DA Ork
_-
Shootaz Armoury N' GoBiNz
CHoPpaz
Las Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Grot Blasta
Basic
80m
S/4/-
1d10+3 E
2
12
2 Full
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Deffgun
Heavy
90m
S/4/8
1d10+10 I 2
50
2 Full
Shoota
Basic
60m
S/3/10
1d10+4 I
0
30
Full
Slugga
Pistol
20m
S/3/-
1d10+4 I
0
18
Full
Name
Class
Range
RoF
Dam
Pen
Clip
Rld
Big Shoota
Basic
80m
S/3/10
1d10+6 I
1
40
Full
Burna
Basic
15m
S/-/-
1d10+5 E
3
8
2 Full
Kustom Blasta
Basic
90m
S/-/-
2d10+8 E
8
7
4 Full
Rokkit Launcha
Basic
120m
S/-/-
3d10+5 X 6
1
Half
Skorcha
Heavy
25m
S/-/-
2d10+5 E
14
2 Full
Snazzgun
Basic
100m
S/2/-
2d10 I or E 1d10
20
2 Full
Special Inaccurate, Unreliable
kg Availability
Special Inaccurate, Unreliable, Unwieldy, Storm Inaccurate, Unreliable Inaccurate, Unreliable
kg Availability
Special Inaccurate, Unreliable Inaccurate, Unreliable, Flame Inaccurate, Overheats, Unreliable, Unstable Inaccurate, Unreliable Inaccurate, Unreliable, Flame Inaccurate, Unreliable, Overheats
kg Availability
3
Rare
Solid Projectile 45 Extremely Rare 4
Scarce
2
Scarce
Exotic
5
6
Rare
8
Very Rare
15 Near Unique 15 Very Rare 25 Extremely Rare 7
Extremely Rare
Chain Name Buzz Choppa Big Buzz Choppa
Class Melee Melee
Range -
Dam Pen 1d10+4 R 2 1d10+10 R 5
Special Tearing, Unbalanced Tearing, Special, Unwieldy
kg Availability 13 Rare 15 Very Rare
Class Melee
Range -
Dam 2d10 E
Pen 10
Special Power Field, Tearing, Unwieldy
kg Availability 17 Near Unique
Name Choppa Big Choppa Grot Boot Slasha Grotwhip
Class Melee Melee Melee/Thrown Melee
Range 5m 3m
Pen 2 2 0 0
Special Tearing, Unbalanced Tearing, Unbalanced Primitive Flexible, Tearing, Primitive
kg 8 10 1 5
Availability Scarce Rare Scarce Rare
Rokkit 'Ammer
Melee
-
0/6
Primitive, Special, Unbalanced
7
Very Rare
Slasha
Melee/Thrown
5m
Dam 1d10+1 R 2d10 R 1d5 R 1d10+3 R 1d10+2 I / 3d10+5 X 1d5+1 R
1
Tearing
3
Rare
Class Melee
Range 2m
Dam 1d5
Pen 0
Special Snare
kg Availability 5 Rare
Power Name Power Klaw
Primitive
Exotic Name Grabba Stikk
Melee Weapons Ork weapons used by other races loses tearing unless otherwise noted.
Chain Weapons Unlike other ork melee weapons the chain weapons doesn't lose tearing when used by none orks.
BuZz ChopPA
GRoT BooT SLAsHA Basic knife used only by the Grechins.
RoKkiT 'AmmER The Rokkit 'Ammer is a rokkit launcha rokkit mounted on a stick. On a hit roll 1d5. On a result of 1-4 the first damage and penetration is used and it use the primitive special rule. On a result of 5 the rokkit explode and the second damage and penetration is used without the primitive special rule. Also the hammer is destroyed.
One handed ork chain weapon.
SLAsHA
BiG BuZz CHopPA The Big Buzz Choppa is a two handed chain weapon using the same special rules as the Eviscerator (Blood of Martyrs p.116).
Ork "knife". As with other orky weapons the are oversized and brutal looking. Usually used by kommandoz and big Grots.
Primitive Weapons Primitive ork weapons range from big choppaz using overwhelming force to crazy weapons such as rokkitz mounted on sticks.
