Hur Hur Hur...

It is years since the Orks first tried to invade Necromunda. A drifting space hulk full of Orks crashed onto the planet but the combined forces managed to wipe out the green hordes, or did they?
A few of the orks managed to escape to the hive bottom and live off the fungus there and whatever squigs they had with them after several years of waiting the ork hordes have grown to quite a substantial size and need to expand above the hive bottom. But first they must know what lies above so they send in the kommandos to scout around steal supplies and generally GIVE DA HUMMIES A TASTE OF DA BOOT LEATHA!!!!

Being an ork player in Wh40k (and as some of my friends put it being an ork) I was quite keen on the idea of using orks in Necromunda. I have seen quite a few attempts at translating the 40k orks to Necro but most of them, whilst fair and everything, have ammounted to little more than a standard gang with +1 toughness and -1 initiative. So I though I'd try and do better myself and make an ork gang that was substatially different to the other gangs, and if possible had a decent plot allowing extra gang members to arrive after the gang has been started. And so, whilst considering the plot I though of the Blood Axe Kommandos, a gang who _all_ have infiltrate and high stats well after alot of work this is what I came up with.
I decided that with the huge cost of the kaptin it would be best to let the player choose whether or not to buy him so I created the sargeant who doubles up nicely as the special weapons ork. Having done the basic rules I still wasn't quite content, they just weren't orky enough, I wanted guns that blew up in my face, I wanted ridiculous bionics and I wanted gretchin, so I set about writing the ork rare trades table and when this was finished the gang finally seemed to be truely orky.
Actually most of the orkyness comes from the rare trades and the table could be easily adjusted for use with other ork mobs (all that would need changing is the events table).

Please try out these rules and mail me with any comments, advice, flames etc.


Stats and Costs

TroopMWsBsSTWIALdStarting EquipmentCostExp
Kaptin 455452528 Bolt Pistol, Flak Armour325200+D6
Sargeant 444341318 Bolt Pistol, Axe, Frag Stikkbombz, Flak Armour160100+D6
Kommando 444341317 Bolt Pistol, Axe, Frag Stikkbombz, Flak Armour14060+D6
A Kommando mob must have either a sargeant or a kaptin to lead it. (the mob may have both)
The starting equipment may not be sold except when replacing the Bolt Pistol with a
Boltgun or the Axe with a Power Axe.
N.B. The Kommandos to tend to start with quite a high gang rating, so in a new campaign you may want to start them with less than 1000 to spend.

Skills

All Blood Axe Kommandos have infiltrate and survivalist (see below).
As orks Blood Axe Kommandos are immune to pinning from non-wounding hits.
(i.e. they still become pinned from flesh wounds and falling(but not jumping down))

Blood Axe Kommandos gain skills at the usual times.
Kommandos can have Muscle, Ferocity, Combat, and Stealth skill groups.
Sargeants can have Muscle, Ferocity, Combat, Stealth and Shooting skill groups.
Kaptins can have Muscle, Ferocity, Combat, Stealth, Shooting and Agility skill groups.


Equipment

Standard Equipment:-
Kommandos and Trainees can have close combat, pistol, basic and stikkbomb weapons.
Sargeants and Kaptins may also have special weapons.
Gretchin may have hand to hand, pistol and gretchin weapons although only gretchin with 20 or mor exp may use shotguns.

Hand to Hand WeaponsBasic WeaponsGretchin Weapons
Axe10Boltgun35*Autogun20
Chainsword25Special WeaponsBlunderbuss10
Power Axe45**Handbow5
Power Sword55Flamer40Musket5
Sword10Melta-gun95Shot-Gun20
Massive Weapon15Plasma Gun70Bolt Ammo15
PistolsStikkbombzHot-Shot5
Auto Pistol15Manstopper5
Bolt Pistol20Frag30Stub-Gun10
Hand Flamer20Krak50Dum-Dum5
Plasma Pistol25Melta50
*The Boltgun can be bought for 15 as a replacement for the initial Bolt Pistol
**The Power Axe can be bought for 35 as a replacement for the initial Axe

