While I finish up the last bits of the update, as there were some relatively minor obstacles in writing progress, feel free to suggest any Death World flora or fauna ideas or things you would like to see in future battles/scenes. Keep the latter simple, and I will do my best to slot it in somewhere if it makes sense.

Example Format for Creatures (Doesn't have to be exactly like this, this just keeps things together neatly)
Name of Creature.
Type of Creature. (Herbivore, Omnivore, Carnivore, Etc. AND/OR Reptilian, Mammalian, Avian, Etc.)
Notable Features or Abilities of Creature. (Acid Spit or Toxic Claws or Tank-like Natural Armor or whatever you can think of)
Description of Creature. (Anywhere from: Big, Tough, Six Limbs to multiple paragraphs of description)
Image of Creature (Not Required, and doesn't have to be professionally done.)

If I like the idea enough, I will likely compile it into a combined Informational or just threadmark the post itself. If the idea is particularly inspiring or detailed, I may give it a bonus to be used for something at my discretion.
 
While I finish up the last bits of the update, as there were some relatively minor obstacles in writing progress, feel free to suggest any Death World flora or fauna ideas or things you would like to see in future battles/scenes. Keep the latter simple, and I will do my best to slot it in somewhere if it makes sense.

Example Format for Creatures (Doesn't have to be exactly like this, this just keeps things together neatly)
Name of Creature.
Type of Creature. (Herbivore, Omnivore, Carnivore, Etc. AND/OR Reptilian, Mammalian, Avian, Etc.)
Notable Features or Abilities of Creature. (Acid Spit or Toxic Claws or Tank-like Natural Armor or whatever you can think of)
Description of Creature. (Anywhere from: Big, Tough, Six Limbs to multiple paragraphs of description)
Image of Creature (Not Required, and doesn't have to be professionally done.)

If I like the idea enough, I will likely compile it into a combined Informational or just threadmark the post itself. If the idea is particularly inspiring or detailed, I may give it a bonus to be used for something at my discretion.

Catachan Barking Toad

These little guys are small amphibians who, when feeling threatened, explode in a cloud of toxic vapor strong enough to bring down an Astartes.

They tend to be small and frog-shaped, with four eyes.

Here is a video of the Primarch Vulkan encountering one.


View: https://www.youtube.com/watch?v=MQaDq01M-O4
 
Roka
Omnivore avian: But will only eat meat of a creature if it's decomposing.
Abnormal ability's: Rock like feathers and talons that have enough bacteria and disease from decomposing bodies that it will kill you within the hour.
The Roka bird is approximately 3 feet tall and has a wing span of 9 feet. They travel in packs of 100-120 and will drop from the sky like rocks, bombarding prey. After the prey dies the Roka will leave it to both attract other predators for it to kill, but to also to decompose so that their talons can regain their horrid poisonous effect. Also because they perfer rotting meat.
 
something to port in from a different quest
thunderfin.
aquatic omnivore.
abnormal ability: it's scales are charged with electricity at nearly all times which they shed near their layers to create a zone of charged water or to stun attackers with
 
More Seriously, this time.

Shriek-Hawk (Avian Carnivore)

These large birds are nocturnal and can have up to a 40-foot wingspan, they have excellent night vision and claws and beaks sharp enough to tear into the leathery hides of jungle creatures and megafauna with ease. Their distinct shrieking cry uses infrasound waves to stun prey long enough for them to swoop down and snatch them up. Solitary predators, these Avians viciously defend their nests and hunting grounds against potential rivals with cry, claw, and beak.

Abnormal Abilities: Infrasound Cry, Flight, Sharp Talons and Beak, Night Ambusher


Greater Antlion (Insectoid Carnivore)

These burrowing creatures are the size of a Maine Coon Cat. They nest in burrows underground, generally containing a mated pair and between four to eight larvae in a burrow. Their banded, segmented, carapace is steel-hard and can deflect blows, and their razor-sharp mandibles drip with a potent paralyzing venom. Their unique senses allow them to sense tremors in the ground up to fifty feet in any direction, but they are blind without it. They tend to attack by exploding out of the ground suddenly, latching on with their mandibles, injecting the venom, then dragging the now paralyzed prey back to their nest.

