Orc Warrior

By Robin. A k a. Ancient Nomad.

Orcs are huge brutish creatures, that can be found almost anywhere in the Old World.

They are known to be fearsome warriors who never walks away from a good fight, and where there are bloodsheds, there almost certainly be Orcs.

Although Orcs are known to be creatures that dwell in large numbers, in tribes and mobs, there are some cases when an individual of one of these tribes simply grows restless despite all the fighting and brawls.

Those Orcs tend to travel away from the Orcish society and sometimes even into the cities of Humans.

They might find a small party of warrior, just crazy enough to befriend a Orc (if that is possible) and travel down into the Catacombs of the Old World, seeking gold and a good fight.

Sometimes the Orc might know the tunnels they come across, but often it is one of the Orcs from the “upside”, and the darkness below will be as new to it as to the other warriors.

Starting as an Orc Warrior

Level 1 Orc

Wounds

1D6+8

Move

4

Weapon Skill     

3

Ballistic Skill

4+

Strength

4

Toughness

4

Initiative

2

Attacks

1

Dam. Dice

1

Weapon

The Orc starts the game with an axe, causing 1D6+Strength Wounds.

If the to-hit roll is 6 then the axe does double the normal damage.

Armour

The Orc doesn’t start the game with any armour.

Equipment

The Orc starts the game with a grappling hook. This works just like the Dwarf’s rope, only exception is that it won’t brake.

Orcs and Treasure

The Orc may use any treasure the Barbarian can use.

The Orc will never care about spells of any kind, so treasures that give the user some kind of spellcasting ability given to the Orc is only good for selling.

Orc special rules

When the power dice comes up with a 1, you have to roll a D6. On a score of 1 or 2 the Orc belives that the Warrior closest has insulted him and will attack that Warrior in the Warriors Phase as if he was a Monster.

Whenever you are allowed to draw an Objective Room Treasure Card, you can choose to either draw from the ones in the box, or to roll on the Orc Only Treasure Table.

Roll as many times as you would take cards.

The Orc may be leader of the party.

Orcs in Settlements

Contrary to what many people believe, Orcs are allowed in Settlements. Although only in the big cities and only in small numbers, very small numbers. And even then they will have a tail of city guards ready to throw them out if they do something wrong.

The Orc will pay triple the normal living expenses! This is to represent the distrust that people show against greenskins.

While in a city the Orc may visit any location that the Barbarian and Pit Fighter can visit. He may, however, not visit the Gambling House, nobody wants to gamble with Orcs since they tend to be bad losers.

He may roll 2D6 on the Alehouse table.

If challenged (i e Settlement Event 35 Duel) or similar which includes rolling on a table to see the outcome, roll a D6.
On a score of 1-2 you must accept the event and roll as normal.
On a score of 3-6 you simply kill the person(s) involved and may walk away. Alternatively treat it as the best result on the table according to that event.

If the Orc is involved in violence in any way while in a Settlement, roll a D6 on the following table:

1-3 Thrown out.
The Orc must wait outside the city walls until the other Warriors are finished.
4 Fined
You must pay 100 gold for your deed.
5-6 Nothing happens
Nobody cares, stuff like that happens all the time.

Uneventful Days

Whenever you roll an Uneventful Day on the Events table, roll a D6 on the following table:

D6 Event
1 You happen upon another Orc on the street. You glare menacing at each other for a moment and then you get into a fistfight.
Roll a D6 and read the result on the table below.
1 The city guards throw you out, treat this as a Frown Out event.
2 You lose, and your opponent takes D6 x 50 gold from you. If you do not have that much gold he takes one random treasure card.
3-5 You and the other Orc are equal in strength and soon becomes as close to friends as Orcs can ever be.
6 You manage to beat the other Orc and steal 1D6 x 50 gold from him.
2 You get into a drinking contest at the alehouse.
Roll a D6 on the following table.
1 After three drinks you pass out, when you wake up you noticed that someone stolen 100 gold from you. Also, you lost your pride, if you had any to start with.
2-4 The Barbarian Ragnar Hollowbelly wins the contest and demands that everyone pay him 20 gold each. You are too drunk to argue.
5 A Dwarf wins the contest. At least it didn’t cost you anything.
6 Long after all the other contestants have passed out you are till standing. You decide to award yourself with a little lootin’.
You manage to steal 1D6 x 50 gold from your opponents.
3 Just taking a stroll down the street you happen upon a angry mob which wants nothing more than to stab you with their pitchforks and burn you with their torches.
Roll a D6:
1 Oh dear, you are most definitely dead.
2 You take such a beating that you loose 1D6 Wounds permanently and is at –1 Toughness for the duration of the next adventure.
3-5 You stare menacing at the mob, turning them faint at heart before you kick their sorry butts without mercy.
6 With a fearsome warcry you throw yourself onto the mob quickly laying them down and taking 500 gold for the trouble.
4 The city guard doesn’t like the look of you. They throw you out and you must wait outside the town for the rest of the party.
While outside the town you don’t pay Living Expenses or roll on the Events table.
5

You suddenly notice that there is a big hole in you pocket and that one of your items is missing!
Discard one treasure card at random.

6 You decide to spend the day searching for treasures in the alleys. Roll a D6.
1-2 You don’t find anything but garbage.
3-5 You find a treasure, draw a treasure card.
6 You manage to find a really valuable treasure, draw a Objective Room treasure card.

Orc Camps

If the party decides to go to a small village or town and not to a city, then the Orc cannot come with them. Instead he may travel to an Orc Camp.

The travel time is equal to the travel time of the rest of the party. If they travel to a village, the Orc travels for 2 weeks and thus makes 2 rolls on the Hazard table. If they travel to a town he travels for 4 weeks and makes 4 rolls on the table.

Note that the Orc will roll separately and will not be affected by the Hazards of the rest of the party.

The Orc does not have to pay any Living Expenses in the camp.

When spending time in a camp the Orc may visit a Black Orc and train, if he can find one. See the rules for training.

He may visit the Fightin’ Pit, the Gobbo Merchant and he may even try his luck in the Gobbo Tossin’ coontess.

Fightin’ Pit

In the Fightin’ Pit the Orcs gets a chance to show their muscle and get a good fightin’. There’s also a chance of getting’ your ‘hands on some of dat gold.

This is the place where the greenskins are “soochall” and to enter the pit a Warrior must first place a bet.

You may bet up to 200 gold (even if most orcs never would entrust another greenskin their loot) and of course you bet on yourself to be the winner. Once you’ve placed a bet it is time for da fight.

This works just like fighting in a dungeon. Only exception is that no healing is allowed, and if you are brought down to zero wounds you won’t die, you will just loose and then you’ll get a drink from a nasty potion, restoring you to full wounds.

You may only fight once per “time between adventoorin’”

Roll  2D6 and read the result on the following table to see what kind of foe you will meet in da pit:

2 Snotling
your warrior is made a fool when faced with a snotling and will immediately leave the camp.
3-5 Black Orc.
8 Orc Big Boss.
9-10 Ogre.
11 Minotaur.
12 Troll.

If you win a fight, you will get the gold value from the Monster as you would in a Dungeon. In addition, you will also win 1D6 x original bet in gold.

Gobbo Tossin’

Sometimes Orcs will amuse themselves by tossin’ gobbos and see who can toss the furtest away.

To toss a goblin you have to bet up to 200 gold that you will be the one to win. Then roll a D6 on the following table:

1

You loose, big time. You have to pay 1D6 x original bet in gold to the other tossers.

2

You loose, but at least you only lost the gold you had bet.

3-5

No win, no loose lad.

6

You win! You get 1D6 x original bet in gold.

Gobbo Merchant

Equipment Stock Cost Special Rules
1D6 pieces of Squig Meat   3 50 Gold each One potion will heal 1D3 Wounds.
Barrel o’ Rum 7 250 Gold When drunk, will give your Warrior +2 attacks and –1 to hit for the duration of one turn.
Axe 7 500 Gold This is the same type of axe that the Orc starts with. This is a good place to buy a new, should he ever loose his.
Boar 10 1000 Gold Can carry your Warrior between dungeons, reducing his journey by 2 weeks; increasing Living Expenses by 4 Gold per day.
Bomb 11 750 Gold Cause 6D6 unmodified Wounds on every Monster in an 2x2 square area.