Rare Trade Chart and Details:-

11) Event:-
2D6EventEffect
2Urgent MissionMake no more rolls on the rare trades table until after the next mission.
3Mission Unimportant*You may buy no more Mob-members until after next mission (Exc. Gretchin)
4-6Slight DelayGain 1 extra tooth per Ork in mob
7Warbosses FavourHave 3 extra rolls on the rare trades table
8-10Major DelayGain D6 extra teeth per Ork in mob
11Special Mission*You may buy one member of your mob for half price
12TrainingYou get one 'trainee' free (details below)
* If Mission Unimportant and Special Mission are both rolled they cancel each other.
12-13) Mekboy: Power Fist (85+3D6)
14-16) Mekboy: Kombi-Weapon (100+3D6)(D4: 1=twin-bolters 2=bolta-flamer 3=bolta-plasma 4=bolta-melta)(see below)
21) Mekboy: Auxilary Grenade Launcher (80+2D6)(see below)
22-24) Mekboy: Kustom Weapon (D6: 1-3=Kustom Shoota(200+4D6) 4-6=Kustom Blasta(300+4D6))(see below)
25) Mekboy: Rare Weapon (D6: 1-4=Master-Krafted Bolt Pistol(100+4D6) 5-6=1 In a Million Weapon(twice normal cost))(see below)
26) Mekboy: Weapon Reload(half weapon cost)
31) Mekboy: Grapnel(30+D6)
32) Mekboy: Silencer(10+D6)
33) Mekboy: Koncealed Blade(10+D6)
34) Mekboy: Infra-Goggles(30+D6)
35) Mekboy: Force-Field (D6: 1-4=Refractor Field(50+3D6) 5-6=Kustom Force Field(200+4D6))(see below)
Kustom Force Field: Whenever an ork with a kustom force field is shot roll D6 and subtract the roll from the strength of the shot, if a six is rolled the shot is canceled out completely but the force field shorts out and the ork suffers a strength 3 hit and the force field may not be used again until the next encounter.
36) Mekboy: 'Eavy Armour (same as Carapace)(70+3D6)
41) Painboy: Frenzon (50+2D6)
Frenzon can be used to induce frenzy or hatred into the model immediatly with no
test against Ld required, this state can be negated at any time. Every time a dose
is administered roll D6 on a 1 the model suffers D3 wounds.
42) Painboy: Medipakk (80+4D6)
43) Painboy: Doc's Surprise:-
Cancels out any and all (physical) injuries except old battle wound.
N.B. This includes impressive scars and horrible scars.
Select an ork to receieve treatment, pay 60+2D6 and then roll on the chart below.
2D6TreatmentEffectrating
2Steel JawNo effect what-so ever, what a waste of teeth0
3-5Fungus BloodSame as bio-booster50
6-7Fungus Breath+1 attack, due to the ultimate halitosis25
8-9Armour Plating+1 toughness50
10-11Fuel Injection Implant+2M +2I, the ork is fitted with an injection system for ork vechile fuel120
12Cybork Body+2S +2T, not much ork left at all mainly metal200
No ork may have more than 1 Doc's Surprise
44-46) Painboy: Rebuilt Kranium:-
Cancels out any head wounds,lost eyes, and partially deafened
Select an ork to receieve treatment, pay 30+D6 and then roll on the chart below.
2D6TreatmentEffectrating
2Steel SkullHead-butt attack(+1 S in charging round), acts as a Madboy0
3-6Auto-SensesCannot be blinded etc.30
7-8Respirator Mouth PieceAs respirator in Necromunda10
9-11Ordinary Bionik EyeStandard Bionic Eye as in Necromunda50
12Teleskopic EyeCombines the effect of a bionik eye with that of a teleskopic sight.60
Orks with Steel Skulls, do not suffer from the head wound injury on the injury chart
Any ork under-going head surgery has a 25% chance of gaining one psychic power (Wyrd minor power chart)
51-53) Painboy: Bionik Leg:-
Cancels out any leg wounds.
Select an ork to receieve treatment, pay 80+2D6 and then roll on the chart below.
2D6TreatmentEffectrating
2-3Peg-leg-1M, the ork receives a 6+ unmodifiable save in battle, if this comes up the ork is suffers a additional -1M for the rest of the battle and no longer receives the save0
4-8Standard LegAs in Necromunda80
9-10Suction FeetThe ork may walk on walls and even ceilings, if the ork is downed whilst doing this he falls and takes appropriate damage100
11-12Telescopic Legs+2M, the ork may raise himself 2 inches above the ground and back down at will, the ork may also do pop up attacks (of two inches), the ork may cross obstacles up to 2" high with no penalty, the ork may also hold onto a ledge and pull his legs up beneath him for two movement100
54-56) Painboy: Bionik Arm:-
Cancels out any arm or hand wounds.
Select an ork to receieve treatment, pay 80+2D6 and then roll on the chart below.
2D6TreatmentEffectrating
2-3WeaponThe ork has a hand weapon moulded onto his arm and therefore can not use the arm for anything else.(D6: 1-2=knife 3-4=axe 5=sword 6=chain-sword)As weapon
4-5Concealed BladeThe ork has a blade concealed in his arm, treat like the concealed blade in Necromunda10
6-7Standard Bionik ArmAs bionik arm in Necromunda80
8-9Grapple ArmThe ork may shoot the grapple 4" where it has a 75% chance of grappling an opponent (assuming there is one within the 4"), a grappled opponent acts with a WS & BS of one and cannot move, the ork can also use the grapple for climbing and descending buildings, again it has a range of 4"100
10Spike Arm+1WS and always counts as having higher Initiative in close combat, the arm contains concealed spikes which may be extended and retracted by the ork80
11-12Squig Attack ArmIn hand to hand combat the ork may unleash the squig, inflicting a strength 5 attack wiht no save modifier on his opponent, (one squig is loaded for each encounter)50
61-64) Runtherd: Gretchin Assistant
Pay (20+2D6) then roll on the chart below.
2D6Gretchin
2Mad Gretchin
3Incompetent Gretchin
4-6Standard Gretchin
7-8Odd-Lad (D6: 1-2=Meklad, 3-4=Painlad, 5-6=Runtlad)
9Gretchin Marksman
10Stealth Gretchin
11Gretchin Champion
12Super Gretchin
65) Runtherd: Snotling Assistant
Pay (30+2D6)and roll on the table below:-
2D6Snotlingeffectrating
2Flag WaverAn ork with this assistant is detected when he would normally be hidden and spotted when he would normally be detected, he does however receive a moral boost for having fis flag waved and gets +1 to all leadership tests15
3-4Squig-pipe playerAn ork with this assistant may prompt his assistant to play the bagpipes at any time, if he does so he is immediatly spotted but all enemies on over watch within 12" mus take a leadership test or lose overwatch35
5-7GrabbaAn ork with this assistant may send out his snotling to pick up loot within 2" of himself (assuming there are no enemies within 2" of the loot as well)10
8-9WatchaIf an enemy on over watch tries to shoot a an ork with this assistant the assistant notices the enemy's gun pop up and prompt his master, the ork with this snotling gets a 4+ unmodified save against overwatch fire. 30
10-11Vicious attack snotlingWhen the ork with this assistant is in hand to hand combat, the enemy suffers an additional strength 2 hit regarless of the combat result40
12Extra pair of handsAn ork with this assistant may gain a bonus attack dice in hand to hand combat for having two assault weapons even if he has a basic or special weapon25
66) Runtherd: Squig(D6: 1-3=face-eater 4-5=detekta squig 6=medi-squig)
Face-Eater: May be used once, is thrown at an opponent and immediatly engages them in hand-to-hand combat stats: Ws=3 S=5 T=2 A=1 I=4 counts as charging in the first round, there is no save modifier on hits from the face-eater squig.(30+2D6)
Detekta: Same as bio-scanner in Necromunda.
Medi-Squig: Just like the medi-squigs used in mega-armour but not being so well housed it only provides a 5+ unmodifiable save. (60+4D6)