Abnormal Abilities: Tough Carapace, Sharp Mandibles, Paralyzing Venom, Burrowing, Tremorsense (50 ft)
 
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This is quite interesting, particularly the hunting strategy. Will likely use this as a surprise encounter option when I roll for that soon.


This'll be a fun little miniboss creature for a thing I have planned for your entrance into a larger Ork group.


Not as a miniboss, but as a hazard, for the same thing as above.

I will compile them when I can, as I am currently using my phone.
 
This is quite interesting, particularly the hunting strategy. Will likely use this as a surprise encounter option when I roll for that soon.



This'll be a fun little miniboss creature for a thing I have planned for your entrance into a larger Ork group.



Not as a miniboss, but as a hazard, for the same thing as above.

I will compile them when I can, as I am currently using my phone.

Let me know if you want more help with creatures or worldbuilding for random planets we may or may not Waaagh at or anything.

I'm also pretty good at building random nations if you need help in the event we go smash up a minor Xenos race and you don't want a canon one.
 
Mammalian herbivore
Spinyaffe

A long necked herbivore that uses its height to graze upon vegetation higher in the canopy. It's covered in bristles like a hedgehog to protect itself. Its neck has a few extra large spines covered in a deadly neurotoxin that it uses to kill any attacking predators by striking them with the neck spines.
 
Creatures of Prake IV
These are the creatures of Prake IV. The creatures will be labeled with which chapter/s they appear in, who made them, and other things related to them as things happen in the story. There may be some slight modifications to the original ideas, but I will do my best to keep within the spirit of the idea.

Roka
Made by @Blackangel
Avian Omnivore (But will only eat the meat of a creature if it's decomposing.)

Abnormal Abilities: Incredibly sturdy feathers and talons that have enough bacteria and disease from decomposing bodies that it will kill an average human within the hour if not treated or cleaned out immediately.

The Roka bird is approximately one meter tall at its full height, and has a wing span of 3 meters on average. They travel in flocks of 100-120 and will drop from the sky like rocks, bombarding prey with their own bodies. After the prey dies the Roka will leave it to both attract other predators for them to kill, but to also to decompose so that their talons can regain their horrid toxic effect. They have been spotted bathing in piles of fetid gore, and often build their nests around Rot-flower patches, to accumulate their chicks to the smell of rotten flesh from the moment they hatch.


Shriek-Hawk
Made by @KnightofTempest
Avian Carnivore

Abnormal Abilities: Infrasound Cry, Flight, Sharp Talons and Beak, Night Ambusher

These large birds are nocturnal and can have up to a 12 meter wingspan. They have excellent night vision and claws and beaks sharp enough to tear into the leathery hides of jungle creatures and megafauna with ease. Their distinct shrieking cry uses infrasound waves to stun prey long enough for them to swoop down and snatch them up. Solitary predators, these Avians viciously defend their nests and hunting grounds against potential rivals with cry, claw, and beak.


Greater Antlion
Made by @KnightofTempest
Insectoid Carnivore

Abnormal Abilities: Tough Carapace, Sharp Mandibles, Paralyzing Venom, Burrowing, Tremorsense (15 m)

These burrowing creatures are about the size of an Attack Squig. They nest in burrows underground, generally containing a mated pair and between four to eight larvae at a time in a burrow. Their banded, segmented, carapace is steel-hard and can deflect blows, and their razor-sharp mandibles drip with a potent paralyzing venom. Their somewhat unique senses allow them to sense tremors in the ground up to fifteen meters in any direction, but they are almost blind without it. They tend to attack by exploding out of the ground suddenly, latching on with their mandibles, injecting the venom, then dragging the now paralyzed prey back to their nest.


