Warhammer 40,000 (Defiler)

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Davies
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Re: Waaaagh!

Post by Davies » Fri Jun 08, 2018 2:26 am

Batgirl III wrote:
Fri Jun 08, 2018 1:10 am
Xanthius, High Lord of Terra wrote:The Orks plague the galaxy from the end to end with their ceaseless warring and strife.
Apparently, in the grim darkness of the 41st millennium, there is nothing but utter hypocrisy.

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Batgirl III
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Re: Waaaagh!

Post by Batgirl III » Fri Jun 08, 2018 2:28 am

Davies wrote:
Fri Jun 08, 2018 2:26 am
Batgirl III wrote:
Fri Jun 08, 2018 1:10 am
Xanthius, High Lord of Terra wrote:The Orks plague the galaxy from the end to end with their ceaseless warring and strife.
Apparently, in the grim darkness of the 41st millennium, there is nothing but utter hypocrisy.
I see you've been paying attention!
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Ork Warboss

Post by Batgirl III » Fri Jun 08, 2018 2:33 am

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ORK WARBOSS
Warhammer 40,000 Character
Power Level 10 ( 135 PP )

Bugrat Skumdreg, Goff Warboss wrote:All Orks is equal, but some Orks are more equal dan uvvas.
ABILITIES
Strength 4
Stamina 6
Agility 3
Dexterity 1
Fighting 8
Intellect 0
Awareness 2
Presence 1

SKILLS
Athletics 8 (+12), Close Combat [Unarmed] 5 (+14), Expertise [Tatics] 8 (+8), Intimidation 13 (+15), Perception 3 (+5), Ranged Combat [Ork Weapons] 8 (+12), Stealth 4 (+5), Technology 3 (+3), Vehicles 4 (+8)

ADVANTAGES
All-Out Attack, Benefit [Status], Close Attack (1), Diehard, Equipment (5), Great Endurance, Improved Critical [Choppa] (2), Improved Critical [Unarmed] (2), Leadership, Lionhearted, Luck (1), Power Attack, Ranged Attack (1), Startle, Takedown (2), Taunt, Ultimate Intimidation, Ultimate Toughness

POWERS
Big Un Growth 2 (+2 Strength, +2 Stamina; +2 Mass; +1 Intimidate; -1 Defenses) [ 4 PP ]
Bulgin' Biceps Enhanced Ability 1 (+1 Strength; F: Limited to Lifting) [ 1 PP ]
Feral Senses Senses 2 (Olfactory: Acute [1]; Visual: Lowlight Vision [1]) [ 2 PP ]
Inhumanly Durable Immunity 4 (Diseases [1], Poisons [1]; Gases [2]; F: Limited to Half Effect); Protection 6 [ 8 PP ]

EQUIPMENT ( 25 EP )
'Eavy Armor Impervious Toughness 3 [ 3 EP ]
Stikkbombs Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]
AE: Kustom Choppa Damage 7 (Strength-Based; E: Improved Critical [3]) [ 1 EP ]
AE: Slugga Damage 4 (E: Accurate [1], Ranged, Split [1]) [ 1 EP ]

May replace his Stikkbombs and Kustom Choppa with one of the following:
Big Choppa Damage 7 (Strength-Based; E: Improved Critical [2], Penetrating [7]) [ 16 EP ]
Power Klaw Damage 9 (Strength-Based; E: Penetrating [8]; F: Inaccurate [1]) [ 16 EP ]

DEFENSE
Dodge (8) Base 6
Parry: (8) Base 1
Fortitude: (10) Base 4
Toughness: (12) ——
Will: (8) Base 6

WORKSHEET
Attack: 14 Effect: 4 Total: 18 (Unarmed)
Attack: 9 Effect: 11 Total: 20 (Kustom Choppa)
Attack: 14 Effect: 4 Total: 18 (Slugga)
Attack: 9 Effect: 11 Total: 20 (Big Choppa)
Attack: 7 Effect: 13 Total: 20 (Power Klaw)
Dodge: 8 Tough: 12 Total: 20
Parry: 8 Tough: 12 Total: 20
Fort: 10 Will: 8 Total: 18


ABILITIES [ 50 pp ] +
SKILLS [ 28 pp ] +
ADVANTAGES [ 25 pp ] +
POWERS [ 15 pp ] +
DEFENSES [ 17 pp ] =
135 PP TOTAL

Background:
The Warboss is the highest position in a large Ork Waaagh! The Warboss is always the biggest, strongest and most cunning Ork in any given grouping of such creatures, and gets the best armor, weapons, and equipment. He is easily distinguishable from his brethren because of his bossy nature and tendency to be over nine feet tall. As a general rule of thumb, the more successful a Warboss is, the larger he is.