New Weapons:-
Kombi-Weapons: Each shooting phase you can either fire just one barrel of the kombi-weapon as per the normal rules or fire both barrels at the same target with a -1 to hit modifier on both shots. Both barrels take ammo rolls seperatly. The twin Bolters are treated differently to the other kombi-weapons, just use them like a bolter with 1 sustained fire dice, the first time the weapon fails an ammo check it mearly loses the capability of sustained fire.
Auxiliary Grenade Launcher: This weapon can be fitted onto the side of any other weapon inculding hand-to-hand weapons, and may be fired in addition to normal shooting. The grenade launcher is loaded with either krak or frag grenades (choose which when yo purchase the launcher). A model carrying an auxiliary grenade launcher may choose to shoot a weapon and the grenade launcher in the same shooting phase with a -1 to hit modifier on both shots. The two weapons take ammo rolls seperatly.
Kustom Shoota and Kustom Blasta: The first time an ammo check is required for this weapon roll D6: 1:Automatic Fail 2-3:6+ 4-5:4+ 6:2+, then make the check, the ammo roll for the weapon is then fixed for good and should be noted onto your mob roster. The first time a misfire is rolled roll D6 and consult the misfire table below. Once the misfire has been rolled once it is fixed and should be noted on the mab roster.
D6Result
1Major Malfunction: the weapon explodes inflicting a S4 hit on the ork carrying it, in addition the weapon is damaged beyond repair and may never be used again
2-5Minor Malfunction: the weapon explodes inflicting a S4 hit on the ork carrying it, the weapon will, however be fully repaired in time for the next encounter.
6Ammo Check: Make an extra ammo check.

