ORC

PROFILE

LevelCosttitleMWsBsSDam.TWoundsIAWPLuckSkillsPin
1-Novice435+31D641D6+8212006+
22,000Boss435+31D642D6+8213016+
34,000Boss445+31D642D6+8223016+
48,000Boss444+42D643D6+8324126+
512,000Big Boss454+42D653D6+8334126+
618,000Big Boss454+42D654D6+8335135+
724,000Big Boss453+43D655D6+8434235+
832,000Big Boss463+43D655D6+8à45245+
945,000War Boss463+43D656D6+8546255+
1050,000War Boss472+54D657D6+8557364+

Skills

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
You may give up all your regular attacks to make one special 'Ead Butt attack it is at -1 to hit but does as many dam. dice as your Battle Level.

14-16

Cheap Shot
You may trade in one attack to make one cheap shot attack. It is at -1 to hit but ignores armour, ignore pain, and ignore blow.

21-22

Savage
You may try to go into a Savage frenzy at the start of every turn that there are monsters around. On a roll of 5 or 6 you gain D3 attacks until the fight is over.

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.

3+ 

Goblins 

4+ 

Orcs 

6+

Chaos 

3+

Skaven 

4+

Beastmen 

6+

Dark Elves 

5+

Chaos Dwarves 

5+

Giants 

4+

Monsters under 500 Golds 

Impossible

Monsters over 500 golds and Daemons. 

Monster that get caught attack another monster for 1 turn.

31-33

Tackle
The Orc can now tackle monsters roughly his size. Roll a D3 and add your str. if this beats the monsters str. you have tackled him. While tackled you do D6 attacks which auto hit as if with a 6 for special abilities. The monster makes D3 attacks at -1 to hit as he struggles. You must roll to keep the monster tackled (using the chart to tackle) at the start of every turn.

34-35

'Ow Much?
The Orc may try to haggle a price down by intimidating the shop keeper (this never works in Da Magik Shop). Roll a D6 on a 6+ for Bosses, a 5+ for Big Bosses, and a 4+ for War Bosses you lower the price by D6 X your Level X 10 but never more then half the cost.

36

Magik
The Orc learns a Random Orc Spell. See chart below Skills. Whenever a 6 is rolled in the magic phase the spell may be cast for free.

41-43

Battle Cry
The Orc spends one turn gaining up strength and Wagghhhh energy in which he can do nothing else. The next turn he has plus one added to all his stats for the next D3 turns after which he takes D6 wounds with no deductions from over exertion.

44

Mork Save Uz
The Orc is very resitant to make on a roll of 5 or 6 he dispels an enemy spell.

45-46

Night Dweller
The Orc is very used to the night likes to travel at night time as well as day. The Orc may reduce his travel time to Orc settlements by 1 week.

51-53

Throw
You may give up all your attacks to make 1 Throw attack it only works on things roughly Orc size. The attack is at -1 to hit but if you hit you throw the target D3 + str squares. The target takes a # of dam. dice equal to half the distance rounded up thrown + 1 if he hits a wall.(i.e. if he is thrown 6 squares but only goes 5 then hits a wall he takes 4D6 dam.)

54-56

Tough as Rocks
When you are reduced to 1 wound the orc player draws on the power of Wagghhhh to keep him alive. Roll a dice on a 5 or 6 you are imedately brought up to one wound.

61-65

Battle Charge
You may strike first even if ambushed on a 5+ boss, 4+ big boss, and on a 3+ war boss.

66

WAGGHHHH!!!!
Using the power of pure Wagghhh the Orc gains D6 attacks automatically goes first and is immune to magic for D6 turns. Wagghhh works on a roll of 6+ boss, 5+ big boss 4+ war boss.You may only use Wagghhhh once per fight.At level ten you automatically get Wagghhhh but if you already have it pick any skill of your choice.

Magik

Roll a D6 to determine which spell you get.

1

'Ere We Go
The Orc and his companions gain +1 A and +1 T for this turn.

2

Brain Busta
Pick one monster then roll 2D6 if that is more then the targets toughness then roll on the following chart.
1 Dead There brain explodes.
2-5 The target takes 2X your level wounds with no modifiers.

3

Hand Of Gork
This spell moves all warriors up to 8 squares.

4

Fist Of Gork
D6 hits to an adjectent monster (if you roll a 6 do another D6 until you fail to roll a 6) at the Orcs natural strength +4.

