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Ork Armoury _ - CHoPpaz Shootaz N' GoBiNz Las Name Class Range RoF Dam Pen Clip Rld Special kg Availability Grot Blasta Basic 80m S/4/- 1d10+3 E 2 12 2 Full Inaccurate, Unreliable 3 Rare Solid Projectile Name Class Range RoF Dam Pen Clip Rld Special kg Availability Deffgun Heavy 90m S/4/8 1d10+10 I 2 50 2 Full Inaccurate, Unreliable, Unwieldy, Storm 45 Extremely Rare Shoota Basic 60m S/3/10 1d10+4 I 0 30 Full Inaccurate, Unreliable 4 Scarce Slugga Pistol 20m S/3/- 1d10+4 I 0 18 Full Inaccurate, Unreliable 2 Scarce Exotic Name Class Range RoF Dam Pen Clip Rld Special kg Availability Big Shoota Basic 80m S/3/10 1d10+6 I 1 40 Full Inaccurate, Unreliable 6 Rare Burna Basic 15m S/-/- 1d10+5 E 3 8 2 Full Inaccurate, Unreliable, Flame 8 Very Rare Kustom Blasta Basic 90m S/-/- 2d10+8 E 8 7 4 Full Inaccurate, Overheats, Unreliable, Unstable 15 Near Unique Rokkit Launcha Basic 120m S/-/- 3d10+5 X 6 1 Half Inaccurate, Unreliable 15 Very Rare Skorcha Heavy 25m S/-/- 2d10+5 E 5 14 2 Full Inaccurate, Unreliable, Flame 25 Extremely Rare Snazzgun Basic 100m S/2/- 2d10 I or E 1d10 20 2 Full Inaccurate, Unreliable, Overheats 7 Extremely Rare DA

Ork Armoury(1)

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Ork Armory For DeathwatchContains a wealth of Orky equipment for the Deathwatch Role Playing Game

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Page 1: Ork Armoury(1)

Ork Armoury_-CHoPpaz

Shootaz N' GoBiNz

LasName Class Range RoF Dam Pen Clip Rld Special kg Availability

Grot Blasta Basic 80m S/4/- 1d10+3 E 2 12 2 FullInaccurate, Unreliable

3 Rare

Solid ProjectileName Class Range RoF Dam Pen Clip Rld Special kg Availability

Deffgun Heavy 90m S/4/8 1d10+10 I 2 50 2 FullInaccurate, Unreliable, Unwieldy, Storm

45 Extremely Rare

Shoota Basic 60m S/3/10 1d10+4 I 0 30 FullInaccurate, Unreliable

4 Scarce

Slugga Pistol 20m S/3/- 1d10+4 I 0 18 FullInaccurate, Unreliable

2 Scarce

ExoticName Class Range RoF Dam Pen Clip Rld Special kg Availability

Big Shoota Basic 80m S/3/10 1d10+6 I 1 40 FullInaccurate, Unreliable

6 Rare

Burna Basic 15m S/-/- 1d10+5 E 3 8 2 FullInaccurate, Unreliable, Flame

8 Very Rare

Kustom Blasta Basic 90m S/-/- 2d10+8 E 8 7 4 Full

Inaccurate, Overheats, Unreliable, Unstable

15 Near Unique

Rokkit Launcha Basic 120m S/-/- 3d10+5 X 6 1 HalfInaccurate, Unreliable

15 Very Rare

Skorcha Heavy 25m S/-/- 2d10+5 E 5 14 2 FullInaccurate, Unreliable, Flame

25 Extremely Rare

Snazzgun Basic 100m S/2/- 2d10 I or E 1d10 20 2 FullInaccurate, Unreliable, Overheats

7 Extremely Rare

DA

Page 2: Ork Armoury(1)

ChainName Class Range Dam Pen Special kg AvailabilityBuzz Choppa Melee - 1d10+4 R 2 Tearing, Unbalanced 13 RareBig Buzz Choppa Melee - 1d10+10 R 5 Tearing, Special, Unwieldy 15 Very Rare

