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.
Troop | M | Ws | Bs | S | T | W | I | A | Ld | Starting Equipment | Cost | Exp |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Kaptin | 4 | 5 | 5 | 4 | 5 | 2 | 5 | 2 | 8 | Bolt Pistol, Flak Armour | 325 | 200+D6 |
Sargeant | 4 | 4 | 4 | 3 | 4 | 1 | 3 | 1 | 8 | Bolt Pistol, Axe, Frag Stikkbombz, Flak Armour | 160 | 100+D6 |
Kommando | 4 | 4 | 4 | 3 | 4 | 1 | 3 | 1 | 7 | Bolt Pistol, Axe, Frag Stikkbombz, Flak Armour | 140 | 60+D6 |
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.
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 Weapons | Basic Weapons | Gretchin Weapons | |||||
---|---|---|---|---|---|---|---|
Axe | 10 | Boltgun | 35* | Autogun | 20 | ||
Chainsword | 25 | Special Weapons | Blunderbuss | 10 | |||
Power Axe | 45** | Handbow | 5 | ||||
Power Sword | 55 | Flamer | 40 | Musket | 5 | ||
Sword | 10 | Melta-gun | 95 | Shot-Gun | 20 | ||
Massive Weapon | 15 | Plasma Gun | 70 | Bolt Ammo | 15 | ||
Pistols | Stikkbombz | Hot-Shot | 5 | ||||
Auto Pistol | 15 | Manstopper | 5 | ||||
Bolt Pistol | 20 | Frag | 30 | Stub-Gun | 10 | ||
Hand Flamer | 20 | Krak | 50 | Dum-Dum | 5 | ||
Plasma Pistol | 25 | Melta | 50 |
Rare Trade Chart and Details:-
11) Event:-
2D6 | Event | Effect |
---|---|---|
2 | Urgent Mission | Make no more rolls on the rare trades table until after the next mission. |
3 | Mission Unimportant* | You may buy no more Mob-members until after next mission (Exc. Gretchin) |
4-6 | Slight Delay | Gain 1 extra tooth per Ork in mob |
7 | Warbosses Favour | Have 3 extra rolls on the rare trades table |
8-10 | Major Delay | Gain D6 extra teeth per Ork in mob |
11 | Special Mission* | You may buy one member of your mob for half price |
12 | Training | You get one 'trainee' free (details below) |
2D6 | Treatment | Effect | rating |
---|---|---|---|
2 | Steel Jaw | No effect what-so ever, what a waste of teeth | 0 |
3-5 | Fungus Blood | Same as bio-booster | 50 |
6-7 | Fungus Breath | +1 attack, due to the ultimate halitosis | 25 |
8-9 | Armour Plating | +1 toughness | 50 |
10-11 | Fuel Injection Implant | +2M +2I, the ork is fitted with an injection system for ork vechile fuel | 120 |
12 | Cybork Body | +2S +2T, not much ork left at all mainly metal | 200 |
2D6 | Treatment | Effect | rating |
---|---|---|---|
2 | Steel Skull | Head-butt attack(+1 S in charging round), acts as a Madboy | 0 |
3-6 | Auto-Senses | Cannot be blinded etc. | 30 |
7-8 | Respirator Mouth Piece | As respirator in Necromunda | 10 |
9-11 | Ordinary Bionik Eye | Standard Bionic Eye as in Necromunda | 50 |
12 | Teleskopic Eye | Combines the effect of a bionik eye with that of a teleskopic sight. | 60 |
2D6 | Treatment | Effect | rating |
---|---|---|---|
2-3 | Peg-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 save | 0 |
4-8 | Standard Leg | As in Necromunda | 80 |
9-10 | Suction Feet | The ork may walk on walls and even ceilings, if the ork is downed whilst doing this he falls and takes appropriate damage | 100 |
11-12 | Telescopic 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 movement | 100 |
2D6 | Treatment | Effect | rating |
---|---|---|---|
2-3 | Weapon | The 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 |
4-5 | Concealed Blade | The ork has a blade concealed in his arm, treat like the concealed blade in Necromunda | 10 |
6-7 | Standard Bionik Arm | As bionik arm in Necromunda | 80 |
8-9 | Grapple Arm | The 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 |
10 | Spike 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 ork | 80 |
11-12 | Squig Attack Arm | In 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 |
2D6 | Gretchin |
---|---|
2 | Mad Gretchin |
3 | Incompetent Gretchin |
4-6 | Standard Gretchin |
7-8 | Odd-Lad (D6: 1-2=Meklad, 3-4=Painlad, 5-6=Runtlad) |
9 | Gretchin Marksman |
10 | Stealth Gretchin |
11 | Gretchin Champion |
12 | Super Gretchin |
2D6 | Snotling | effect | rating |
---|---|---|---|
2 | Flag Waver | An 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 tests | 15 |
3-4 | Squig-pipe player | An 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 overwatch | 35 |
5-7 | Grabba | An 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 |
8-9 | Watcha | If 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 |
10-11 | Vicious attack snotling | When the ork with this assistant is in hand to hand combat, the enemy suffers an additional strength 2 hit regarless of the combat result | 40 |
12 | Extra pair of hands | An 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 weapon | 25 |
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.