Particularly dominant and successful Warbosses are called "Warlords" or "Great Bosses". Tribe after tribe will flock to such a prominent leader, forming a massive Ork horde. The most notorious Warlord is Ghazghkull Thraka, who almost all Orks revere, that is, if they are smart enough to.
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Gretchin

Post by Batgirl III » Fri Jun 08, 2018 4:06 am

Image
GRETCHIN
Original Character
Power Level 5 Minions ( 45 PP )

Gibli the Gretchin wrote:We’re safe ’ere Gobbitz. There’s no way da beakies can get to us at the top of dis cliff...

Last words before being overrun by Space Marine Assault troops from the Salamanders Chapter
ABILITIES
Strength 0
Stamina 1
Agility 1
Dexterity 1
Fighting 2
Intellect -2
Awareness -1
Presence 0

SKILLS
Deception 4 (+4), Expertise [Scroungin'] 6 (+4), Perception 3 (+2), Stealth 3 (+4)

ADVANTAGES
Defensive Roll (4), Equipment (3), Improved Initiative (1), Ranged Combat (4), Teamwork (1)

POWERS
Feral Senses Senses 2 (Olfactory: Acute [1]; Visual: Lowlight Vision [1]) [ 2 PP ]
Weedy Git Shrinking 4 (-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation; E: Innate, Permanent) [ 9 PP ]

EQUIPMENT ( 15 EP )
Grot Shoota Damage 5 (E: Ranged) [ 10 EP ]
AE: Stikkbomb Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]

DEFENSE
Dodge (5) Base 2
Parry: (5) Base 1
Fortitude: (5) Base 5
Toughness: (1/5) ——
Will: (5) Base 6

WORKSHEET
Attack: 2 Effect: 0 Total: 2 (Unarmed)
Attack: 5 Effect: 5 Total: 10 (Grot Shoota)
Attack: —— Effect: 5 Total: 5 (Stikkbomb)
Dodge: 5 Tough: 1/5 Total: 6/10
Parry: 5 Tough: 1/5 Total: 6/10
Fort: 5 Will: 5 Total: 10


ABILITIES [ 4 pp ] +
SKILLS [ 8 pp ] +
ADVANTAGES [ 13 pp ] +
POWERS [ 11 pp ] +
DEFENSES [ 14 pp ] =
50 PP TOTAL

Background:
Gretchin, Grots or Runts are a lesser Orkoid slave race who do the menial tasks which Orks consider themselves above.

Gretchin have a similar physical structure to Ork but are much smaller and weaker. They have short runty legs and grasping fingers to employ their greatest skill, low cunning. They are far more numerous than Orks and have large bulbous heads with tattered ears which flatten when they are scared. They have sharp fanged jaws which are their best physical weapon. They have an excellent sense of smell, hearing and they have effective sight in the dark. These traits aid their self-preservation allowing them to survive in the dangerous Ork society.

The Gretchin are happy enough in their role. They bear little resentment towards their superiors, for them Orks are just a fact of life. Individual Gretchin can enjoy a relatively comfortable existence by providing valuable services to their Ork masters. Most Grots are owned by Orks as personal servants, though some gather together into loose tribes that may even own functional weapons and equipment. The Gretchin have created an entire enterprise culture of their own within their Ork-dominated society. Many Gretchin operate their own black-market businesses on the side, such as selling fungus-beer, roasting squigs on sticks, coordinating the bets when a fight breaks out or looting corpses for fun and profit.
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Killa Kan

Post by Batgirl III » Fri Jun 08, 2018 9:50 pm

Image
KILLA KAN
Warhammer 40,000 Character
Power Level 10 ( 140 PP )

Doc Hacksore wrote:Not enuff nails? Nah, I put da little feller in upside down.