Weapon Stats:- tr>
WeaponShort RangeLong RangeTo Hit (Short)To Hit (Long)STR.DAM.Save Mod.Ammo CheckSpecial Rules
Auxiliary Grenade Launcher0-66-12--1
Krak6D6-3Auto.-
Frag31-1Auto.2" Blast
Kustom Shoota0-1212-32+1-1Art.dice1-2VariousSustained Fire - 2 dice (see above)
Kustom Blasta0-1616-36--1Art.dice1-1VariousD3" Blast (see above)
Master Krafted Bolt-Pistol0-1212-24+2+141-1never failsclose combat

The other mob members:-
MemberMWsBsSTWIALdEquipment etc.Skill groupsExpRating
Mad Gretchin423331215Follows madboy rules, KnifeAgility20+D615
Incompetant Gretchin423331215KnifeAgility20+D620
Standard Gretchin423331215KnifeAgility & 1 other (choose randomly)20+D620
Meklad423331215Armorer Skill, KnifeAgility & Techno30+D625
Painlad423331215Medic Skill, KnifeAgility & Techno30+D625
Runtlad423331215Combat Master Skill, KnifeAgility & Combat30+D625
Gretchin Marksman423331215Random Shooting Skill, KnifeAgility & Shooting30+D625
Stealth Gretchin423331215Random Stealth Skill, KnifeAgility & Stealth30+D625
Gretchin Champian434331316KnifeAgility and 2 others (choose randomly)60+D645
Super Gretchin433331427KnifeAgility, Ferocity, Combat100+D655
Trainee433341217Bolt Pistol, Axe, Flak Armour, Frag StikkbombzCombat, Ferocity & Muscle20+D695
When Trainees get over 60 exp they gain access to stealth skills, and instead of
making an advancement roll gain Infiltrate skill (unless they already have it).

Mob member without infiltrate can only come on the following encounters:-
Ambush
Hit and Run (Blitz and Shoot Up results)
Hunters (Outlanders Scenario)
Loot and Pillage (Outlanders Scenario)
Rescue
Shoot Out
The Raid
As any in any other encounter they would be too big a risk.
(In my local league we play that you cannot use infiltrate in any of these scenarios, except for starting hidden.)

Madboy Rules:-
To represent an ork (or gretchin)'s madness roll D6 at the start of the game and consult the mad chart below. The ork is then affected by the psycology rules indicated. At the start of each subsequent turn the Ork player rolls D6: on a score of 1-5 nothing happens, but on a roll of 6 the ork changes to anoter madness. Roll on the Mad chart again. Should the ork be broken then a new madness is established as soon as he recovers (consult the mad chart). If two orks with different madnesses move withnin 2" of each other then one will change to the other madness, for each madness that any orks in the group (remember 3 mad orks could be within 2" of each other) roll D6 and add the total leadership of the orks with this madness, the madness with the highest score prevails (reroll any draws).
The Mad Chart:-
D6Madness
1Fear: The ork fears all enemy units but is immune to all other psycology rules including terror. It does not fear any weapons and does not have to test just because it is being hit by shooting. See the Psycology section of the Necromunda rule book. As far as this ork is concerned the whole world is frightening and it would be far better if they all went home.
2Stupidity: The ork is very confused and must test for stupidity at the start of his turn as described in the psycology section of the Necromunda rulebook. The Madboy is immune to all other psycology.
3Hatred: The ork hates all of the enemy as described in the psycology section of the Necromunda rulebook. The ork is immune to all other psycology
4Frenzy: The ork is frenzied and is affected by the rules for frenzy described in the Necromunda rulebook. He is immune to all other psycology
5Immune to Psycology: The ork is completely unaffected by any of the psycology rules and will automatically pass any Break test or any other Leadership-based test it is required to make.
6Crazy: The ork is really crazed this time, convinced that he is uper-strong, invulnerable, or ultra-fast. The ork becomes immune to psycology/Break test exactly as in 5 above. In addition, add +1 to one characteristic (roll a D6): 1=M, 2=WS, 3=BS, 4=S, 5=T, 6=A. This bonus lasts while the ork is crazy and is deleted when he changes his madness

N.B. The mad ork will only take the mobs bottle tests if he would normally be doing so (i.e. You do not automatically pass all bottle test just becomes one ork is immune to Break tests unless this ork is your current leader.)