Hysenk
Made by @VoidofEyes
Reptilian Carnivore
Appears in Awakening and Looking and Looting

Abnormal Abilities: Sharp Claws, Powerful Kicks, Strong Jaws

This common predator or scavenger is seen all throughout the jungles of Prake IV. It is a generalist in its niche, but is well-rounded and smart enough to either win most fights it gets in, or retreat from ones it cannot win. If it cannot hunt down enough food for itself, it will steal from other predator's kills, or wait around a Roka flock's hunting ground to scavenge from theirs. Its claws and teeth are sharp enough to cut through steel, and its kicks can dent ceramite on their own. Its jaws are strong enough to cut through Harmantdo bones, and one particularly large specimen was spotted chewing on a Chaos Space Marine helmet, with evidence that it had bitten through the helmet's horns.


Riverstone Lizard
Made by @VoidofEyes
Piscine-Reptilian Carnivore
Appears in Awakening and Looking and Looting

Abnormal Abilities: Rock-like Hide, Large Clutches of Offspring, Partial Gills

This river-side predator seems to be a hybrid of a fish and a reptile, with different sub-species favoring one side or the other. Depending on the sub-species, the eggs of this creature can either be fish or amphibian-like, or can have tougher shells like a reptile. They favor waterways or marshes, but can range out surprisingly far in search of food. Their scales and hides appear like the bottoms of their habitats, and even change color gradually to match new ones.


Harmantdo
Made by @VoidofEyes
Insectoid-Reptilian Carnivore
Appears in Gathering and Equipping and Krumping and Finding the Camp

Abnormal Abilities: Tough Hide, Extremely Tough Bones, Massive Size, Sharp Claws, Powerful Limbs, Potent Regeneration, Earth-shaking Stomps

This Mega-predator of Prake IV is a prized combatant in nearby arenas, for its ornery temper, incredible survivability, and vicious attacks. If it loses one of its eight limbs, it can regain it in full in under a year. Its massive club-tail, when swung, can send an Ogryn flying over 20 meters back, and kill the abhuman instantly on occasion. Its spear-like forelimbs have pierced through regular power armor on many an occasion, to the surprise and demise of many a foppish Rogue Trader. It can cause nearby ground to turn into a morass with carefully timed stomps in quick succession, limiting mobility and allowing the beast to escape pursuers.

Leaping Fang-Beast
Made by @VoidofEyes
Amphibian Carnivore
Appears in Gathering and Equipping

Abnormal Abilities: Quick Reflexes, Powerful Legs, Dagger-like Fangs

This opportunistic hunter bounds through the jungle, latching onto trees only to leap off a moment later. It hunts by picking off smaller members of groups when they don't expect it. Its teeth, when propelled by its jumps, can slice through flesh and bone with surprising ease. After Orks arrived to Prake IV, this beast has found a particular taste for Snotlings.

Bigsunds
Made by @CrabTravelLLC
Insectiod-Mammalian Herbivore

Abnormal Abilities: Self-sharpening Horns, Tough Fur, Extreme Strength

These large, horned and furry striped herbivores travel in large groups. Their horns are sharp enough to cut through plasteel with moderate effort, and their hair is a form of flexible, but highly durable silk. Even juvenile specimens are able to stomp a human adult into the dirt with little effort. They travel in herds of ten to thirty adults, and roughly half that in juveniles at a time. They are matriarchal, with the eldest females in charge of a herd, as they know the paths and directions to watering holes, safe places to rest, and other such necessary areas the best. When a herd grows to a size that they cannot stay together sustainably, the second eldest female will split off to find the new herd an area of its own, slowly wandering off from familiar territory to keep the herd sustained and safe.

Titanic Sauroclaw
Made by @VoidofEyes
Reptilian Omnivore

Abnormal Abilities: Immense Size, Rudimentary Hands, Tough Hide, Unending Growth, Untouched by Time's Ravages, Natural Psykery, Extremely Potent Regeneration

These absolutely immense creatures are one of the Apex Predators of the world of Prake IV, and one of their eldest specimens was able to take down multiple Starships from different Rogue Trader Dynasties. It only perished after a sustained bombardment broke through its planetary-level Void Shield equivalent made by its Alpha Class Psykery. Similarly-sized specimens of this species have been found sleeping in mountain ranges, and have been deemed too costly to awaken or kill unless there is a nearby Titan detachment able and willing to help. The relatively smaller specimens have been seen using entire Hunger-Trees to clean themselves of parasites or unwanted passengers, after uprooting the carnivorous flora with their long arms and vicious claws. A few mutated ones have been spotted, with one called The Walking Mountain dwelling nearby the secondary Spaceport of Quarelins Landing. The Walking Mountain appears to be made of living stone, and has picked up a colony of primitive reptilian xenos upon and in its back hump, who have somehow managed to use Orkiod weaponry with equal or better ability than the weaponry's creators.
 