Trainin’

While visiting a city or a camp the Orc may try to find a Black Orc to train him.

This is done just like when you try and find a special location; you have to roll 7 or more on the following number of D6’s:

In a city 2D6
In an Orc Camp    3D6

If you manage to find a Black Orc you can train and gain a battle-level. Pay the requested amount of gold for the next level, change your stats and roll for skills on the Orc Skill table as many time as the battle-level table says.

Runes

The Black Orc may also inscribe a rune to your starting axe. This will cost 2D6 x 100 gold.

When you’ve paid the gold roll on the following table:

1

Magic Rune
The axe is now considered to be a magical weapon.

2

Rune of Frenzy
Adds 1 attack per adventure.

3

Rune of Duffdreg
Cause an extra 3D6 when determine damage once per adventure.

4

Rune of Frowin’
The Orc may throw the axe, making an attack by his ballistic skill. When the turn is over the axe will return to its wielders hand.

5

Fire Rune
Once per adventure the axe will cause a firestorm on a 2x2 square area, dealing 3D6 wounds to all Monsters affected. This will not affect the Orc.

6

Rune of Regeneration
From now on, when the Orc’s not on full Wounds, the axe will regenerate one Wound per turn. But if he is taken down to zero wounds this effect will stop, until he is healed by something other.

Note that only the axe the Orc starts with may be inscribed with runes.

If the axe has more than one identical rune inscribed on it, the effects are cumulative: Two Runes of Duffdreg, for instance, cause a weapon to inflict damage twice per adventure (or once at twice the effect – 6D6 – if used on the same blow).

You must declare that your Warrior is using a rune before rolling the dice to hit. If you miss the rune is wasted.

Orc Skills

D66 Skill
11-12 ’Eadbutt
Gives the Warrior an extra attack causing 1d6 unmodified Wounds.
13-14 Fuurios
Adds +2 to the Warriors Strength for one turn per adventure
15-16 Hatred
The Warrior hates one kind of Monster, choose which. From now on when fighting that Monster you will get an extra attack but be at –1 on to hit.
21-22 Awsum Fighter
Once per adventure you may add +2 to your Weapon skill
23-24 ‘Now Wots
From now on all your attacks ignore armour.
25-26 Tunnel Fighter
When fighting in corridors, t-junctions, corners and similar you may add +1 on your to hit rolls
31-32 Sneaky Git
When an unexpected event occurs, roll a D6. On a roll of 5+ you manage to remain unseen and no monsters will attack you. You may attack as normal.
33-34 Bloodluster
Each turn, before he fights, there is a chance the Orc gets filled with Bloodlust. Roll a dice and add +1 for every slain Monster model on his Adventure Record sheet. If the total score is 6 or more, the Orc is Bloodlusted until the combat is over. While Bloodlusted, he gets 1 extra attack every turn.
However, if he rolls a 1, then regardless of how many Monsters he has on his Adventure Record sheet, disaster strikes! The Orc is so maddened by the Bloodlust that all he does this turn is slash wildly about him, causing 1 Wound on every adjacent Warrior (no modifiers).
35-36 Frenzy
From now on, when dealing a deathblow the Orc does not need to kill his enemies in a particular order. Instead he may hack and slash at whomever he likes, as long as the Monster is standing in any of the adjacent squares and as long as he manage to slay the Monster.
41-42 Barge Aside
The Orc may barge aside a Monster standing in front of him once per turn. He then pushes the Monster two squares away (if this means that the Monster ends up in a pit or chasm, so be it, deal damage as usual) dealing 1D3 Wounds as he do so.
43-44 Warcry
The Orc shouts a deafening warcry which strengthens him, adding +2 Toughness one battle per adventure.
45-46 Scare
When in a settlement you may try to scare a shopkeeper to give you one item for free. Whenever you know what item you want to but roll a D6 and add your Strength. If the total is 7 or more the shopkeeper is so scared by the Orc that he will give him the item for free.
This skill can only be used once per Settlement.
51-52 Skull Krusha
During the Warrior’s Phase you may forgo your normal attacks and make a special Skull Krushin’ attack. You can Skull Krush two adjacent opponents. Roll to hit against each one as normal. If both hits are successful, each Monster takes double the normal damage from your attack (remember that you cannot use this skill in combination with any type of weapon).
Alternatively you may Skull Krush a Monster that is adjacent to a wall, in which caste it will take extra damage equal to your battle-level. There are no armour or toughness deductions for victims of Skull Krush. But Dodge, Iron Blow and similar abilities apply as usual. If you attempt to Skull Krush two Monsters and miss one of them your attacks for the turn are wasted.
53-54 Regeneration
Once per adventure the Orc can regenerate 2D6 Wounds.
55-56 ‘Ere We Go!
The Orc is from now on Fearless and will not have to roll for fear. Still, he will need to roll for terror if facing a Monster causing terror.
61-62 Too ‘anded
The Orc can use two weapons at the same time and gains an additional attack. If the two Weapons differ from each other, you must nominate which one you’re using in which attack.
63-64 Stomp!
The Orc trips one opponent and while it is trying to get up he stomps it causing 1D6 +battle-level Wounds.
The Monster will not get up until the start of the next turn, meanwhile all attacks against it hit automatically.
65-66 WAAAGH!!
Once per adventure the Orc may change in all normal attacks and call upon the WAAAGH!! Thus gaining 6 attacks at  Strength 8 which are at +2 to hit.

