Level | Cost | title | M | Ws | Bs | S | Dam. | T | Wounds | I | A | WP | Luck | Skills | Pin |
1 | - | Novice | 4 | 3 | 5+ | 3 | 1D6 | 4 | 1D6+8 | 2 | 1 | 2 | 0 | 0 | 6+ |
2 | 2,000 | Boss | 4 | 3 | 5+ | 3 | 1D6 | 4 | 2D6+8 | 2 | 1 | 3 | 0 | 1 | 6+ |
3 | 4,000 | Boss | 4 | 4 | 5+ | 3 | 1D6 | 4 | 2D6+8 | 2 | 2 | 3 | 0 | 1 | 6+ |
4 | 8,000 | Boss | 4 | 4 | 4+ | 4 | 2D6 | 4 | 3D6+8 | 3 | 2 | 4 | 1 | 2 | 6+ |
5 | 12,000 | Big Boss | 4 | 5 | 4+ | 4 | 2D6 | 5 | 3D6+8 | 3 | 3 | 4 | 1 | 2 | 6+ |
6 | 18,000 | Big Boss | 4 | 5 | 4+ | 4 | 2D6 | 5 | 4D6+8 | 3 | 3 | 5 | 1 | 3 | 5+ |
7 | 24,000 | Big Boss | 4 | 5 | 3+ | 4 | 3D6 | 5 | 5D6+8 | 4 | 3 | 4 | 2 | 3 | 5+ |
8 | 32,000 | Big Boss | 4 | 6 | 3+ | 4 | 3D6 | 5 | 5D6+8 | à | 4 | 5 | 2 | 4 | 5+ |
9 | 45,000 | War Boss | 4 | 6 | 3+ | 4 | 3D6 | 5 | 6D6+8 | 5 | 4 | 6 | 2 | 5 | 5+ |
10 | 50,000 | War Boss | 4 | 7 | 2+ | 5 | 4D6 | 5 | 7D6+8 | 5 | 5 | 7 | 3 | 6 | 4+ |
Roll a D66(Roll 1 D6 for tens colum then 1D6 for ones colum) on the following chart to determine the new skill learned.
11-13 |
Ead Butt |
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14-16 |
Cheap Shot |
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21-22 |
Savage |
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23-26 |
Cause anomosity You may try to get monsters to fight themselves instead of you or your friends. At the start of your turn you may give up 1 attack per attempt to cause animosity. Consult the following chart.
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31-33 |
Tackle |
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34-35 |
'Ow Much? |
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36 |
Magik |
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41-43 |
Battle Cry |
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44 |
Mork Save Uz |
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45-46 |
Night Dweller |
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51-53 |
Throw |
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54-56 |
Tough as Rocks |
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61-65 |
Battle Charge |
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66 |
WAGGHHHH!!!! |
Roll a D6 to determine which spell you get.
1 |
'Ere We Go |
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2 |
Brain Busta Pick one monster then roll 2D6 if that is more then the targets toughness then roll on the following chart.
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3 |
Hand Of Gork |
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4 |
Fist Of Gork |
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5 |
'Ead Butt |
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6 |
Da KRUNCH |
The Orc can use any equipment available to a Barbarian or Dwarf. He can only put ruins on orc items and the sword he starts out with. All other warriors are at -1 to hit using orc weapons and can't get runes.
The Orc starts out with a jagged sword causing an extra wound each time it strikes and a wood shield giving him an extra point of Toughness.
For some obvious reason Orcs are not allowed to enter human settlements. Therefore Orcs must go to there own Settlements. There are three main types of Settlements Kamps (Villages) Outposts (Towns) and Fortresses (Cities). Orcs can travel to any of these instead of a human town. However since Orc settlements are more scattered then Human settlements it takes random time to find them.
Kamp |
D3 Weeks |
Outpost |
D6 weeks |
Fortress |
D6+D3 |
All though it is often best to go alone sometimes the party may want to go to the Orc settlement with him. Roll a D6 on the following chart.
5+ |
Humans |
6+ |
Troll Slayer |
Never |
Dwarf |
4+ |
Chaos |
6+ |
Elves |
5+ |
Wood Elves |
6+ |
Any Wizard |
The Orc may try to persuade the settlement to allow warriors in represent this by adding one to all rules to enter if the orc is present.
Anyone who fails must roll 1D6 on the following chart.
1 |
Kill him! |
2-4 |
Run Away |
5 |
Put 'im with da Boars. |
6 |
Distrust |
Assuming he enters alright the following shops are open to everyone.