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Krumping and Finding the Camp
The burgeoning Boss yelled out to its fellow Greenskins its plan for attacking the creature they had awoken from slumber. "BOYZ WIF CHOPPAS! EAT DA WHITE AN' BLACK SHROOMS, THEN CHARGE IN AFTA DA 'SPLOSIVE SQUIGS AN' GET DA FING'S LEGS! GROTS WIF STABBAS! CHARGE IN WIF DA BOYZ! BOYZ WIF SHOOTAS! SPREAD OUT AND SHOOT IT! GROTS WIF BLASTAS! DO THE SAME AS DA SHOOTA BOYZ! RUNTHERD! MAKE DA 'SPLODIN SQUIGS CHARGE IT! DEN HAVE DA ATTACK SQUIGS CHARGE WIF DA BOYZ! AFTA DAT, MAKE DA SNOTLINGS SWARM DA BEASTY! WEIRDBOY! EAT DA BIG GREEN SHROOM AND WUN OV DA LITTLE BLUE WUNS! DEN BLAST DA BEASTY OR MAKE DA CHOPPA BOYZ 'ARDER OR MORE KILLY! WAAAAAAAAAGH!"

With their leader roaring out their ingrained battle cry, the Greenskins followed the orders given with their own shouts joyously filling the air. The Runtherd picked up the 'Splodin Squigs, and tossed them one at a time towards the large beast. The quartet of volatile chemical-filled Squigs, seeing a target in front of them, and being annoyed at being thrown through the air like inflated bladders, rushed towards the eight-legged creature. Two of the bounding balls of explosive fungal beasts got speared through their mouths, but still exploded from the sudden force. The force of the blasts seemed to do nothing but smear the spear-limbs with greasy ash, but the other two Squigs managed to jump up onto the creature's clawed legs, bite down, and then detonate themselves. The lower limbs were less protected than the chitin-covered spear-arms, and exploded with gore. One of the Squigs had managed to get itself onto the knee joint of one of the limbs, and had blasted the lower part of the leg clean off. The other had comparably only flensed the skin and muscle from the front of the leg, leaving only bloody ruin and exposed bone left facing outwards.

At this point, the Orks and Grots armed with melee weapons had reached the somewhat wounded beast, and started to hack and stab at it. The larger Greenskins managed to get through the hide of the predator somewhat, and cause the beast to bleed, but the Grots' Stabbas aren't sharp enough, or have enough force behind the strikes to get into the creature's flesh. After the more intelligent Greenskins had struck at the massive beast, the Attack Squigs leaped up at the now seven-limbed creature, having reached it as well. The bouncing, two-legged beasts managed to bite through the stone-like scales and skin of the former octoped, as well as get their clawed feet into the gaps between plates of chitin and scale. Continuing to gnash and bite into the flesh of the much larger beast, the Squigs become covered in blood and gore, until they get shot by bullets from Shootas and Grot Blastas. The bullets managed to crack through chitin plates and shred through scales, riddling the great beast with Ork finger-width holes in its hide.

(POV Switch)

After shaking off the shock, the creature looked around, seeing itself surrounded by the same type of strange bipeds that drove it off from its former home, and roared out in fury. It was bleeding and wounded severely enough that it would take at least a season to heal, even if it did survive this fight. It swung its club-like tail to drive off some of the larger bipeds, sending a couple flying off into the trees or other bipeds. Its foremost legs couldn't be used to lacerate its foes in front of it, with one having been either blown off and the other stripped of most of the flesh upon it, but its spear-limbs could still function. The limbs stabbed out with a crack that echoed through the clearing, and pierced through multiple of the smallest green bipeds. Its rear two pairs of legs stomped in thunderous rhythm, shaking the earth and causing sodden parts to transform into pits of mire and muck. Multiple of the smaller types of bipeds were trapped in the pits as they formed under them, or they fled before the creature's might. As the mighty beast drove back the invaders, it saw a growing green light in the corner of its eyes. It turned its head to look at the light, and saw an orb of emerald lightning being formed above an individual of the larger bipeds.