Grenades Name Bomb Squig 'Sploding Squig Stikkbomb Stinkbomb
Class Thrown Thrown Thrown Thrown
Range 3d10m SBx3 SBx3 SBx3
RoF S/-/S/-/S/-/S/-/-
Dam 4d10+5 X 2d10 R 2d10+5 X Special
Pen 0 0 2 0
Special Accurate, Blast (1d5) Blast (2) Blast (1) Smoke
kg 5 1 1 1
Availability Extremely Rare Extremely Rare Scarce Rare
Kustom Bitz Like human weapons, Ork weapons can be upgraded to enhance their performance. Orks forever tinker with their weapons, strapping on extra bitz that occasionally improve the weapon’s performance. An Ork with the Trade (Armourer) Skill may upgrade weapons by making a successful Test. It is important to note that Ork weapons cannot be given human upgrades (see ROGUE TRADER, Table 5-9: Weapon Upgrades, page 133) At the GM’s discretion human weapons may be given Ork upgrades. However, this represents the Orks salvaging human weapons and “orkifying” them. GMs would be best advised to re-stat any salvaged weapon to the most appropriate Ork weapon.
BIGGA BARREL A longer barrel and crude rifling give this weapon additional range. Increase the weapon’s range by 10 metres. Upgrades: Any ranged weapon.
BIGGA KLIP Somehow, room for additional ammunition has been added to the weapon, often in the form of additional clips or dangling ammo belts, doubling the weapon’s Clip size. Upgrades: Any Ranged weapon.
BLASTA The weapon no longer fires bullets, but rather blasts of incandescent energy that sear through armour. The weapon’s Pen becomes 1d10, rolled for each hit the weapon inflicts, and the damage type becomes Energy, but it gains the Overheats Quality. Upgrades: Any ranged weapon that deals Impact damage.
EKSTRA BARRULZ An additional barrel or two allows the weapon to fire much faster, to the joy of its owner. The weapon gains the Storm quality and the Innacurate Quality. If it already has the Inaccurate Quality, it imposes a –5 penalty to all attack rolls made with the weapon. Upgrades: Any ranged weapon capable of full–auto fire.
EKSTRA RIPPY Chains of razor-sharp teeth line the weapon, attached to a smoke-belching motor. The weapon increases its damage by 1 and gains the Tearing Quality. If it already has the Tearing Quality, increase the damage by 3 instead. However, the weapon becomes Unwieldy. If it is already Unwieldy, it imposes a –5 penalty to all attack rolls made with the weapon. Upgrades: Any melee weapon.
Name Bigga Barrel Bigga Clip Blasta Ekstra Barruls Ekstra Rippy Kombi-Shoota Kustom Job Loudener More Dakka More Shooty Red Light Skatta Kannon Sparky Knobz Spikey Bitz 'Sploding Ammo Xperimental 'Splosives Zappy Gubbinz
Weight +2.5 kg x1 1/2 +2 kg +5 kg +5 kg pr. weapon +0 kg +2 kg +4 kg +3 kg +1 kg +1 kg +2 kg +4 kg +2 kg +2 kg +3 kg
Availability Common Abundant Extremly Rare Average Average Very Rare Very Rare Average Average Common Rare Average Scarce Abundant Scarce Extremely Rare Near Unique
KOMBI-SHOOTA This is not so much an upgrade as two weapons welded together. Unlike human weapons, Twin-linked Ork weapons need not be identical. When a weapon receives this upgrade, it may be combined with any other ranged weapon possessed by the Ork. If the two combined weapons are the same, this weapon receives the TwinLinked Quality. If they are different, this follows the rules for making Combi-weapons found on page 112. Upgrades: Any ranged weapon.
KUSTOM JOB The weapon is retooled to the user’s specifications or broken in by years of use. The weapon is granted the Customised Quality. Upgrades: Any ranged weapon.
LOUDENER The weapon’s muzzle has been exaggerated to ludicrous proportions, amplifying its shots. When used in a Suppressing Fire Action, this weapon inflicts a -10 penalty on all Pinning Tests. Upgrades: All weapons capable of Suppressive Fire.
MORE DAKKA A clanking assortment of chains, gears and pistons increase the weapon’s rate of fire, granting an additional degree of success on all Ballistic Skill Tests when the weapon is fired on semi-automatic or fully-automatic. However, the weapon uses twice the usual amount of ammunition when firing. (So a weapon with a Full Auto RoF of 6 would use 12 rounds of ammo, but could only score six hits. Upgrades: Any ranged weapon capable of semi-automatic or fully-automatic fire.
MORE SHOOTY
ZAPPY GUBBINZ
A slightly more complicated firing mechanism and a longer barrel make this weapon’s shots “hit ‘arder.” Increase the weapon’s Damage and Penetration by 1. Upgrades: Any Basic or Heavy ranged weapon.
A strange contraption beyond the understanding of most Orks, this weapon is fitted with whirling, sparking protrusions that crackle with green lightning. These devices discharge as the wielder attacks, burning through armour and scorching flesh. A melee weapon with this upgrade gains the Power Field quality and increases its damage and Penetration by 2. A ranged weapon with this upgrade adds 1d10 to its damage value and changes its damage type to Energy, but gains the Overheats and Unstable Qualities. Upgrades: Any weapon.