Musing why his newly constructed dreadnought wasn't working.
ABILITIES
Strength 9
Stamina ——
Agility 2
Dexterity 0
Fighting 10
Intellect -2
Awareness 0
Presence 0

SKILLS
Perception 4 (+4), Ranged Attack (Dreadnought Armament) 6 (+12)

ADVANTAGES
All-Out Attack, Diehard, Lionhearted, Ranged Combat (4), Teamwork (2)

POWERS
Combat Walker ( 61 PP Total )
Armored Hull Protection 9 (E: Impervious [7]) [ 16 PP ]
Combat Walker Movement 1 (Sure-Footed [2]); Speed 3 (16 MPH) [ 5 PP ]
Construct Immunity 30 (Fortitude Effects [30]) [ 30 PP ]
Great Big Un Growth 3 (+3 Strength, +3 Toughness; +3 Mass; +2 Intimidate, -3 Stealth; -2 Defenses; E: Innate [1], Permanent) [ 7 PP ]
Optiks and Wot-Nots Senses 3 (Olfactory: Acute [1]; Visual: Lowlight [1]; Radio: Radio [1]) [ 3 PP ]

Dreadnought Armament ( 23 PP Total )
A Killa-Kan's left arm must be mounted with one of the following:
Dreadnought Close Combat Weapon Enhanced Ability (+1 STR; E: Dynamic; F: Limited to Lifting); Damage 3 (Strength-based; E: Improved Critical [4], Penetrating [7], Reach [2], Split [1]; F: Inaccurate [1]); Enhanced Advantage 4 (Fast Grab, Improved Grab, Improved Hold, Improved Smash) [ 21 PP ]
Big Shoota Damage 6 (E: Dynamic, Extended Range [2], Ranged, Multiattack) [ 21 PP ]
Grotzooka Damage 5 (E: Area [60' Burst], Dynamic, Ranged) [ 21 PP ]
Kustom Mega-Blasta Damage 8 (E: Area [30' Burst], Dynamic, Incurable [1], Penetrating [10], Ranged; F: Side Effect, Unreliable) [ 21 PP ]
Rokkit Launcha Damage 8 (E: Dynamic, Penetrating [5], Ranged; F: Inaccurate [1]) [ 21 PP ]
Skorcha Damage 5 (E: Area [120' Cone], Dynamic, Incurable [1], Secondary Effect [2 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 21 PP ]

A Killa-Kan's right arm must be mounted with one of the following:
DAE: Dreadnought Close Combat Weapon [ 2 PP ]
DAE: Big Shoota [ 2 PP ]
DAE: Grotzooka [ 2 PP ]
DAE: Kustom Mega-Blasta [ 2 PP ]
DAE: Rokkit Launcha [ 2 PP ]
DAE: Skorcha [ 2 PP ]

DEFENSE
Dodge (6) Base 6-2
Parry: (8) Base 0-2
Fortitude: —— ——
Toughness: (12) ——
Will: (8) Base 8

WORKSHEET
Attack: 10 Effect: 9 Total: 19 (Unarmed)
Attack: 8 Effect: 12 Total: 20 (Dreadnought Close Combat Weapon)
Attack: 12 Effect: 6 Total: 18 (Big Shoota)
Attack: —— Effect: 6 Total: 6 (Grotzooka)
Attack: —— Effect: 8 Total: 8 (Kustom Mega-Blasta)
Attack: 12 Effect: 8 Total: 20 (Rokkit Launcha)
Attack: —— Effect: 5 Total: 5 (Skorcha)
Dodge: 6 Tough: 12 Total: 18
Parry: 8 Tough: 12 Total: 20
Fort: —— Will: 8 Total: 8


ABILITIES [ 28 pp ] +
SKILLS [ 5 pp ] +
ADVANTAGES [ 9 pp ] +
POWERS [ 84 pp ] +
DEFENSES [ 14 pp ] =
140 PP TOTAL

Background:
Being a Grot is not a nice life. You are a scrawny, weak, little being among big, aggressive Orks who love to kill stuff and view anything smaller than themselves as inferiors to be yelled at and kicked, forced to do their drudge work. Your life is one of cowering, hoping to avoid the wrath of your huge superiors, scraping up small scraps of food, doing what they say to hopefully avoid being kicked, eaten or shot; hiding and fighting with fellow grots over half-eaten squig legs. This often breeds spite and bitterness among many grots over the course of their often short lives.

