Waagh! in the Underhive

Ork Gangs for Necromunda

| Background | Special Rules | Recruitment | Equipment | Experience | Advancement |


Background

During the course of the Ork assault on Armageddon by Waagh Thraka, the space hulk Zoggin' Great Ship went off course. This may have been due to the whims of the Chaos powers, but was more likely the result of Rentcher the Mekaniak tossing Skweek, his Gretchin assistant, into the Telaporta Kontrols.

In any event, the hulk did not appear over Armageddon, but rather over Necromunda. More procisely, it appeared under Hive Primus. When the telaporter malfunctioned, it caused the great hulk to reappear in sections through out the entire underhive. Sadly, few of the Orks on board, including the Rentcher, Skweek, and most of the other Oddboyz, Gretchin, and snotlings did not survive the materialization.

What was left were isolated groups of Orks, far from others of their kind and lost in the nightmare world of the Underhive. However, as Orks are want, these bands of Orks quickly adapted. In fact, the areas of the Underhive were much like their home world - except it was darker, had fewer squigs, and was lousy with "oomies". The Orks soon were roving in gangs like the other Underhivers and faring much better than most.

However, even among the Underhivers, the Orks stand out. As such, the Ork gangs live on the edge of Underhive society. Using their section of the crashed hulk as their home territory, the Orks rove the edges of civilization, such as it is, under Hive Primus.


Special Rules

The Ork Gang is based upon the rules for Orks presented in the Monsters section of the Outlanders rule book. You may purchase an Ork gang to use in your Necromunda compaigns with the following special rules.

Recruitment

The Ork gang, unlike most other gangs, doesn't recruit from the general Underhive population. The Orks recruit from their hulk section and their gangs swell with new gangas. Where these recruits come from, no one has been able to determine. However, no one as ever seen an Ork Joovie.

Ork M WS BS S T W I A Ld Cost Sarting Experience
Ganga 4 3 3 3 4 1 2 1 7 95 20 + 1d6
Big Un 4 3 3 3 4 1 2 1 7 114 59+1d6
Boss 4 4 4 3 4 1 3 1 7 228 59+1d6

Equipment

The Orks scavenge their hulk for their equipment. Purchase initial equipment from the following list. After initial equipment purchases, the Orks use the standard Outlaw equipment purchase tables.

Hand to Hand Pistols Basic Weapons
Axe Free Auto Pistol 15 Auto Gun 20
Sword 10 Bolt Pistol 20 Bolt Gun 35
Club 10 Hand Flammer 20
Heavy Axe 15 Stub Gun 10 Armor
Chainsword 25 Plasma Pistol 25 Flak Free
Special Weapons Heavy Weapons Stikkbombz
Flamer 40 Autocannon 300 Frag 30
Melta Gun 95 Heavy Stubber 120 Krak 50
Plasma Gun 70 Heavy Bolter 180 Melta 80
Kustom Kombi 220

Experience

Even though there are no Oddboys left, the remain Orks are fast learners. This is reflected in their experience point table.

Experience Title Experience Title Experience Title
21 - 26 Ganga 86-98 Big Un 244-269 Big Zogga
27-32 Ganga 99-111 Big Un 270-300 Dead Ard
33-39 Ganga 112-130 Zogga 301-331 Dead Ard
40-46 Ganga 131-149 Zogga 332-362 Dead Ard
47-52 Ganga 150-168 Zogga 363-399 Noba
53-59 Ganga 169-193 Big Zogga 400-436 Noba
60-72 Big Un 194-218 Big Zogga 437-473 Noba
73-85 Big Un 219-243 Big Zogga 474+ Big Noba

Advancement

As the Ork gang advances through the world of the Underhive, they acquire skills and abilities as any other gang.

2d6 Advancement
2-4
New Skill
5
Characteristic Increase
1-3
+1 Strength
4-6
+1 Attacks
6
Characteristic Increase
1-3
+1 Weapon Skill
4-6
+1 Ballistic Skill
7
Characteristic Increase
1-3
+1 Initiative
4-6
+1 Leadership
8
Characteristic Increase
1-3
+1 Weapon Skill
4-6
+1 Ballistic Skill
9
Characteristic Increase
1-3
+1 Wounds
4-6
+1 Toughness
10-12
New Skill

Characteristic Maximums
M WS BS S
T
W I A Ld
4
6
6
4
5
3
5
3
9

Skills Table
Ork Agility Combat Ferocity Muscle Shooting Stealth Techno
Ganga
Y
Y
Y
Y
Big Un
Y
Y
Y
Y
Boss
Y
Y
Y
Y
Y

 

This page copyright by J. Michael Tisdel
Last Updated on 23 Mar 09:30:00 CST