Advancing your Mob

The mob goes off on missions for a period of time determined by it's size and can
only trade between missions.

One mission lasts a number of encounters equal to the number of orks who started the mission.

Every encounter each ork grows D4-1 teef, inaddition the Kaptin's influence within the Warband
generates D4-1 teeth (if the Kaptin is with the Mob he pools his personnal wealth as well)
All teef are collected at the end of an encounter.

You may roll on the rare trade chart once for each surviving ork and a further D3 times
for the influence of the Kaptin.

If your mob contains a sargeant and no kaptin and the sargeant gets to over 200 exp then the sargeant is immediatly promoted to kaptin and gains access to the agility skill group although his cost and stats do not change. This means that you may then by another sargeant as your mob may contain 1 sargeant and 1 kaptin.

Any ork who returns from a mission without the standard equipment (due to disarming/weapon explosions et.) is immediatly requiped with standard equipment.(N.B. The cost of an ork does not decress when he losses standard equipment)

Survivalists:- When a kommando (including trainees with 60+exp) rolls dead or captures on the serious
injuries table you may reroll the result.
Any ork who uses this ability does not generated any teef after that encounter.

Experience table:-
Experience PointsOrk TitleGretchin TitleNotes
0-5WildboyRunt
6-10WildboyRunt
11-20StormboyRunt
21-30BoyGrotStarting level for Trainees and Gretchin
31-40BoyGrotStarting level for skilled Gretchin
41-50BoyGrot
51-60BoyGrot
61-80NobPrize GrotStarting level for Kommandos and Gretchin Champions
81-100NobPrize Grot
101-120NobSuper GrotStarting level for Sargeants and Super Gretchin
121-140NobSuper Grot
141-160NobSuper Grot
161-180NobSuper Grot
181-200NobSuper Grot
201-240BigBossGretchin HeroStarting level for Kaptins
241-280BigBossGretchin Hero
281-320BigBossGretchin Hero
321-360BigBossGretchin Hero
361-400BigBossGretchin Hero
401+WarBossMighty GretchinA fighter who reaches this stage may not advance any further

Advance Roll Table:-
2D6Result
2New Skill. Choose any of the skill tables and randomly generate a skill from it.
3-4New Skill. Select one of the standard skill tables for the fighter and randomly generate a skill from it.
5Characteristic Increase. Roll agin:
1-3 = +1 Strength; 4-6 = +1 Attacks
6Characteristic Increase. Roll agin:
1-3 = +1 WS; 4-6 = +1 Bs
7Characteristic Increase. Roll agin:
1-3 = +1 Initiative; 4-6 = +1 Leadership
8Characteristic Increase. Roll agin:
1-3 = +1 WS; 4-6 = +1 BS
9Characteristic Increase. Roll agin:
1-3 = +1 Wounds; 4-6 = +1 Toughness
10-11New Skill. Select one of the standard skill tables for the fighter and randomly generate a skill from it.
12New Skill. Choose any of the skill tables and randomly generate a skill from it.

Maximum Stats:-
MWSBSSTWIALd
Orks466453539
Gretchin456443537


Comments on Play Testing


The Kommandos seem to suffer from "space-marine syndrome" in that when neither player knows how to play well the Kommandos tend to seem easier to play than other gangs, however when playing more experienced players the gang seems to be pretty much fair.
The Kommandos are quite different from the other gangs but not so much due the infiltration and champion stats as due to the immunity to pinning and toughness 4, this opens up a whole new tactic not really available to the other gangs, where as other gangs have to rely very heavily on cover to avoid getting shot at all with the Kommandos you have the option to stand in the open and trust the high toughness, this may sound easy but I'd argue that that is just part of the "space-marine syndrome" as any decent opponent will shot an ork in the open several times and with enough hits the toughness will be beaten. So far the Kommandos have not had an especially fair play-test as I've been playing plenty of games and have therefore found myself consitently playeing gangs with ratings over 500 less than mine, and finding that I'm not especially outnumbered (The average mob can start with about six orks) and alot of the players around here do not have much experience (neither do I but I've played plenty of 40k).
Please try out these rules and email me to say whether you agree/disagree with the above or what I should change in the rules or even just to insult/praise me (somehow I expect more insults).

I am considering writing rules for other Mobs, and special scenarios, right at the moment I'm a bit busy but feel free to prompt me if you think I'd do the job well.
Rules and web page written by Gaius Wilson. Play testing at UWSF&FS.
Many of the terms used on this page are copyrighted to Games Workshop.
Several passages are blantantly stolen from Games Workshop publications.
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