But a precious few escape this fate. One day a Mekboy will scoop up some lucky grot, a painboy will hammer some wires into his brain and he will be sealed into a 3-meter-tall, armed and armored water-heater on legs called a Killa Kan. Suddenly he's bigger, harder, stronger and shootier than all those boyz who abused him, and it is payback time. After that, he gets to take out his latent frustrations on some spikey boyz or beakies, and everything's great for him. The only boyz he can't get after are those interred in Deff Dreds. Of course they're still every bit as cowardly as they were before, but that doesn't always matter when you think you're invincible.

Killa Kans are so favoured by Gretchin (I mean, who wouldn't love to control a hugeass war walker armed with all sorts of weaponry?) that they often hold lotteries whenever the resident Big Mek constructed a new one to find out who's going to get bolted in to pilot the thing. Only the actual wiring-in process can get most Gretchin to rethink their career decisions - as mentioned above, that's usually too late. Then again, once the process is actually finished, the Killa Kan is free to mutilate and kill his former tormentors, so that has to be worth something after all.
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Re: Warhammer 40,000 (Killa Kan)

Post by Batgirl III » Sun Jun 10, 2018 4:26 am

Image
DEFF DREAD
Warhammer 40,000 Character
Power Level 12 ( 165 PP )

Derek Zog, Legendary Ork Smartboy wrote:Da best means of Attack is Defence, an' the best means of Attack is a really, really Big One, right, with lots of Boys an' dead big shooty things an' what have ya.
ABILITIES
Strength 10
Stamina ——
Agility 2
Dexterity 0
Fighting 8
Intellect -1
Awareness 1
Presence 0

SKILLS
Athletics 3 (+13), Intimidation 13 (+15), Perception 4 (+5), Ranged Combat [Ork Weapons] 14 (+14)

ADVANTAGES
All-Out Attack, Close Attack (3), Diehard, Power Attack, Second Chance [resist grapples], Startle, Ultimate Toughness

POWERS
Combat Walker ( 75 PP Total )
Armored Hull Protection 10 (E: Impervious [9]) [ 19 PP ]
Combat Walker Movement 1 (Sure-Footed [2]); Speed 3 (16 MPH) [ 5 PP ]
Construct Immunity 30 (Fortitude Effects [30]) [ 35 PP ]
Optiks and Wot-Nots Senses 3 (Olfactory: Acute [1]; Visual: Lowlight [1]; Radio: Radio [1]) [ 3 PP ]
Zoggin' Yuge Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]

Dreadnought Armament ( 27 PP Total )
A Deff Dread's left upper arm must be mounted with one of the following:
Dreadnought Close Combat Weapon Enhanced Ability (+1 STR; E: Dynamic; F: Limited to Lifting); Damage 3 (Strength-based; E: Improved Critical [4], Penetrating [7], Reach [2], Split [1]; F: Inaccurate [1]); Enhanced Advantage 4 (Fast Grab, Improved Grab, Improved Hold, Improved Smash) [ 21 PP ]
Big Shoota Damage 6 (E: Dynamic, Extended Range [2], Ranged, Multiattack) [ 21 PP ]
Kustom Mega-Blasta Damage 8 (E: Area [30' Burst], Dynamic, Incurable [1], Penetrating [10], Ranged; F: Side Effect, Unreliable) [ 21 PP ]
Rokkit Launcha Damage 8 (E: Dynamic, Penetrating [5], Ranged; F: Inaccurate [1]) [ 21 PP ]
Skorcha Damage 5 (E: Area [120' Cone], Dynamic, Incurable [1], Secondary Effect [2 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 21 PP ]