Orc Only Treasure

D66 Item Value
11 Gluvvz of Deff
Gives the wearer +2 Strength and +1 Attack each turn.
2000G
12 Unholy Mace of Urgrash the Merciless
Causes an extra Wound per battle-level and all monsters are at  -1 to hit the warrior.
1000G
13 Sword of Stabba
Ignores all armour.
500G
14 Nife of Duffdreg
Ignores Toughness.
1000G
15 Armour of Magrot
When a monster hits the Warrior, roll a D6. On a roll of 6 the hit has no effect but the monster is hit by an electrical discharge through his weapon. The Monster takes 1D6 unmodified Wounds.
750G
16 Face of Gork
When wearing the mask, the Warrior causes fear and all hits made agains him is made at –1 to hit.
750G
21 Gordats Ring of Deff
Causes 2 extra Wounds when the Warrior hits.
500G
22 Pouch of Glitterin’ Pieces
When the Warrior kills a monster, roll a D6. On a roll of 6 the pouch magically doubles the amount gold gained for that monster.
1000G
23 Axe of Grimclaw
Adds +1 Damage dice to the wielder.
900G
24 Bashin’ ‘ammer of Mork
Adds +1D6 to the Warriors Strength while wielding the hammer.
1000G
25 Scurkrag’s Boots to go Fastaaa!
Adds +1 to the Warriors Movement.
1500G
26 Arrer of ‘itting
Hits automatically and causes 1D6 +3 Wounds. There are 2D6 arrows.
2000G
31 Ugrugs Crossbow
-1 Ballistic skill, strength 6, one shot per turn.
2000G
32 Fungi Bomb of da Gobbos
1D6 bombs affecting a 2x2 square area. All monsters and warriors in the affected area looses all of their attacks for the remainder of this turn.
1200G
33 Stabba of ‘itting
Re-roll one missed attack per turn
1100G
34 Magical Sword of Wuzzrag
Blessed by the mighty orc shaman Wuzzrag, this sword now does an extra D6 in damage when hitting.
1000G
35 Bone Blade
Ignores Toughness if scoring 4+ on to hit.
1200G
36 Crown of Skabnoze
Ignores one spell per turn against the Warrior on a roll of 5+
2000G
41 Scar Armour of Sogroth
The armour adds +4 Toughness to the Warrior and as it burns to his flesh it’s stick and is impossible to remove. The process of this causes the Warrior to loose 1D6 wounds permanently.
3000G
42 Kilt of Duffdreg
Adds +1 Movement and +1 Strength to the Warrior when worn.
3200G
43 Norkumms ‘ood
When wearing the hood, the Warrior may try to evade death once taken down to zero wounds. To do this, roll a D6. On a score of 4+ he is healed of 2D6 wounds. One use per adventure.
2500G
44 Ring of Seein’
Allows the Warrior to see in the dark, thus he is no longer bound by the rules of the lantern.
2400G
45 Skabnoze’s Lucky Charms