The orb of lightning was held aloft above a strange, spiked, metallic branch, and the branch was being held by both hands of the biped as the orb arced lightning and the branch shook within the green-skinned creature's grasp. The staff was swung down a moment after the creature looked over, and the orb of electrical doom started to drift unerringly at the creature as the biped that generated it collapsed to the ground. The creature then heard a warcry from above it, and looked upwards. The largest of the bipeds had somehow managed to leap into the air above it, and was falling downward with great force, its hands holding a glowing green blade, with the edge pointed directly towards the creature. The creature pushed forward with its back two pairs of legs, and shoved through the mass of bipeds in front of it, which caused the falling one to miss its chance to take off its head. The creature only lost the remnants of its already-useless foreleg, but the largest biped managed to land on the creature's wide back, where it couldn't reach.

It is a moment later that the orb of furious lightning impacted the creature, complete with a snarling face reminiscent of the larger bipeds. The arcs of verdant electricity cut through the beast's hide and bone, before the lightning's containment broke, and a beam of emerald power pierced straight through the creature's chest, evaporating its primary heart and the part of its spinal column that was in the way of the beam. The creature lost all sensation and control of its body below its head and neck, and collapsed over onto its side. The last thing it saw was the largest of the bipeds, with a hole through its covering that exposed its bare chest, swinging its blade down at the creature's neck.

(POV Switch)

The Yoof grabbed the head of the creature that it and its Boyz had slain, and roared out "WAAAAAAAAAAAAAGGGGHHHHH", which its warband echoed a moment later.

It then Inspected the creature's corpse, which revealed that the slain beast was called a Harmantdo, and was still able to be Looted, which the Yoof did a moment later. The familiar sight of the corpse dispersing into emerald flakes happened once again, before those flakes combined into an array of items. The first item was the Harmantdo's skull, formed into a pauldron that boosted Black by five, and boosted Green by three, while being called the Beast Skull Pauldron. The next two items were Choppas, named Jagged Bug Choppas, made of the spear-limbs of the enormous beast, with one side of the sword-like weapons the jagged inside part of the limb, and the other side sharpened to a razor edge. The two Choppas gave three White when wielded, and could be enhanced like the Fang Stabbas. The next item was a set of armor made from the Harmantdo's armored hide, called Stony Beast Heavy Arma. It gave five Black, like the Beast Skull Pauldron, three Red when charging in a straight line, and two Purple when in a rocky environment.

Then there was the armored bandolier with multiple pouches, made of the hide of the Harmantdo once again, but the leather and chitin plates had streaks of emerald green traced throughout. It was called the Bandolier of Holding, and could carry up to fifteen different types of consumables, at up to five of the same type per slot. The consumables could be pulled out by only the wearer of the item, and it was always the one that the wearer wanted at that moment. The last piece of equipment was a large mace, made from the tail of the Harmantdo, named Arma-Breaka Smasha, that gave 3 White when wielded, and could be activated to crush a foe's armor in a location up to three times per combat or hour.

The consumables were the next things that the Yoof Inspected. There were a few strips of dried meat, called Rage Jerky, which increased White and Black by four each, but decreased Blue by six. Then there were a couple sacks full of some kind of liquid, seemingly made from the Harmantdo's stomachs, and were labeled by Inspect as Rock-Melt Acid Sacks. The description provided by the Skill said that they were able to melt through most rock-like or similar material, and that the acid was similarly potent against flesh. The last consumable was a strip of scaled skin, and it was called Scaled Saver. It would apparently stop the being who had it from dying from an attack or effect, putting them into a statis-like state if needed, and removing the thing that was killing them over time if the thing was a substance or sorcery. The remaining stuff was labeled as Crafting Material, and included a good amount of the Harmantdo's hide, its claws, and its sturdier bones.