D6 | Result |
---|---|
1 | Major 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 |
2-5 | Minor 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. |
6 | Ammo Check: Make an extra ammo check. |
Weapon | Short Range | Long Range | To Hit (Short) | To Hit (Long) | STR. | DAM. | Save Mod. | Ammo Check | Special Rules | |
---|---|---|---|---|---|---|---|---|---|---|
Auxiliary Grenade Launcher | 0-6 | 6-12 | - | -1 | ||||||
Krak | 6 | D6 | -3 | Auto. | - | |||||
Frag | 3 | 1 | -1 | Auto. | 2" Blast | |||||
Kustom Shoota | 0-12 | 12-32 | +1 | -1 | Art.dice | 1 | -2 | Various | Sustained Fire - 2 dice (see above) | |
Kustom Blasta | 0-16 | 16-36 | - | -1 | Art.dice | 1 | -1 | Various | D3" Blast (see above) | Master Krafted Bolt-Pistol | 0-12 | 12-24 | +2 | +1 | 4 | 1 | -1 | never fails | close combat |
The other mob members:-
Member | M | Ws | Bs | S | T | W | I | A | Ld | Equipment etc. | Skill groups | Exp | Rating |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Mad Gretchin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | Follows madboy rules, Knife | Agility | 20+D6 | 15 |
Incompetant Gretchin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | Knife | Agility | 20+D6 | 20 |
Standard Gretchin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | Knife | Agility & 1 other (choose randomly) | 20+D6 | 20 |
Meklad | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | Armorer Skill, Knife | Agility & Techno | 30+D6 | 25 |
Painlad | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | Medic Skill, Knife | Agility & Techno | 30+D6 | 25 |
Runtlad | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | Combat Master Skill, Knife | Agility & Combat | 30+D6 | 25 |
Gretchin Marksman | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | Random Shooting Skill, Knife | Agility & Shooting | 30+D6 | 25 |
Stealth Gretchin | 4 | 2 | 3 | 3 | 3 | 1 | 2 | 1 | 5 | Random Stealth Skill, Knife | Agility & Stealth | 30+D6 | 25 |
Gretchin Champian | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 6 | Knife | Agility and 2 others (choose randomly) | 60+D6 | 45 |
Super Gretchin | 4 | 3 | 3 | 3 | 3 | 1 | 4 | 2 | 7 | Knife | Agility, Ferocity, Combat | 100+D6 | 55 |
Trainee | 4 | 3 | 3 | 3 | 4 | 1 | 2 | 1 | 7 | Bolt Pistol, Axe, Flak Armour, Frag Stikkbombz | Combat, Ferocity & Muscle | 20+D6 | 95 |
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:-
D6 | Madness |
---|---|
1 | Fear: 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. |
2 | Stupidity: 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. |
3 | Hatred: 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 |
4 | Frenzy: The ork is frenzied and is affected by the rules for frenzy described in the Necromunda rulebook. He is immune to all other psycology |
5 | Immune 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. |
6 | Crazy: 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 |
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 Points | Ork Title | Gretchin Title | Notes |
---|---|---|---|
0-5 | Wildboy | Runt | |
6-10 | Wildboy | Runt | |
11-20 | Stormboy | Runt | |
21-30 | Boy | Grot | Starting level for Trainees and Gretchin |
31-40 | Boy | Grot | Starting level for skilled Gretchin |
41-50 | Boy | Grot | |
51-60 | Boy | Grot | |
61-80 | Nob | Prize Grot | Starting level for Kommandos and Gretchin Champions |
81-100 | Nob | Prize Grot | |
101-120 | Nob | Super Grot | Starting level for Sargeants and Super Gretchin |
121-140 | Nob | Super Grot | |
141-160 | Nob | Super Grot | |
161-180 | Nob | Super Grot | |
181-200 | Nob | Super Grot | |
201-240 | BigBoss | Gretchin Hero | Starting level for Kaptins |
241-280 | BigBoss | Gretchin Hero | |
281-320 | BigBoss | Gretchin Hero | |
321-360 | BigBoss | Gretchin Hero | |
361-400 | BigBoss | Gretchin Hero | |
401+ | WarBoss | Mighty Gretchin | A fighter who reaches this stage may not advance any further |
Advance Roll Table:-
2D6 | Result |
---|---|
2 | New Skill. Choose any of the skill tables and randomly generate a skill from it. |
3-4 | New Skill. Select one of the standard skill tables for the fighter and randomly generate a skill from it. |
5 | Characteristic Increase. Roll agin: 1-3 = +1 Strength; 4-6 = +1 Attacks |
6 | Characteristic Increase. Roll agin: 1-3 = +1 WS; 4-6 = +1 Bs |
7 | Characteristic Increase. Roll agin: 1-3 = +1 Initiative; 4-6 = +1 Leadership |
8 | Characteristic Increase. Roll agin: 1-3 = +1 WS; 4-6 = +1 BS |
9 | Characteristic Increase. Roll agin: 1-3 = +1 Wounds; 4-6 = +1 Toughness |
10-11 | New Skill. Select one of the standard skill tables for the fighter and randomly generate a skill from it. |
12 | New Skill. Choose any of the skill tables and randomly generate a skill from it. |
Maximum Stats:-
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Orks | 4 | 6 | 6 | 4 | 5 | 3 | 5 | 3 | 9 |
Gretchin | 4 | 5 | 6 | 4 | 4 | 3 | 5 | 3 | 7 |