Ork Boyz

Slugga Boyz

“Go ’n get ’ems!” – Slugga boyz are ‘spechal good at runnin’ at dem pink ’ummies.

4: Choppin’
3: Runnin’
2: Tuff’
1: Survivin’

Cohesion: 7 (Mob), 14 (Bigga Mob)

Scrappy Bitz: + 1 Armor
Choppa: damage:1 (+ 1), melee
Chain Choppa: damage:2 (+ 1), melee, Shredding
Chain Axes: damage:2 (+ 1), melee, Two-handed, Deadly(1)
Slugga: damage:1, range:2, ammo:2

Stunt: Charge!: Full Action: Move 1 zone, make a melee attack.
Stunt: Smash and shoot: Use your slugga to add 1 damage to your melee attacks.

Optional: Squad: + 1 Choppin’
Optional: Burna: damage:1, range:2, Fiery, Flamer, Hazard
Optional: Nob leader

Storm Boyz

“Listen up, you grots!” – Storm boyz are da fiercest wen dey listen to dem ork-thorities.

4: Choppin’
3: Ork-thority (Resolve, Tactica)
2: Runnin’
1: Fixin’ (Tech)

Cohesion: 5 (Mob), 10 (Bigga Mob)

Scrappy Bitz: + 1 Armor
Chain Choppa: damage:2 (+ 1), melee, Shredding
Chain Axes: damage:2 (+ 1), melee, Two-handed, Deadly(1)

Stunt: Rokkit Charge: Full Action: Move 1 zone, make a melee attack. Make spend 2 shifts from this attack to inflict Stunned on target.
Stunt: Rokkit Pack: Jump jet with range = Ork-thority; makes an attack on landing

Optional: Squad: + 1 Choppin’
Optional: Nob leader, add following stunt:
Bomba Boyz: damage:3, range:3, Area or Antivehicle(2), uses 1 FP and 1 cohesion

Shoota Boyz

“More dakka!” – Deys gud at shootins’.

4: Shootin’
3: Runnin’
2: Spottin’ (Perception)
1: Makin’ (Tech)

Cohesion: 5 (Mob), 10 (Bigga Mob)

Shoota: damage:1, range:2, ammo:2

Stunt: Percussive Fire: Spend FP to add Suppression to range attack.

Optional: Squad: + 1 Shootin’
Optional: Shoota Nob: + 2 Cohesion, + 2 penetration
Optional: Bigga Shoota: + 1 damage

Lootaz

“We take da flashiest fings!” – Deys gud at gitting flashy bitz from dem o’er dere, ‘n turnin’ ’em right aroundz.

5: Burglarin’ — Stunt: Used for shooting things they loot
4: Sneakin’
3: Runnin’
2: Choppin’
1: Makin’ (Tech)

Cohesion: 5 (Mob)
Squad: Reloads for free

Deffgun: damage:2, pen:2, range:1-4, ammo:6, Setup, Suppress, Area, Full-auto
Slugga: damage:1, range:2, ammo:2

Nobz

“Go ’n get ’ems!” – Slugga boyz are ‘spechal good at runnin’ at dem pink ’ummies.

6: Choppin’
5: Big ‘n Orky (Used to inspire / lead other orks, and intimidate enemies)
4: Tuff
3: Grit (Resolve)
2: Runnin’
1: Survivin’

Physical: 4, Cohesion: 10 (Mob), extra mild consequence
Special: When attached to a squad, a nob will Lead from the Front.

Optional: Squad: + 1 Choppin, + 1 Tuff

’eavy Armor: + 2 Armor
’Uge ’Ammers: damage:2, melee, Concussive, Antivehicle(2)
’Big Choppa: damage:2, melee, Deadly(1)

Stunt: Charge!: Full Action: Move 1 zone, make a melee attack.
Stunt: Inspire Waaagh!: When Waagh! is spent to boost a roll for any ork in the nob’s zone, increase the bonus to + 2.

Kommandoz

“Cunnin’ but brutal” – Dey’s dem aspect warriaz o’ Mork.

5: Tactickin’
4: Shootin’
3: Infiltratin’
2: Spottin’
1: Tuff

Physical: 3, Mental: 2
Cohesion: 6 (Mob)
Un-Shiny Bitz: + 2 Armor

Squad: + 1 to all skills when sneaking (including Infiltratin’ ’cause orks are like that)

Burna Bomb: damage:2, range:2, Fiery, Blast
Twin-linked Shootas: damage:2, range:2, ammo:2
Stunt: Percussive Fire: Spend FP to add Suppression to range attack.

Weirdboy

Dun feel so gudz… *warp barf*

5: Beleefin’ (Conviction, used in place of Psy)
4: Bigga Brain (Resolve)
3: Runnin’
2: Knowy Stuff (Lore)
1: Spottin’ (Perception)

Physical: 2, Mental: 4
Special: typically attached to a squad of Slugga Boyz for protection and “encouragement”

Stunt: Biomancy: Psy can be used to boost / attack body. May exchange damage between physical and mental tracks.
Stunt: Telekinesis: Physical attacks. + 2 AV versus machines
Stunt: Psychic Projection: Provides 2 free shifts for determining range.

Optional: Squad: 5 Cohesion

Ork Boyz

Fate: Warhammer 40,000 Andante