VOTE FOR LOOT DISTRIBUTION AT BOTTOM

After the Yoof finished with its Inspecting and distribution of the loot, it looked over the boxes that it had pushed to the side during and after the fight. They had been partially compiled, with Skill levels and personal ones separate. The Yoof had gained three personal Levels, and was now at Level 4. WAAAGH Energy Generation had gained three levels, and so had Hard Git, leaving both skills at level four, which Looting had reached as well. Ork Toughness was now at level five, and had a marker next to it. When the Yoof looked closer at the marker, another box popped up with the explanation that the Skill was ready to Upgrade or Evolve. After reading the explanation of what that meant, the Yoof selected one of the improvements offered.

VOTE FOR ORK TOUGHNESS UPGRADE OR EVOLUTION AT BOTTOM

Choppa Proficiency had reached the same level as Ork Toughness, but was gray and when the Yoof tried to select it, didn't respond. The next time the Yoof tried, the Vorkal Choppa shook within its grip. The next box was one that said that the weapon had Awakened, and that since it had Bonded to the Yoof, it had chosen what to do for the Skill. The Skill had been Evolved to become True Cutting Expertise, which allowed the Yoof to cut metaphysical things with the right conditions and focus. The Skill also added a quarter of the Yoof's White as a bonus to attacking with bladed weaponry.

The boxes after that said that the Yoof had gained a couple Skills. The first one was called Leadin' Da Boyz, and added a portion of the Yoof's Yellow to its Ork subordinates' White when it commanded them. The second Skill it had gained was called WAAAGH Empowerment. That Skill gave it a temporary boost to its stats depending on the situation and how much WAAAGH energy was directed onto it at the time. If the Yoof was fighting, it would gain more White and Black, and if the Yoof was talking, it would gain more Blue and Yellow, as the examples given. The Yoof had also gained two Red from Challenge Growth.

After looking through the boxes, the Yoof turned to its warband. It saw the one that it Identified as a Mad Dok Yoof tending to the other Orks who had been seriously hurt. One of them had died from being hit by the Harmantdo's clubbed tail, so the Mad Dok Yoof was using the dead one's intact arms to replace the mangled arms of another Yoof who had blocked the tail as best it could. The Runtherd Yoof was feeding scraps of flesh to one of the surviving Attack Squigs while it set the Squig's broken leg. The Grots who weren't stuck in the pits of mud were pulling their fellows and the still-living Snotlings out of the pits with long branches and the help of one of the Mek Yoofs.

After every Greenskin still alive had been gathered and patched up, the Yoof did a count of its remaining troops. It had twelve other Orks still, and it had the same number of Grots remaining. After the Runtherd got its Squigs back up and going, it had six Attack Squigs and still the same amount of Guard Squigs, having the total number of Squigs at nine. The Yoof did its best to count the Snotlings, and ended up with a total of fourteen left. The dead Squigs and Snotlings were butchered and prepared to be eaten as the group continued trekking forward.

As the group moved through the jungle, the Yoof heard the sounds of an Ork camp ahead. When the warband broke through the underbrush atop a hill, the Yoof saw a moderately sized Rok that had been partially broken down for parts to build the camp. The camp wall was a mixture of scrap metal and tree trunks, with parts scarred from beasts attacking the camp. The warband was spotted by the look outs after a moment, and one of the camp Orks called out "YOUZE NEW GITS! GET OVAR HERE! DEREZ A REAL BIG BIRDY-FING HUNTIN' ANY YOOFS IT FINDZ OUTSIDE DA WALLZ! IF DAT DON'T GET YA OVAR, WE'Z GOT FUNGUS GROG AND GUD FOOD FOR ANY GIT WHO FIGHTS IN DA BEASTWACKA'S 'RENA!"