Da 'wordsmith
Da armourer
Da stuff store
Only the orc can enter the Mage's Shop
Weapon | Cost | Effects |
Sword | 100 | Normal strength |
Big Sword | 500 | +2 str -1 I cannot use shield |
axe | 200 | +1 str. |
two 'and axe | 700 | +2 str cannot use shield |
bow | 200 | Str 3 range 6 |
dagger | 50 | Str 1 can be thrown at str 3 |
'UGE SWORD | 1,000 | +4 str. -1 to hit -1 attack -1 I |
Big Bow | 1,000 | str. 6 +1 to hit one shot per fight |
Armour | Cost | Effect |
Wood Shield | 100 | +1 T |
Big Shield | 600 | +2 T |
Wood Helm | 100 | +1 T |
Iron Helm | 400 | +2 T |
Lucky Crown | 1,000 | +2 T +1 Luck |
Cape | 20 | +1 T when attacked from behind |
Leather Armour | 150 | +1 T |
Chain Mail | 500 | +2 T |
'Eavy Armour | 1,500 | +3 T -1I |
Item | Stock | Cost | Effect |
D6 Squig Meat | 4 | 100 each | Heals D6+2 Wounds |
Fungus Beer Kegs | 1 | 400 | +1 S,T,A for one turn -1 To hit for D3 turns |
Rope | 3 | 50 | Rope breaks on a 1,2 or 3 |
Flash-Bang Powder | 5 | 150 | Monsters at -1 to hit for D3 turns |
Potions | 9 | 500 | Roll a D6-1=Orc knocked out for D3 turns monsters +2 to hit, 2-4=Heals D6 wounds, 5-6=Heals full |
War Boar | 6 | 1,000 | -2 weeks travel +2 for any combat events |
Arrowz | 2 | 50 | 'nough for one dungeon |
Big arrowz | 8 | 300 | 'nough for one dungeon with big bow |
Item | stock | Cost | Effect |
Runes | 2D6 | 1D6X100 | Roll on chart below |
Ork Relik | 14 | 1,500 | Roll on chart below |
Only Orc swords may have Runes
Name | Effect | |
2 | Rune of Strength | +1 str. with weapon |
3 | Rune of Speed | Roll a D6 1-5=+1I 6=+1 movement |
4 | Rune of Power | Causes an extra wound per Battle Level |
5 | Rune of Sharpness | Ignores D6 points of armour. Roll once to determine how much. |
6 | Rune of Striking | +1 to hit |
7 | Rune of War | +1 attack |
8 | Rune of Swiftess | Dodge hit on roll of 6 |
9 | Rune of Killing | A natural roll of 6 to hit causes 6 extra wounds |
10 | Rune of Frenzy | On a roll of 6 you get double attacks for 1 fight roll at the start of each turn |
11 | Rune of Bravery | +2 on Fear test +1 on Terror |
12 | Rune of Slaying | +1 dam. dice on a roll of 5 or 6 to hit |
D6 | Armour | Effect |
1 | Armour of Gork | +1 T enemies -1 to hit |
2 | Armour of Magrot | +1 T Hits miss if you roll a 1 target takes D6 wounds with no mods |
3 | Gork's Big Belt | Regenerate D6 wounds per turn |
4 | Animated Armour Of Iron Rock Fortress | +2 T Dodge of 6 |
5 | Helm of Gunbad | No ranged weapons can hit the bearer magical ranged weapons are turned aside on a roll of 5 or 6. |
6 | Mork's 'Ead | Dodge of 6 if non-magical weapon is dodged it is destroyed |
D6 | Name | Effect |
1 | Gluvvz of Deff | +2 str. +1 A |
2 | Da Speedstone of Skabnose | You make D6 attacks per turn |
3 | Armband of Agrog the Slayer | Instead of Armour you may wear a magic shield which gives you D6 toughness per turn |
4 | Da burning brew of Peak Pass | Once you die you regain 2D6 wounds in addition you get +1 A and +2 T until the fights over(1 use) |
5 | Ring of Stomping | Cast Da krunch once per adventure automatically(See spell section |
6 | Grimfrags Death Kurse | Whenever you die on a 4+ you do your # of total wounds with no mods to whomever killed you |
D6 | Name | Effect |
1 | Axe of Slasha | On a 4+ to hit you do an extra dam. dice |
2 | Hammer Of Mork | +D6 str. roll once to determine |
3 | Sword of Stabbin' | Ignores all armour |
4 | Bone Saw | 1D6 X str. Wounds +1 to hit |
5 | Unholy Mace of Urgrash the Merciless | extra wound per Level -1 to be hit |
6 | Sword of the Slaughter | Extra dam. Dice if 6 is rolled monster losses one point of tough |
These Items are for orc players and cannot get runes on them
Roll a D3 then a D6 (giving you 11-36) on the chart below.
11 |
Bodies |
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12 |
Burning Village |
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13 |
Idol Of Gork |
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14 |
EarthQuake |
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15 |
Stranger |
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16 |
Orc Trader |
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21 |
Great Wagghhhh |
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22 |
Uneventful Week |
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23 |
Diese |
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24 |
Uneventful Week |
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25 |
Goblin Slave Train |
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26 |
Bad Map |
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31 |
Dwarven Train You see a Dwarven wagon train. You may attack it or leave it alone. If you attack roll a D6
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32 |
Orc Shaman The shaman offers to sell you a potion at the cost of D6 X 20 golds. If you buy a potion roll a D6 to see what happens.
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33 |
Uneventful Week |
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34 |
Rock Fall |
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35 |
Herds |
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36 |
Raid on Dwarf Town |
level | Name | M | Ws | Bs | S | dam. | T | W | I | A | Pin | Armour |
1 | Dwarf | 3 | 4 | 4+ | 4 | 1 | 4 | 8 | 3 | 1 | 6+ | 1=Spears 2-5=Swords 6=CrossBows |
1 | Orc | 4 | 3 | 4+ | 3 | 1 | 4 | 8 | 2 | 1 | 6+ | 1-2=Spears 3-4=Battle Axes 5-6=Bows |
Also one Dwarf hero equal to your battle level with D3 pieces of objective room treasure and 2D6 pieces of treasure on the following chart
1-3 |
Card |
4-5 |
Weapons and armour subtable |
6 |
Magic item subtable if you do not roll a dwarven or barbarian weapon roll again. |
if you win you gain two runes grafted on your sword and a orc relik from a table of your choice. If you lose you lose D6 wounds perm.