A Deff Dread's right upper arm must be mounted with one of the following:
DAE: Dreadnought Close Combat Weapon [ 2 PP ]
DAE: Big Shoota [ 2 PP ]
DAE: Kustom Mega-Blasta [ 2 PP ]
DAE: Rokkit Launcha [ 2 PP ]
DAE: Skorcha [ 2 PP ]

A Deff Dread's left lower arm must be mounted with one of the following:
DAE: Big Shoota [ 2 PP ]
DAE: Kustom Mega-Blasta [ 2 PP ]
DAE: Rokkit Launcha [ 2 PP ]
DAE: Skorcha [ 2 PP ]

A Deff Dread's right lower arm must be mounted with one of the following:
DAE: Big Shoota [ 2 PP ]
DAE: Kustom Mega-Blasta [ 2 PP ]
DAE: Rokkit Launcha [ 2 PP ]
DAE: Skorcha [ 2 PP ]

DEFENSE
Dodge (8) Base 9
Parry: (8) Base 3
Fortitude: —— ——
Toughness: (16) ——
Will: (8) Base 7

WORKSHEET
Attack: 11 Effect: 13 Total: 24 (Dreadnought Close Combat Weapon)
Attack: 14 Effect: 6 Total: 20 (Big Shoota)
Attack: —— Effect: 8 Total: 8 (Kustom Mega-Blasta)
Attack: 12 Effect: 8 Total: 20 (Rokkit Launcha)
Attack: —— Effect: 5 Total: 5 (Skorcha)
Dodge: 8 Tough: 16 Total: 24
Parry: 8 Tough: 16 Total: 24
Fort: —— Will: 8 Total: 8


ABILITIES [ 18 pp ] +
SKILLS [ 17 pp ] +
ADVANTAGES [ 9 pp ] +
POWERS [ 102 pp ] +
DEFENSES [ 19 pp ] =
165 PP TOTAL

Background:
Orks are dead killy by themselves. They are huge, hulking creatures, obsessed only with fighting and killing whatever is within their reach - and to a lot of Orks, there are a lot of things to kill within their reach. Whether it be Shootas, Choppas, Rokkit Launchas or even the dreaded Power Klaw, the average Ork Boy has a lot of options available to him.

However, to some Orks, that isn't enough. Some can't beat the Orks around them and rise in the ranks, some know that they will be cannon fodder for some Marine's bolter. Their death is pretty much ensured, and although Orks don't generally fear death, they do fear not being able to kill stuff anymore - to an Ork, that is the greatest fear of all.

Long had the Oddboys been discussing this matter, trying to solve this grave problem. Experiments ensued, all without success. In the end, it all seemed futile, until one enterprising Mek had a brilliant idea, inspired by the bludy humies no less. He had been fighting some Space Marines like usual, looting guns and exploding stuff. Suddenly, he saw the most beautiful machine he had ever seen. Boxy, heavily armoured and loud as hell, the machine tore through the Ork Boyz at an alarming rate, destroying everything and anyone, screaming with a metallic voice "EVEN IN DEATH I STILL SERVE". The Machine was a Dreadnought, a Walker with a dying Space Marine within its shell.

The Mek thought he had seen a vision. He went home and began building a mechanical walker, armed with rockets, ripping blades, guns and swords, with a cockpit with just enough room for an Ork of diminutive size. Soon he found an Ork of relatively small size, an Ork who was probably dead anyway, and had the Painboy hardwire him, then he interred the Ork into the machine. The Ork was filled with rage and passion, rushing out to show the clan his new, mechanical body... by showing their internal organs to them.
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Light Vehicles

Post by Batgirl III » Sun Jun 10, 2018 10:48 pm

Image
ORK LIGHT VEHICLES
Warhammer 40,000 Equipment

Image
Ork Bike
Equipment Rank 9 ( 45 EP )

VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 6 [ 2 EP ]
Speed: 5 (60 MPH) [ 5 EP ]
Defense: 7 [ 8 EP ]
Toughness: 10 [ 3 EP]

VEHICLE POWERS
Smokin' Exhaust Concealment 2 (Normal Vision; E: Affects Others, Area [15' Cloud]; F: Partial) [ 6 PP ]
Twin-Linked Big Shootas Damage 6 (E: Improved Critical [2], Extended Range [1], Ranged, Multiattack; F: Inaccurate [1]) [ 20 EP ]

Background:
Greenskins love speed, noise, and fightin', and warbike gives it all to them if they don't crash violently into something first. (Although that's good funn too.)