With that, the Orks in the warband look to the Yoof, to which it nods back. The warband then moved down the hill towards the gates of the camp, which the Yoof shoved open as the gate slowly opened inwards. A Nob emerged from the guardhouse, with a mug of some greenish liquid, and spoke out to the group with an acrid smell on its breath "Get da Grots an' Snotters outta 'ere, urgph. Dey gotta be in dere, urp, area. It'z 'rena day! Free grog at da shopds! You'z new gits should's get sum! It'z da gud schtuff! Get on in dere!"

With that, the warband moved into the camp, and the members peeled off one by one till it was only the Yoof, its Under-Boss, and the two Grots, Gragger and Grabba. The other three Greenskins look to the Yoof, and the Under-Boss says "Boss, whatta ya wanna do in dis camp? It looks like sum git made a map or sumfink on dat wall over dere."

The Yoof walks over to the map, and looks at it, seeing markers for different major locations in the camp on the crudely-drawn map. It then picks one of the locations with one finger, and speaks out with finality "We'z going dere."

Gains throughout the Post
Stats
+6 Green
+6 Black
+2 Red
+6 Free

Skills
+3 Levels to Ork Toughness (UPGRADE OR EVOLUTION AVALIABLE)
+3 Levels to Hard Git
+3 Levels to WAAAGH Energy Generation
+2 Levels to Choppa Proficiency (EVOLVED TO TRUE CUTTING EXPERTISE)
+2 Levels to Looting.
Leadin' Da Boyz Skill Level 1. Add 1/4th your Yellow to the White of Orks that you are commanding, up to 1/2 their base White.
WAAAGH Empowerment Skill Level 1. Add a total amount of stats equal to 1/2 your Green at maximum, depending upon how much WAAAGH Energy is directed at you. Stats depend upon what situation is currently happening, and are applied appropriately.

Items
Beast Skull Pauldron. (+5 Black, +3 Green.)
2 Jagged Bug Choppas. (+3 White, can be Enhanced.)
Stony Beast Heavy Arma. (+5 Black, +3 Red when moving in a straight line, +2 Purple in rocky environments.)
Bandolier of Holding. (Can hold up to 15 types of consumables at a time, in stacks of 5 at max per slot. Only the wearer can take out the items properly, and it is always the one that the wearer wants.)
Arma-Breaka Smasha. (+3 White, can break/damage Armor 3 times per combat or hour.)
5 Rage Jerkies. (+4 Black, +4 White, -6 Blue for one combat.)
4 Rock-Melt Acid Sacks. (Can melt through a moderate amount of rock-like material in a short amount of time. Can also be thrown at foes like a grenade, melting their flesh in the same amount and time.)
1 Scaled Saver. (Stops wearer from dying to effect or attack, can put them in stasis-like state temporarily, and can eliminate over-time effects while in the stasis-like state.)
6 Units of Harmantdo Hide.
2 Units of Harmantdo Claws.
8 Units of Harmantdo Bones.
Vorkal Choppa (Awakened) (+5 White, Other Effects To Be Discovered.)

Boyz
-1 Evil Sunz Yoof (Armed with Choppa)

Other Greenskins
-1 Grot armed with Grot Blasta
-3 Grots armed with Stabbas
-3 Attack Squigs
-4 'Sploding Squigs
-7 Snotlings armed with Shanks

