Attributes:
‘Ard - experienced, scarred, tough
Cunnin’ - sharp, thinkin’, plannin’
Brutal - mean, savage, nasty
Git - sneaky, dirty, thievin’
Weird - crazy, psychic, explosive
Ork Size, only applies to brawls. Size stages damage up and down in the same way that group sizes do. A boy does -1-harm against a nob, and the nob does +1-harm against the boy. These coincide with group sizes, so a small gang of boyz will be about an even tangle with a couple nobs. (I’ve considered a step between boy and nob - skarboy - but that might be too many). Some playbooks will have the ability to gain size through advances.
- Grot
- Yoof
- Boy
- Nob
- Big Boss
- Warboss
Gear:
Standard ork kit - 1-armour - a metal plate over your belly or maybe a big spiky metal shoulderpad.
‘Eavy Armour - 2-armour - metal plates here and there, and probably a big metal gob.
Mega Armour 3-Armour - big power armor with a power klaw and all that business. Dead stompy.
Weapons to follow.
Moves
Act Under Fire
As per AW-core. Roll +ard instead.
Get Stuck In
Roll +ard when you’re in a brawl. On a 10+ choose 2. On a 7-9 choose 1. Getting stuck in when the other boyz have got guns will often require a prior Act Under Fire roll.
- If you had a goal, you achieve it. Otherwise, you don’t.
- You inflict terrible harm (+1harm dealt)
- You receive little harm (-1harm dealt).
Dakka Dakka
Roll +cunnin when you’re in a gunfight. On a 10+ choose 2. On a 7-9 choose 1.
- They get shot up. Inflict +1harm.
- They gotta keep their heads down and hide behind cover.
- You’re dead-eyed. Inflict harm on a specific target of your choice.
I’m Da Biggest
Roll +brutal when you’re trying to get your way. Against NPCs, on a 10+ they do as you say. On a 7-9 they do as you say but MC chooses one:
- They need a thumpin’. Inflict harm on each other as established. If you would kill them, you can optionally choose to inflict no harm on each other and they are terrorized into doing what you say as though you rolled a +10.
- It won’t be cheap. You need to pay ‘em 1-teef.
- Yeah but it ain’t wot Zadgul wants me doin’, ‘n he’s bigga. ‘E’s not gonna like dis.
Sneaky Git
Roll +git when you’re trying to sneak somewhere or steal something unnoticed. On a 10+ you succeed! On a 7-9 MC choose 1:
- They know you’re up to something, but what?
- You get away but you’ve left your grubby fingerprints all over. They’ll figure it out, and they’ll know who.
- Offer a cost or a hard bargain or sumfing like that.
Open Your Mind to Gork... or is it Mork?
Roll +weird when you stop flapping yer gob for a minute and listen to the gods of the orks.
On a 10+ the MC will give you an itch towards what Gork or Mork want. Take a +1 to rolls towards that agenda. It’ll be something either cunningly brutal or brutally cunning. (that’s how you can tell who it is) On a 7-9 take the above, but take S-harm. That’s why you normally leave this business to the weirdboyz!
Playbooks to come
Unlimited Playbooks:
Grot
Boy
Limited Playbooks:
Driver
Gunner
Slaver
Mek
Weirdboy
Doc
Nob (though this might be fulfilled through advancement of the Boy playbook)