PowerName Class Range Dam Pen Special kg AvailabilityPower Klaw Melee - 2d10 E 10 Power Field, Tearing, Unwieldy 17 Near Unique

PrimitiveName Class Range Dam Pen Special kg AvailabilityChoppa Melee - 1d10+1 R 2 Tearing, Unbalanced 8 ScarceBig Choppa Melee - 2d10 R 2 Tearing, Unbalanced 10 RareGrot Boot Slasha Melee/Thrown 5m 1d5 R 0 Primitive 1 ScarceGrotwhip Melee 3m 1d10+3 R 0 Flexible, Tearing, Primitive 5 Rare

Rokkit 'Ammer Melee -1d10+2 I / 3d10+5 X

0 / 6 Primitive, Special, Unbalanced 7 Very Rare

Slasha Melee/Thrown 5m 1d5+1 R 1 Tearing 3 Rare

ExoticName Class Range Dam Pen Special kg AvailabilityGrabba Stikk Melee 2m 1d5 0 Snare 5 Rare

Melee WeaponsOrk weapons used by other races loses tearing unless otherwise noted.

Chain WeaponsUnlike other ork melee weapons the chain weapons doesn't lose tearing when used by none orks.

BuZz ChopPAOne handed ork chain weapon.

BiG BuZz CHopPAThe Big Buzz Choppa is a two handed chain weapon using the same special rules as the Eviscerator (Blood of Martyrs p.116).

Primitive WeaponsPrimitive ork weapons range from big choppaz using overwhelming force to crazy weapons such as rokkitz mounted on sticks.

GRoT BooT SLAsHABasic knife used only by the Grechins.

RoKkiT 'AmmERThe 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.

SLAsHAOrk "knife". As with other orky weapons the are oversized and brutal looking. Usually used by kommandoz and big Grots.

GrenadesName Class Range RoF Dam Pen Special kg AvailabilityBomb Squig Thrown 3d10m S/-/- 4d10+5 X 0 Accurate, Blast (1d5) 5 Extremely Rare'Sploding Squig Thrown SBx3 S/-/- 2d10 R 0 Blast (2) 1 Extremely RareStikkbomb Thrown SBx3 S/-/- 2d10+5 X 2 Blast (1) 1 ScarceStinkbomb Thrown SBx3 S/-/- Special 0 Smoke 1 Rare

Page 3: Ork Armoury(1)

Kustom BitzLike 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.

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 Twin-Linked 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.

Name Weight AvailabilityBigga Barrel +2.5 kg CommonBigga Clip x1 1/2 AbundantBlasta +2 kg Extremly RareEkstra Barruls +5 kg AverageEkstra Rippy +5 kg AverageKombi-Shoota pr. weapon Very RareKustom Job +0 kg Very RareLoudener +2 kg AverageMore Dakka +4 kg AverageMore Shooty +3 kg CommonRed Light +1 kg RareSkatta Kannon +1 kg AverageSparky Knobz +2 kg ScarceSpikey Bitz +4 kg Abundant'Sploding Ammo +2 kg ScarceXperimental 'Splosives +2 kg Extremely RareZappy Gubbinz +3 kg Near Unique

Page 4: Ork Armoury(1)

MORE SHOOTY

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.

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.

ZAPPY GUBBINZ

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.

Page 5: Ork Armoury(1)

ORK ARMOUROrk 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.

A‘ RD 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.

E‘ AVY 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

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.

Name Locations AP kg Avail.'Ard Hat Head 2 3 ScarceBoss Pole Head - 5 Very Rare'Eavy Armour Body, Legs 4 8 Very RareIron Gob Head 2 5 Very Rare

Mega ArmourHead/Arms, Legs/Body

6/10/14 60 Near Unique

SquighideBody, Arms, Legs

3 4 Scarce