Do the Greenskins follow the orders?: 98+24=122. (Yes they do)
'Splodin' Squigs Attacking: 41+15=56, 57+15=72, 90+15=105, 85+15=100.
Harmantdo Defending: 84+45=129. (Harmantdo takes out two of the Squigs with spear-strikes with its front limbs. This still sets off the Squigs)
Explosion effects (4d6): 1 (Nothing happens), 1 (Nothing happens), 3+1=4 (Deals major damage to a limb), 6+1=7 (Removes a limb entirely).
How do the Melee Troops do?: 84+20=104 (Orks), 73+10=83 (Grots), .
Harmantdo's Hide Resisting Ork Melee Weapons: 63+35=98. (Partial Success)
How do the Attack Squigs do?: 95+15=110. (They get locked in, and get to Gnash)
Gnashing from the Attack Squigs: 80+15+15(Gnash bonus)=110. (They Gnash well)
Shooting from the Orks and Grots with ranged weapons: 96+15=111 (Orks), 81+10=91 (Grots).
Harmantdo's Hide resisting Ork Ranged Weapons: 45+35=80. (Failure)
Do the Snotlings manage to do much?: 12+10+35(Snot Swarm)+10(Runtherd's Hit 'Em Good)=67. (Not really)
Harmantdo Attacking the Greenskin Forces back: 99+45+10(Rage)=154. (... Ouch.)
Weirdboy doing things: 100+21=121. (Nat Crit)
Attack or Buff (1d2): 1. (Attack)
The GamOrk attacking the Harmantdo: 98+24+15(Momentum from falling)=137. (... Ouch.)
Does the Harmantdo manage to avoid losing its head?: 84+30=114. (Still loses something, but not its head)
How much damage does the orb of lighting do to the Harmantdo?: 82+21=103. (It is almost dead)
Does the lightning go through the Harmantdo?: 63+21=83. (Yes)
Does the GamOrk survive the beam of lightning?: 100+28=128. (Nat Crit) (Yes)
Does the GamOrk get anything from being hit with a beam of pure WAAAGH energy?: 94+16=110. (Yes)
Inspect Auto-Pass.
Looting the Harmantdo: 98+24=122. (Very good stuff gotten)
Inspecting the Loot: 85+16=101. (All info on items gotten)
Casualties (1d4, 2d4, 1d4+4, 4d4): 1 (Orks), 4 (Grots), 7 (Squigs), 7 (Snotlings).

Please vote in Plan format for Loot and for Stats. 3 Hour Moratorium from time of Posting.

Loot Distrubution Vote
[ ] Write-in who gets what loot/consumables.

Ork Toughness Upgrade or Evolution Vote
[ ] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.
[ ] Evolution: Empowered Toughness. Become progressively harder to put or keep down depending on how much WAAAGH Energy is focused on you.

Stat Distribution Vote
[ ] Write-in where Free Points will go on your stats.

Where the group goes next
[ ] Beastwacka's Arena. A place to fight other Orks and captured creatures from the jungles.
[ ] Squig an' Grog. A place to eat and drink, as well as gather information.
[ ] Mek Shops. A place to purchase or barter for items or materials.
[ ] Camp Outskirts. A place to make a spot for yourself.
 
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[X] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.

[X] Camp Outskirts. A place to make a spot for yourself.
 
[X] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.

[X] Camp Outskirts. A place to make a spot for yourself.

The moratorium is for all votes, not just the plan ones.
 
Hmmm...we should give, pauldrons and heavy armour to gameork and a mace to our under boss. The chopas to the toughest orks that survived, and bag of holding to our personal grot or on ourselves aka. Gameork.

The evolution is interesting but in short term we should get nob toughness, because possibly, we will get better evolution. Maybe if we get evolution first, it maybe be upgraded to empowered nob toughness.

And yay! The doc should get the choopa for saving some of our boys! And we should give our Mek boys the crafting materials.

I am not sure where we should go, but I guess some drinks after beating a big monster should be pretty good!
 
we should give the scaled rod to our weirdboy if they survived...if not hold onto it for the next one, weird boys when they actually get experianced get terrifying REAL quick-like.

edited: also we need a mek to be able to craft personal tools for the odd-boys were going to collect...hopefully the crafting menu can be of help.
 
[X] 3 to White, 3 to Red
[X] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.

The other stats are a lot closer to the cap so bring up the ones that we are less likely to max out before increasing our stat caps
 
[X] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.

[X] Camp Outskirts. A place to make a spot for yourself.
 
[X] 3 to White, 3 to Blue
[X] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.
[X] Camp Outskirts. A place to make a spot for yourself.
 
[X] 3 to White, 3 to Red
[X] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.
 
[X] 3 to White, 3 to Red
[X] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.
 
[X] 3 to White, 3 to Blue
[X] Upgrade: Nob Toughness. Ignore petty things like lesser poisons, diseases, and toxins. Don't care much about hard to breathe atmospheres, extreme temperatures, or other things like that. Keep functioning even when you probably shouldn't be able to.
[X] Camp Outskirts. A place to make a spot for yourself.
 
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