5

'Ead Butt
Roll add you Battle Level and your willpower together if this is better then the enemies Dungeon Level +D6 you inflict 2D6 X your willpower wounds.

6

Da KRUNCH
The target suffers your battle level X D6 wounds with no modifiers.

Equipment

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.

Orc Settlements

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!
The warrior has been chosen for excution.

2-4

Run Away
The warrior must run away in order to live. He may head for a normal settlement but it takes him an extra D3 weeks.Roll the first D3 on Orc hazard table.

5

Put 'im with da Boars.
The warrior must spend D3 days on Boar Duty. He has to clean the cages after which he may visit as normal.

6

Distrust
The orcs distrust you and add your battle level X 50 golds onto everything you buy.

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

Da 'wordsmith

WeaponCostEffects
Sword100Normal strength
Big Sword500+2 str -1 I cannot use shield
axe200+1 str.
two 'and axe700+2 str cannot use shield
bow200Str 3 range 6
dagger50Str 1 can be thrown at str 3
'UGE SWORD1,000+4 str. -1 to hit -1 attack -1 I
Big Bow1,000str. 6 +1 to hit one shot per fight

Da Armourer

ArmourCostEffect
Wood Shield100+1 T
Big Shield600+2 T
Wood Helm100+1 T
Iron Helm400+2 T
Lucky Crown1,000+2 T +1 Luck
Cape20+1 T when attacked from behind
Leather Armour150+1 T
Chain Mail500+2 T
'Eavy Armour1,500+3 T -1I

Da Stuff Store

ItemStockCostEffect
D6 Squig Meat4100 eachHeals D6+2 Wounds
Fungus Beer Kegs1400+1 S,T,A for one turn -1 To hit for D3 turns
Rope350Rope breaks on a 1,2 or 3
Flash-Bang Powder5150Monsters at -1 to hit for D3 turns
Potions9500Roll a D6-1=Orc knocked out for D3 turns monsters +2 to hit, 2-4=Heals D6 wounds, 5-6=Heals full
War Boar61,000-2 weeks travel +2 for any combat events
Arrowz250'nough for one dungeon
Big arrowz8300'nough for one dungeon with big bow

Da Mages Work Shop

ItemstockCostEffect
Runes2D61D6X100Roll on chart below
Ork Relik141,500Roll on chart below

Ork Runes

Only Orc swords may have Runes

 NameEffect
2Rune of Strength+1 str. with weapon
3Rune of SpeedRoll a D6 1-5=+1I 6=+1 movement
4Rune of PowerCauses an extra wound per Battle Level
5Rune of Sharpness      Ignores D6 points of armour. Roll once to determine how much.
6Rune of Striking+1 to hit
7Rune of War+1 attack
8Rune of SwiftessDodge hit on roll of 6
9Rune of KillingA natural roll of 6 to hit causes 6 extra wounds
10Rune of FrenzyOn a roll of 6 you get double attacks for 1 fight roll at the start of each turn
11Rune of Bravery+2 on Fear test +1 on Terror
12Rune of Slaying+1 dam. dice on a roll of 5 or 6 to hit

Ork Relikz

1-2=Orc Armour

D6 ArmourEffect
1Armour of Gork+1 T enemies -1 to hit
2Armour of Magrot+1 T Hits miss if you roll a 1 target takes D6 wounds with no mods
3Gork's Big BeltRegenerate D6 wounds per turn
4Animated Armour Of Iron Rock Fortress+2 T Dodge of 6
5Helm of GunbadNo ranged weapons can hit the bearer magical ranged weapons are turned aside on a roll of 5 or 6.
6Mork's 'EadDodge of 6 if non-magical weapon is dodged it is destroyed

3-4=Orc Magic Item

D6 NameEffect
1Gluvvz of Deff+2 str. +1 A
2Da Speedstone of SkabnoseYou make D6 attacks per turn
3Armband of Agrog the SlayerInstead of Armour you may wear a magic shield which gives you D6 toughness per turn
4Da burning brew of Peak PassOnce you die you regain 2D6 wounds in addition you get +1 A and +2 T until the fights over(1 use)
5Ring of StompingCast Da krunch once per adventure automatically(See spell section
6Grimfrags Death KurseWhenever you die on a 4+ you do your # of total wounds with no mods to whomever killed you

5-6=Ork Weapons

D6 NameEffect
1Axe of SlashaOn a 4+ to hit you do an extra dam. dice
2Hammer Of Mork+D6 str. roll once to determine
3Sword of Stabbin'Ignores all armour
4Bone Saw1D6 X str. Wounds +1 to hit
5Unholy Mace of Urgrash the Mercilessextra wound per Level -1 to be hit
6Sword of the SlaughterExtra dam. Dice if 6 is rolled monster losses one point of tough

These Items are for orc players and cannot get runes on them

Orc Hazard Table

Roll a D3 then a D6 (giving you 11-36) on the chart below.

