blastier Big Shoota would have a save
mod of -3, for example. Like most orky inventions, these rounds are not perfectly stable,
however – a fighter with a Blastier weapon will be forced to check for a weapon explosion every
time an ammo check is required of the weapon (even if the ammo check was passed – pretend
you rolled a 1!) Note that as with all ammo types, the effects of having multiple types of ammo
are not stackable – so no, you can’t have a shootier, blastier shoota; at least not at the same
time.
Manstopper – 5 Credits
As per the Necromunda rulebook
Bolt - 15 Credits
As per the Necromunda rulebook
Hot Shot – 5 credits
As per the Necromunda rulebook
Campaigns
Maximum Ork stats:
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Maximum Grot stats:
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ADVANCE ROLLS
Make any Advance rolls that are due immediately after
the battle so that both players can witness the result.
Roll 2D6 and consult the Advance Roll table below.
2D6 Result
2 New Skill. Choose any of the Skill tables except for Agility and randomly generate a skill from
it.
3-4 New Skill. Select one of the standard Skill
tables for your gang and randomly generate
a skill from it.
5 Characteristic Increase. Roll again:
1-3 = +1 Strength; 4-6 = +1 Attacks.
6 Characteristic Increase. Roll again:
1-4 = +1 WS; 5-6 = +1 BS.
7 Characteristic Increase. Roll again:
1-3 = +1 Initiative; 4-6 = +1 Leadership.
8 Characteristic Increase. Roll again:
1-4 = +1 WS; 5-6 = +1 BS.
9 Characteristic Increase. Roll again:
1-3 = +1 Wounds; 4-6 = +1 Toughness.
10-11 New Skill. Select one of the standard Skill
tables for your gang and randomly generate
a skill from it.
12 New Skill. Choose any of the Skill tables except for Agility and randomly generate a skill from
it.
Income: Ork “teef” are a novelty item in the underhive, especially common amongst juves trying
to prove their toughness and win approval from gang superiors. Each Ork generates D6 income
in every post battle phase. Any Ork that suffers a serious injury also generates an additional D3
income.
Outlanders: Orks are seen as alien and unnatural to the hive (and with good reason). As such,
ork mobs may not make use of Hired Guns. Nonetheless, Orks use the Necromunda rare trade
chart when determining what rare items are for sale – they have no interest in trinkets like snake
venom! Orks always receive just D3 rare item offers, as most merchants are understandably
hesitant to sell weaponry and equipment to xenos. Orks may sacrifice one offer to buy a non-
house weapon such as a lasgun or a meltagun as normal. For such purposes, any weapon
listed in this supplement is considered a “House” weapon for the orks, while all other weapons
require a rare trade offer in order to be purchased. Note that non-orks may not buy ork weapons
in this fashion; most ork weapons only work because of the latent psychic abilities all orks
posses.
So many mouths to feed: Orks must pay 3 credits per Ork and 1 credit per grot in the post-battle
phase in order to stave off starvation. Grots can also be used as a food source in desperate
times. Randomly determine which grot is eaten by the hungry mob – a grot that is consumed in
this way provides D6 credits worth of food for the mob. The eaten grot is then dead, (of course),
but the ork mob may retain his equipment.
Raiders: Orks operate on Necromunda as roaming warbands of warriors who fight, pillage, eat,
and then move on. As such, the mob will only ever have one territory. Randomly generate a
territory on the outlaw table. If forced to lose their territory, the orks will randomly generate a
new territory on the same table. Orks cannot take territories, only kill and loot enough to leave a
territory empty, scare off its denizens, or otherwise cause so much havoc that it’s no longer
economical for a rival gang to maintain the territory. If a mob defeats a rival gang so badly that
the enemy would normally lose the territory, the gang abandons the territory and the Ork mob
loots double the territory’s basic value (or double the maximum value if the territory’s income
generation is randomized) instead of taking the territory itself. If an enemy gang bottles when
fighting the orks, the orks gain D6 x 2 credits as they take the time to pillage what they can or
scour the streets for loot left behind by the rival gang. The orks gain nothing for bottling
themselves – in fact, they leave behind D6 credits’ worth of teef.
Recruitment: Orks are not terribly common on Necromunda, and as such it’s fairly difficult to
recruit new members for an ork mob. A scout (boy, grot, or mek) can be sent into the wastes to
search for new members, similar to how conventional gangs receive rare trade offers. Any scout
sent into the wastes does not generate teef. Roll a D6 for every scout:
1. The scout vanishes into the wastes never to be seen again. Whether captured, killed,
lost, or simply sick of da Boss and deserted, the scout is for all intents and purposes dead.
2. One Grot found.
3. One Yoof found.
4. One Boy or Mek found.
5. One type of ork of the player’s choice found.
6. D3 orks of the player’s choice found.
Grots may only recruit other grots; if a Grot is sent into the wastes as a scout, simply replace all
the table’s references to Yoofs, Boyz, or Meks with Grots. Note that a player may always
choose not to hire the recruits the scout finds.
Captives: Any captured orks without the ‘Escape Artist’ skill are simply killed if not rescued –
real Orks would never stoop so low as to negotiate with puny ‘oomies, and as every
Necromundan knows, the only good ork is a dead ork! The capturing gang may sell the ork’s
hide on the black market for D6 credits.
Similarly, no gang leader is crazy/naïve enough to attempt to negotiate for the release of a
ganger with monsters like orks! The ork mob may choose to bait D6 credits’ worth of food with
the captive’s carcass unless rescued. However, ork players with fluff in mind may also choose
to release a particularly potent ‘skumgrod’ instead; the captive is simply returned to his gang
with no further effect. The ork player is not obliged to release a captive right away, of course – a
real kunnin’ boss would let those weedy ‘oomies walk into a trap first, har har!
Leadership, or “I’s da biggest, so I’s da boss!”: In the event that the Nob dies, a new Nob is not
chosen based upon the Leadership stat of the remaining Orks, but rather the number obtained
by adding together each Ork’s Strength and Toughness stat. If there is a tie between two or
more Orks, then the Ork with the higher Leadership stat is the new Nob. If there is still a tie
between two or more Orks, then the more experienced Ork is the new leader.
Grot Mobs
If a player is completely incompetent and manages to get all his Orks killed, leaving only Grots,
the mob then becomes a Grot gang. The Grot with the highest leadership then becomes the
Grot Boss and gains access to every skill table except for muscle; this process is repeated if the
Grot Boss is killed. As per the recruitment rules, Grot gangs may only recruit more Grotz. Note
that alternatively a mob may be disbanded as per the Necromunda rules.