Image
Ork Trukk
Equipment Rank 9-12 ( 45-59 EP )

VEHICLE TRAITS
Size: Huge [ 2 EP ]
Strength: 9 [ 1 EP ]
Speed: 5 (60 MPH) [ 5 EP ]
Defense: 7 [ 9 EP ]
Toughness: 11 [ 2 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Big Shoota Damage 6 (E: Extended Range [2], Ranged, Multiattack) [ 20 EP ]
Ramshackle Enhaced Advantage 1 (Second Chance [Toughness Checks]) [ 1 EP ]

VEHICLE UPGRADES
The Trukk may be upgraded with any of the following:
`Ard Body Enhanced Toughness 2 (+2 Toughness); Impervious Toughness 3 [ 5 EP ]
Smoke Chucka Concealment 2 (Normal Vision; E: Affects Others, Area [15' Cloud]; F: Partial, Unreliable [five uses]) [ 4 PP ]
Reinforced Ram Enhanced Ability 1 (+1 Strength; F: Limited to Slam Damage); Immunity 2 (Self-Inflicted Slam Damage [2]); Movement 1 (Sure-Footed) [ 5 EP ]

Background:
A Trukk is an Ork vehicle primarily used for transporting Orks across the battlefield at breakneck speeds.

Because Orks don't really have much of a concept of personal space, Trukks are often piled with as many Orks as won't fall off, if even that. Sometimes they have runners mounted on the sides of the Trukk so more Greenskins can cling on to the sides and get stuck in faster. Some of the more intelligent Orks wait for the Trukk to slow down some before jumping off. Trukks are usually armed with Big Shootas on the front, as well as various spikey bitz so the drivers don't miss the thrill of close combat. The Trukk serves well to be launched into battle guns blazing, to unload a heap of Greenskins into the fray. Because of Ork inventiveness and little in the way of standardization, no two Trukks ever look quite the same.

Image
Ork Warbuggy
Equipment Rank 9 ( 45 EP )

VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 7 [ 3 EP ]
Speed: 5 (60 MPH) [ 5 EP ]
Defense: 7 [ 8 EP ]
Toughness: 10 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Twin-Linked Big Shootas Damage 6 (E: Improved Critical [2], Extended Range [1], Ranged, Multiattack; F: Inaccurate [1]) [ 20 EP ]

VEHICLE UPGRADES
The Warbuggy may be replace it's Twin-Linked Big Shootas with one of the following:
Rokkit Launcha Damage 8 (E: Penetrating [5], Ranged; F:[/i] Inaccurate [1]) [ 20 EP ]
Skorcha Damage 5 (E: Area [120' Cone], Incurable [1], Secondary Effect [2 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 20 EP ]

Background:
Though they come in all shapes and sizes, a standard Warbuggy has a 4 wheeled low-riding chassis and a supercharged engine that enables it to zoom into battle at incredible pace. As a result, Warbuggies are ideally suited for the ash wastes and silt flats of Industrial Worlds.

Image
Ork Wartrakk
Equipment Rank 9 ( 45 EP )

VEHICLE TRAITS
Size: Large [ 1 EP ]
Strength: 7 [ 3 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 7 [ 8 EP ]
Toughness: 10 [ 3 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 4 [ 4 EP ]
Twin-Linked Big Shootas Damage 6 (E: Improved Critical [2], Extended Range [1], Ranged, Multiattack; F: Inaccurate [1]) [ 20 EP ]
Trakks Movement 1 (Sure-Footed) [ 2 EP ]

VEHICLE UPGRADES
The Wartrakk may be replace it's Twin-Linked Big Shootas with one of the following:
Rokkit Launcha Damage 8 (E: Penetrating [5], Ranged; F:[/i] Inaccurate [1]) [ 20 EP ]
Skorcha Damage 5 (E: Area [120' Cone], Incurable [1], Secondary Effect [2 Ranks]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 20 EP ]

Background:
Wartrakks are Ork tracked vehicles that are modified off the versatile warbuggy design by Mekboyz. Essentially a Warbuggy mounted upon a sturdy track unit, a Wartrakk sacrifices its speed for the ability to traverse rough terrain such as a ruined city and deliver heavier firepower.
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Re: Warhammer 40,000 (Ork Vehicles)

Post by catsi563 » Mon Jun 11, 2018 12:55 am

Aw comeon BG you forgot the most important and Orky upgrade of all.