11

Bodies
The Orc comes across a body of a rich noble, he may search him for treasure if he wants. Roll a D6. 1=The Orc finds D6 X 50 golds. 2-4= The orc finds a treasure card. 5=The Orc finds a magic item(see page 69 of the Role Playing book). 6= a random Orc Relic.

12

Burning Village
The Orc finds a village set ablaze, wether it is an Orc village or a Dwarven village he can not tell you. You may aviod the town or help it. Roll a D6 if you roll a 1-3 it is a dwarven village on a 4-6 it is an orc village. If it is a dwarven village and he helps he must flee losing a treasure card while he's at it. If it is a Orc village rolla D6 on a 5+ you saved enough to be reconized and are given an Orc Relik.

13

Idol Of Gork
If you find an Idol you may choose to warship all non-orcs lose one wound perm. Orcs roll on the following chart.1= The gods notice you but it isn't good -1 wound perm. 2-3=nothing 4-5=+1 wound perm. 6=+1 Ws, Bs, I, Wp, or Luck your choice.

14

EarthQuake
An EarthQuakes leaves a huge crack in the ground in front of you. You can go around it adding D3 weeks to your journey or go straight to the next adventure.

15

Stranger
You meet a Cloaked stranger roll a D6. 1-2=Elf, 3-4=Dwarf, 5-6=Orc. If it is an elf he steals one random item then runs off, He cannot steal anything you are wearing. If it is a dwarf he fights you he has Ws 5, First person to hits wounds making one attack per turn.If you lose remove D3 wounds perm and one piece of treasure. If you win you get an orc relik. If you encounter an Orc he shows you a shortcut to the nearest fortrss and it only takes D3 days

16

Orc Trader
You come across an orc trader he has one random orc relik which he is charging 3D6 X 100 for.

21

Great Wagghhhh
A great Wagghhhh is passing through the area and you must roll a D6 and add your Wp. If this is greater then your level + D3 you resist joining the Wagghhhh if you fail to resist you miss the next adventure.

22

Uneventful Week
Nothing

23

Diese
You come across a fortress hit by the plaque it takes D3 weeks to avoid the Fortress, Or you can enter but on a roll of 1 you lose D6 wounds perm. 1 or 2 for non-orcs.

24

Uneventful Week
Nothing

25

Goblin Slave Train
You see a goblin slave train. You may avoid it or if you are at least a Big Boss you may demand money from the Goblins. You get your level X 1D6 X 10 golds.

26

Bad Map
Your Journey takes D3 extra weeks because of a bad map.

31

Dwarven Train
You see a Dwarven wagon train. You may attack it or leave it alone. If you attack roll a D6
1 Defeat
Roll another D6 

1

Dead 

2-5

-1T next adventure 

6

-1I next adventure. 

2-3 Lose
Lose one random piece of equipment.
4 Alive
You survive but barely
5 Victorious 
You gain D6 X 100 golds. 
6 Treasure. 
Roll another D6

1-2

Treasure Card. 

3-4

  Roll on the weapons and armour table on page 67 of the roleplaying book. 

5

Objective room treasure on page 72 

6

Ork Relik.

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.
1 Poison
 -1 S or T on the next adventure.
2-3 Tasty
 +1 S or T on the next adventure.
4-5 +1 wound perm.
6 Roll a D6

1-5

You gain that many wounds (i.e. 4=+4 wounds)

6

+1 skill perm.

33

Uneventful Week
Nothing

34

Rock Fall
A rock fall blocks your progress through the mountains and it takes D3 weeks to work your way around it.

35

Herds
A herd of wild Boars is passing through if you do not have a boar you may try to capture one. To catch one roll a D6 and add your natural strength if this beats 9 you captured a boar.

36

Raid on Dwarf Town
You see a small band of orcs about to make a raid on a dwarven town. There are 2D6 Orcs vs. 2D6 Dwarves.

 
levelNameMWsBsSdam.TWIAPinArmour
1Dwarf344+4148316+1=Spears 
2-5=Swords 
6=CrossBows
1Orc434+3148216+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.