Necromunda Orks (Rules enclosed) - Wargaming Forum and Wargamer Forums
Specialist Games The place to post for Necromunda, Bloodbowl, Mordheim, Gorkamorka and other such games

 
LinkBack Thread Tools Display Modes
post #1 of 2 (permalink) Old 08-05-10, 02:26 PM Thread Starter
Senior Member
 
Whizzwang's Avatar
Whizzwang's Flag is: United Kingdom
 
Join Date: Dec 2008
Location: Staffordshire
Posts: 825
Reputation: 1
Default Necromunda Orks (Rules enclosed)

A few people looking for Ork rules for Necromunda.... so here they are.


Necromunda Ork Mob

Special Rules:

Territory: Ork gangs operate and control territory much like any other gang. The more “turf” Da Boyz control, the more status they have.

Captured Orks: An Ork mob will never mount a rescue attempt to recover a captured member nor will they pay any form of ransom. He was obviously too weak to be useful to the mob if he let himself become captured. However, due to their violent nature, Orks are extremely hard to keep locked up for long. If at any point one of your Orks (not Grotz, they are left to die) is captured you may roll 1D6 on the following table to try to escape.

1: The Ork escapee is re-captured and killed
2: The Ork escapes but is injured in the process, your opponent may roll twice on the injury table and choose which result apply ignoring any “captured” results.
3-5: The Ork escapes into the hive and rejoins the mob. However, he may not take part in trading, work any territories or perform any other post-game action.
6: The Ork escapes as above, however he does so in a particularly spectacular explosion of bloodlust and violence. Randomly choose a member of the capturing gang and roll once on the injury table.

Da Biggest and Da Strongest: Orks are not ruled by the bravest or most intelligent individual but by the biggest and the strongest. The ability to crush another’s skull with your hands is a much more respected leadership quality than any form of tactical or strategic ability.
Your gang leader is always the Ork with the highest combined Strength and Toughness unless he is a Mek or Dok. These particular Orks are too busy tinkering with gear, or other Orks, to care too much about being in charge. Upon gang creation this will be the Nob, however this may change as a campaign progresses.
While the Mob Leader is still standing, bottle tests are taken against his S+T or his leadership, which ever is highest. (Orks still possess some rudimentary cunning and simple tactics so take leadership tests as normal in all other circumstances)

Nobody cares about the little guys: Larger greenskins care little for their little gretchin cousins. Orks may not help a pinned Grot recover at the start of the turn.

Waaagh!: Once per game the gang leader may call upon the power of the Waaagh. While not as powerful as a full-blown Waaagh seen across the battlefields of the 41st millennia, it still has the ability to rouse the Orks to greater heights of frenzy than normal. The Waaagh is called at the start of the Ork player’s turn. All Orks in the gang gain the Sprint skill until the end of turn. However, the increased rage and enthusiasm for brutal combat means that they cannot parry or dodge, and any fumbles count as double in combat.



Recruiting Da Boyz:
An Ork mob is recruited the same as any other gang. They have 1000 credits to spend on recruiting and arming.

Minimum 3 Orks: The mob MUST include a minimum of 3 Ork fighters (Grotz do not count)

Nob: The gang MUST include one Nob to lead them.

Mek: The gang may include a maximum of one Mek.

Dok: The gang may include a maximum of one Dok

Grotz: The gang may include one Grot for every three Orks.



Ork Nob………. 175 creds / Starting exp 60+D6
M---WS---BS---S---T---W---I---A---LD
4----4-----2----4---4---1----2--1----8
Weapons: May have equipment chosen from Pistol, Basic, Close Combat and Grenades.


Mek……………75 creds / Starting exp 60+D6
M---WS---BS---S---T---W---I---A---LD
4----3-----2----3---4---1----2--1----6
Weapons: May have equipment chosen from Pistol, Basic, Special, Heavy, Close Combat and Grenades.

Special Rules:
Inventor: Meks start out with the inventor skill


Dok……………75 creds / Starting exp 60+D6
M---WS---BS---S---T---W---I---A---LD
4----3-----2----3---4---1----2--1----6
Weapons: May have equipment chosen from Pistol and Close Combat.

Special Rules:
I’ll fix ya up!: Doks are never without their tools. No matter how badly injured a Boy might be, the Dok always has something that will help. All Orks within 2” of a Dok may add -1 from any recovery roll as the Dok patches him up to get him back in the fight.
Medic: Doks start out with the Medic skill


Ork Boy………. 60 creds / Starting exp 20+D6
M---WS---BS---S---T---W---I---A---LD
4----3-----2----3---4---1----2---1---6
Weapons: May have equipment chosen from Pistol, Basic, Close Combat and Grenades.