Red makes it go fasta!! All Orks believe painting a vehicle red makes it go fasta :D
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Re: Warhammer 40,000 (Ork Vehicles)

Post by Batgirl III » Mon Jun 11, 2018 1:37 am

I just assumed they were all red wunz.

Red wunz is fasta; Green wunz is best; Blue wunz is lucky; Yellow wunz is flashy; and Black wunz is goff (and so they’re ‘ard). So, really, any Ork Clan or Mob can justify their vehicles being fasta than they should otherwise be because they’re painted in the appropriate color for that Clan/Mob/Krew/Whatever.

If the Warboss says to paint his rig blue (because blue is lucky) then the Boyz will paint it blue. If any of them says blue isn’t as fast, the Boss will krump ’em and say “blue is fasta!” Since he’s the biggest and the strongest (and just proved it by krumpin’ the doubters) then he must be right. So the Boyz will believe him. And because they believe him, it will be.

(Pink is the stealthiest color... Youse ever seen a pink Ork? Exactly! )
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Re: Warhammer 40,000 (Ork Vehicles)

Post by slade the sniper » Mon Jun 11, 2018 2:06 am

Batgirl III wrote:
Mon Jun 11, 2018 1:37 am
I just assumed they were all red wunz.

Red wunz is fasta; Green wunz is best; Blue wunz is lucky; Yellow wunz is flashy; and Black wunz is goff (and so they’re ‘ard). So, really, any Ork Clan or Mob can justify their vehicles being fasta than they should otherwise be because they’re painted in the appropriate color for that Clan/Mob/Krew/Whatever.

If the Warboss says to paint his rig blue (because blue is lucky) then the Boyz will paint it blue. If any of them says blue isn’t as fast, the Boss will krump ’em and say “blue is fasta!” Since he’s the biggest and the strongest (and just proved it by krumpin’ the doubters) then he must be right. So the Boyz will believe him. And because they believe him, it will be.

(Pink is the stealthiest color... Youse ever seen a pink Ork? Exactly! )
Mrs. Sniper agrees with you completely. She wants a 100% pink ork-grrrl army...I have yet to start this project...and probably never will...but yes, Pink wunz iz stealthy!

-STS

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Re: Warhammer 40,000 (Ork Vehicles)

Post by Batgirl III » Mon Jun 11, 2018 3:42 am

Image
ORK BATTLEWAGON
Warhammer 40,000 Equipment
Equipment Rank 10-20 ( 50-100 EP )

VEHICLE TRAITS
Size: Gargantuan [ 3 EP ]
Strength: 12 [ 0 EP ]
Speed: 4 (30 MPH) [ 4 EP ]
Defense: 6 [ 12 EP ]
Toughness: 12 [ 1 EP]

VEHICLE POWERS
Armored Hull Impervious Toughness 5 [ 5 EP ]
Twin-Linked Big Shootas Damage 6 (E: Improved Critical [2], Extended Range [1], Ranged, Multiattack; F: Inaccurate [1]) [ 20 EP ]
Smoke Chucka Concealment 2 (Normal Vision; E: Area [30' Cloud; 2], Attack; F: Blending, Duration [Concentration], Partial, Unreliable [five uses]) [ 2 EP ]

VEHICLE UPGRADES
The Ork Battlewagon may be upgraded with any one of the following:
Kannon (Krak Shell) Damage 7 (E: Penetrating [5], Ranged) [ +19 EP ]
AE: Missile Launcher (Frag Shell) Damage 5 (E: Area [30' Burst], Extended Range [1], Ranged) [ +1 EP ]
Lobba Damage 5 (E: Area [60' Burst], Ranged) [ +20 EP ]
Rokkit Launcha Damage 8 (E: Penetrating [5], Ranged; F: Inaccurate [1]) [ +20 EP ]
Zzap Gun Damage 7 (E: Penetrating [7], Ranged; F: Innaccurate [1]) [ +20 EP ]
Killkannon Damage 9 (E: Area [30' Burst], Extended Range [2], Penetrating [7], Ranged; F: Activation [Move, -1]) [ +35 EP ]