The lucky charms will give the Warrior +2 luck per adventure.
1600G
46 Wuzzrag’s Finger
When used, the finger will shoot out a flash of lightning, causing 5D6 unmodified Wounds to a single monster. One use per adventure.
3000G
51 Gobbo Fungi Brew
When drunk this brew will restore 1D6 Wounds on the Warrior, but if the dice comes up with a 1 then the brew has run out and may not be used again. Otherwise the Warrior may drink as many times as he likes.
2500G
52 Scimitar of da Warlord
Adds +1 Attack and Ignores normal armour.
2000G
53 Teeth Bracelet
When worn this bracelet gives the wearer +2 Starting Wounds.
500G
54 Gauntlet of Pain
Cause 3D6 unmodified Wounds to a single monster once per adventure. Also, when used the wielder takes 1D6 +Battle-level unmodified wounds.
750G
55 Crushin’ Mace Dat ‘it Very ‘ard
Makes a D6 more in damage.
500G
56 ‘orned ‘elmet of Grimclaw
Ignores 2 wounds of damage when the Warrior is hit.
700G
61 Da Invisibull Ring
When used, no Monsters can attack the Warrior but he may attack as usual.
The effect lasts for one turn per adventure.
1000G
62 Burnin’ Dagger
Cause 6D6 unmodified Wounds to a single Monster once per adventure.
3000G
63 Gardank da ‘Uge’s Pit Flail
While he uses the pit flail, the Warrior is at +2 Strength. However, if he rolls a 1 when using the pit flail he hits himself instead!
2500G
64 Flamin’ Spike dat goes on da ‘and
When using the fist spike the Warrior gets 2 extra attacks, but he doesn’t get to make death blows. If the Warrior kills a Monster with the fist spike he may step into the square it occupied and continue his attacks from there. The rules for pinning do not apply for this special move.
2000G
65 Gobbo Smoke Bombs
All Monsters and Warriors on the same board as the Orc when this is used are at  -1 to hit for 2 turns. Contains 1D6 bombs.
500G/each unused
66 Knuckle Dusters
+2 Wounds on a roll of 6.
500G

Battle-Level

Battle Level Gold Title Move WS BS S Dam. T Wounds I A Luck WP Skills Pin.
1 0 Boy 4 3 4+ 4 1D6 4 1D6+8 2 1 0 2 0 5+
2 2,000 Warrior 4 4 4+ 4 1D6 4 2D6+8 2 1 0 2 1 5+
3 4,000 Warrior 4 4 4+ 4 1D6 4 3D6+8 2 2 0 2 1 5+
4 8,000 Boss 4 5 3+ 4 2D6 5 4D6+8 3 2 1 2 2 4+
5 12,000 Boss 4 5 3+ 4 2D6 5 5D6+8 3 2 1 3 2 4+
6 18,000 Boss 4 5 3+ 5 2D6 5 6D6+8 3 3 2 3 3 4+
7 24,000 Big Boss 4 6 2+ 5 3D6 5 7D6+8 4 3 2 3 3 3+
8 32,000 Big Boss 4 6 2+ 5 3D6 6 8D6+8 4 4 3 3 4 3+
9 45,000 Big Boss 4 6 2+ 6 3D6 6 9D6+8 4 4 3 3 4 3+
10 50,000 War Boss 4 7 1+ 6 4D6 6 10D6+8 4 5 4 4 5 2+