Grot…………… 15 creds / Starting exp 0
M---WS---BS---S---T---W---I---A---LD
4----2-----2----2---2---1----3--1----4
Weapons: May have equipment chosen from Pistol and Close Combat.

Special Rules:
We’re only little: Grots are far too small and weedy to use anything heavy. They may never use any weapon that requires two hands to use. However due to their small stature, they are counted as small targets and as such impose a -1 to hit penalty when shot at.




Maximum Stats:
Nob
M---WS---BS---S---T---W---I---A---LD
4----6-----4----5---6---4----5--4----9

Orks
M---WS---BS---S---T---W---I---A---LD
4----6-----3----5---5---3---5---4----9

Grots
M---WS---BS---S---T---W---I---A---LD
5----4-----5----3---3---2----7--2----6



Skills
Nob: Combat, Ferocity, Muscle, Shooting,
Mek: Combat, Ferocity, Muscle, Shooting
Dok: Combat, Ferocity, Muscle
Boy: Combat, Ferocity, Muscle
Grot: Agility, Shooting, Stealth




The Infernal Council of the Lord of Nine Tzeentch C:SM Project Log

Last edited by Whizzwang; 08-05-10 at 02:50 PM.
Whizzwang is offline  
Sponsored Links
Advertisement
 
post #2 of 2 (permalink) Old 08-06-10, 12:33 AM Thread Starter
Senior Member
 
Whizzwang's Avatar
Whizzwang's Flag is: United Kingdom
 
Join Date: Dec 2008
Location: Staffordshire
Posts: 825
Reputation: 1
Default

It occurs to me that there's no background behind these rules. So hewre you go.

Being a major greenskin fanatic (see what I did there), if there are no rule for Orks in a given environment I set about making them. The list above is an ongoing project of mine to get a workable Ork gang up and running for Necromunda. It is curently the culmination of 18 months of work and play testing as I got re-enthused for Necro a while ago. I started out by using the Goliath gang. It worked for a while biut I (and my play group) hated the gang specific weapons list so we scrapped that. It helped a bit but they didn't feel Orky enough even widening the choice of weapons.

Originally Heavies were Nobz. Sort of like Scalies in a scavvy gang, but then I decided that the Nob would clearly be in charge so he migrated to leader. The trademark Ork toughness had to be addressed so that was increased, while BS was lowered to compenstae. As Necro is predominantly a shooting game (yes, yes it is, you can argue all you want about Escher, Cawdor and Goliaths being combat) the BS2 works well as a payoff to their survival.

At this point Da Boya started to get an Orky vibe but still needed work. Next the gang wide special rules were developed. Originally they just had Waaagh + animosity. Waaagh was rather easy to adapt with the sprint skill, though in early games this made Orks ruthlessly hard so the fumble penalty was added. A savvy player should be asking to know what your gang does, and after a couple of games will realise that staying off the same levels as Orks limits Waaagh potential.

Animosity went through several phases. Each ganger failed on a 1 and had to shoot the nearest friendly Ork and on a 6 got double the number of shots at an enemy as they went on a fire frenzy but it was an auto ammo roll and an additional -1 to hit.
This didn't feel right, more like a 40k chaos dread than Orks infighting so I had to rework it. It became "charge the nearest friend or do nothing if nobody in range" on a 1 with no "6" result. This worked after a fashion, but I decided that Animosity is more of a fantasy orc trait so scrapped the whole thing. I may go back and redo it agin and put it back in at a later date.

Grotz arrived next, Juve Orks didn't really sound right so they were simple enough to make and they added some new skills to the gang albeit skills on really crap creatures. I really like the idea that 2handed gear would be too heavy for them.

Latest Additions have been the Mek + Dok. I like the idea but they're still in early stage playtesting and starting out with medic + inventor can be quite abusive. I may add in that only they may take techno skill son a double and no other ork can EVER. Which should balance it out a bit.




The Infernal Council of the Lord of Nine Tzeentch C:SM Project Log
Whizzwang is offline  
Reply

  Lower Navigation
Go Back   Wargaming Forum and Wargamer Forums > Tabletop Wargames > Specialist Games

Quick Reply
Message:
Options

Register Now



In order to be able to post messages on the Wargaming Forum and Wargamer Forums forums, you must first register.
Please enter your desired user name, your email address and other required details in the form below.

User Name:
Password
Please enter a password for your user account. Note that passwords are case-sensitive.

Password:


Confirm Password:
Email Address
Please enter a valid email address for yourself.

Email Address:
OR

Log-in










Thread Tools
Show Printable Version Show Printable Version
Email this Page Email this Page
Display Modes
Linear Mode Linear Mode



Posting Rules  
You may post new threads
You may post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

 
For the best viewing experience please update your browser to Google Chrome