The Ork Battlewagon may also be upgraded with any of the following:
'Ard Body Enhanced Advantage 1 (Ultimate Toughness); Impervious Toughness 4 [ +5 EP ]
Deff Rolla Enhanced Ability 3 (+3 Strength; F: Limited to Slam Damage); Immunity 5 (Slam Damage [5]); Movement 1 (Sure-Footed) [ +10 EP ]

Background:
The Battlewagon is the Ork equivalent to a Space Marine Land Raider, in terms of both size and sometimes durability... You never know with Orks. Basically the most badass and ramshackle pimpmobile ever. Seriously, you'll never see another vehicle come in more lovely shapes and sizes than a Battlewagon. It's typical role is to ship mobs of Boys to the front and carry ridiculous Orky gunz. Owned most commonly by a Mekboy wanting to have something to carry his loot, or a Warboss and his retinue of Nobs. While each Battlewagon can be unique, they most commonly have a giant bulldozer blade and big gun turrets on top. Wouldn't be surprised however if they had giant stereo systems blaring Iron Maiden.

It represents what all Orks are supposed to be: loud, bombastic, and ded killy.
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catsi563
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Re: Warhammer 40,000 (Ork Vehicles)

Post by catsi563 » Mon Jun 11, 2018 4:29 am

slade the sniper wrote:
Mon Jun 11, 2018 2:06 am
Batgirl III wrote:
Mon Jun 11, 2018 1:37 am
I just assumed they were all red wunz.

Red wunz is fasta; Green wunz is best; Blue wunz is lucky; Yellow wunz is flashy; and Black wunz is goff (and so they’re ‘ard). So, really, any Ork Clan or Mob can justify their vehicles being fasta than they should otherwise be because they’re painted in the appropriate color for that Clan/Mob/Krew/Whatever.

If the Warboss says to paint his rig blue (because blue is lucky) then the Boyz will paint it blue. If any of them says blue isn’t as fast, the Boss will krump ’em and say “blue is fasta!” Since he’s the biggest and the strongest (and just proved it by krumpin’ the doubters) then he must be right. So the Boyz will believe him. And because they believe him, it will be.

(Pink is the stealthiest color... Youse ever seen a pink Ork? Exactly! )
Mrs. Sniper agrees with you completely. She wants a 100% pink ork-grrrl army...I have yet to start this project...and probably never will...but yes, Pink wunz iz stealthy!

-STS
well haveing seen a full company of Hello Kitty Adaeptes Astartes what else can i say?
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Re: Warhammer 40,000 (Ork Battlewagon)

Post by Batgirl III » Mon Jun 11, 2018 5:12 am

There are some absolutely hilariously well done “joke” WH40k armies out there. My personal favorite is the guy that has the nearly the entire Ultramarines Chapter as the cast of The Simpsons. Given the cost of GW miniatures, I’ve never really indulged in such shenanigans myself...

Except back in junior high, when I played Bretonnians in WHFB, I did give my five Questing Knights paint Jobs inspired by Arthur, Bedevere, Robin, Lancelot, and the Black Knight from Monty Python and the Holy Grail. But that was five models that were otherwise totally stock.
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Re: Warhammer 40,000 (Ork Battlewagon)

Post by catsi563 » Mon Jun 11, 2018 5:28 am

seen that one actually, whole Bretonnian army including the monks who smacked themselves in the faces, good king Arthur with a coconut clapping guy.

And on the 40k side an ENTIRE Pirate themed Ork horde with every imaginable pirate themed boy you couldn't want.
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Re: Warhammer 40,000 (Ork Battlewagon)

Post by Batgirl III » Mon Jun 11, 2018 5:29 am

Orks, Orcs, and Ogres lend themselves very well to “themed” armies.
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