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.
Wounds |
1D6+8 |
Move |
4 |
Weapon Skill |
3 |
Ballistic Skill |
4+ |
Strength |
4 |
Toughness |
4 |
Initiative |
2 |
Attacks |
1 |
Dam. Dice |
1 |
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.
The Orc doesn’t start the game with any armour.
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.
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.
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.
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. |
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.
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2 | You get into a drinking contest at the alehouse. Roll a D6 on the following table.
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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:
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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. |
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5 |
You suddenly notice that there is a big hole in you pocket and that one of your items is missing! |
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6 | You decide to spend the day searching for treasures in the alleys. Roll a D6.
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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.
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.
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. |
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. |
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.
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 |
2 |
Rune of Frenzy |
3 |
Rune of Duffdreg |
4 |
Rune of Frowin’ |
5 |
Fire Rune |
6 |
Rune of Regeneration |
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.
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. |
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 | 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+ |