RED LIGHT Though this Kustom Bit is little more than a small red light bulb, Orks swear it improves a weapon’s accuracy. This upgrade functions as a Red-Dot Laser Sight (ROGUE TRADER page 134). Upgrades: Any ranged weapon.
SKATTA KANNON Rather than conventional bullets, the weapon fires piles of jagged shrapnel that tear and lacerate. The weapon’s range is halved, and the damage type becomes Rending. In addition, it gains the Scatter quality. Upgrades: Any ranged weapon that deals Impact damage.
SPARKY KNOBZ The weapon has been fitted with capacitors and a cluster of prongs that release massive electrical discharges on contact. This weapon gains the Shocking quality. Upgrades: Any melee weapon.
SPIKEY BITZ The weapon is covered in spikes, sharp protrusions, and additional blades. A ranged weapon with this upgrade counts as an Unbalanced sword in close combat. Melee weapons gain +1 Damage. Upgrades: Any weapon.
'SPLODING AMMO Replacing the ammunition with bolter ammo. The damage changes to X, Penetration increases by 3 and the weapon get the Tearing Quality. Upgrades: Any ranged weapon that deals Impact damage.
XPERIMENTAL 'SPLOSIVES Mekboys special mixture sometimes improves the effectiveness off rokkitz, sometimes it don't. Adds Blast (1d5) and Unstable Qualities. Upgrades: Any Explosive ranged weapon.
ORK ARMOUR Ork Armour usually consists of massive plates of metal or sheets of tough squig-hide leather draped over the Ork’s frame. In general, Orks cannot wear human armour, as it is far too small, and humans cannot wear Ork armour, as it is far too heavy.
‘ARD HAT Made from a slab of metal beaten into a rough bowl shape and embellished with rivets, an ‘ard hat complements the protection offered by the Ork’s legendarily thick skull.
BOSS POLE Many nobz and warbosses wear a big pole strapped to their back adorned with skulls, sharp bits, and metal Ork glyphs, to show other Orks they’re not to be messed with. Boss poles grant a +10 Bonus to all Command Tests made when interacting with other Orks.
‘EAVY ARMOUR Consisting of thick metal plates that have been strapped, bolted, and welded together, ‘eavy armour is a robust alternative to squighide, and the favoured armour of ‘Ard Boyz. ‘Eavy armour has a ramshackle, improvised appearance. Often assembled from scrap metal scavenged from the battlefield, ‘eavy armour offers far more protection than its humble origin would suggest.
IRON GOB These massive metal facial appliances are bolted onto an Ork’ lower jaw, exaggerating the already fearsome appearance of the hulking green brutes. An iron gob grants +2 AP to the Head Location and a +10 bonus to Intimidation Tests. The AP of an iron gob is cumulative with any other armour protecting the Head Location.
MEGA ARMOUR Mega armour is the thickest and sturdiest of Ork personal protection, and is worn only by the richest (and therefore toughest) Ork Nobz. Its sheer bulk offers a level of protection in excess of power armour, although its great weight leaves the wearer with little in the way of mobility. Mega armour consists of bulky armoured plates welded and riveted onto a hydraulic exoskeleton. The armour is so heavy that great smoke–belching engines are required to power it. Should they fail, the wearer would be stuck in one place with no way of moving! Mork help a Meganob who should topple over in the heat of battle. Mega armour adds +30 to the wearer’s Strength characteristic and increases his size by one step (so, for example, an average–sized Ork would become hulking). Mega armour requires a constant power supply, provided by onboard generators and engines typically powered by solid fuel of some kind. The armour must be refuelled
Name 'Ard Hat Boss Pole 'Eavy Armour Iron Gob Mega Armour Squighide
Locations Head Head Body, Legs Head Head/Arms, Legs/Body Body, Arms, Legs
AP 2 4 2
kg 3 5 8 5
Avail. Scarce Very Rare Very Rare Very Rare
6/10/14 60
Near Unique
3
Scarce
4
every 1d5 hours. Without power, the armour ceases to be mobile. Mega Armour is far too bulky to be worn by a human. Mega-Armour has an AP of 6 for the Head, 10 for the Arms and Legs, and 14 for the Body. It weighs 60kg, and is currently completely unavailable for purchase in the Calixis Sector.
SQUIGHIDE COAT
AND
LEGGINS
Made from the tanned hides of the common squig, these heavy leathers are the most common type of Ork armor. Capable of being dyed, Orks often use the colour of their squighide to show allegiance to a particular Clan or Warboss. Squighide counts as Primitive, unless it is worn by an Ork.