Units
-Unit-Wide Abilities: WAAAGH Energy Generation (Generate WAAAGH Energy).
Orks (13 Total)
-Ork-Wide Abilities: Ork Toughness (Survive even when you shouldn't, to a degree), Choppa Proficiency (Use basic Ork Melee Weaponry), Shoota Proficiency (Use basic Ork Ranged Weaponry).
1 GamOrk (See Character Sheet for equipment and other information)
1 Goff Under-Boss (Armed with Jungle Lizard Light Arma, Shoota, Arma-Breaka Smasha, Fang Stabba, 1 Zerker Shroom, 3 'Ard Shrooms, 1 Rage Jerky, and 2 Rock-Melt Acid Sacks.)
-Stats: Green: 25, Black: 20(+2), White: 15(+3/+1), Red: 10, Blue: 10, Yellow: 10, Purple: 10(+2(In Jungle)).
-Abilities: Under-Boss (Add 2 times your Green Bonus to Boss's Command Bonus, and Command the same amount on your own when supporting your Boss), Tough Git (Survive one hit that would kill you per combat), Break Arma (From Arma-Breaka Smasha) (3/Combat, break or damage a piece of opponents protection with a successful hit.)
3 Bad Moons Yoofs (Armed with Shootas and 1 'Ard Shroom Each)
-Stats: Green: 20, Black: 15, White: 15, Red: 10, Blue: 10, Yellow: 15, Purple: 10.
-Abilities: Smiling Seller (Grow your teeth faster than other Orks, and sell things for better prices).
1 Goff Yoof (Armed with Choppa and 1 Rage Jerky)
-Stats: Green: 20, Black: 20, White: 15, Red: 10, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Tough Git (Survive one hit that would kill you per combat).
1 Deathskulls Yoof (Armed with Choppa and 1 Rage Jerky)
-Stats: Green: 20, Black: 15, White: 15, Red: 10, Blue: 15, Yellow: 10, Purple: 10.
-Abilities: Lucky Git (Dodge one hit that would kill you per combat).
1 Blood Axes Yoof (Armed with Choppa and 1 Rage Jerky)
-Stats: Green: 20, Black: 15, White: 15, Red: 10, Blue: 10, Yellow: 10, Purple: 15.
-Abilities: Surprise Attack (Add your Purple to your Attack Bonus to your first attack in a combat if you aren't noticed by an enemy).
1 Evil Sunz Mek Yoof (Armed with Shoota and 1 'Ard Shroom)
-Stats: Green: 20, Black: 15, White: 15, Red: 20, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Ork Kraftin' (Can fix basic Ork weapons and gear, and craft simple Ork consumables if the necessary materials are avaliable), Fast Git (When charging, add half your Red to your Attack Bonus on your first attack against that enemy).
1 Evil Sunz Dok Yoof (Armed with Shoota, Jagged Bug Choppa, Fang Stabba, and 1 'Ard Shroom) (Special)
-Stats: Green: 20, Black: 15, White: 20(+3/+1), Red: 15, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Fixin' Boys (Can heal other Orks with basic methods, along with make temporary enhancements that can be applied to the self or other Orks), Mad Ork Science (Cyborknetics) (Even if your creations shouldn't work when made, Gork and Mork make them work. (Only functions on augments or replacements)), Fast Git (When charging, add half your Red to your Attack Bonus on your first attack against that enemy).
1 Deathskulls Weirdboy Yoof (Armed with Channelin' Staff, Fang Stabba, 15 Lucky Shrooms, 1 'Ard Shroom and 1 Scaled Saver)
-Stats: Green: 20, Black: 15, White: 15(+1), Red: 10, Blue: 20, Yellow: 10, Purple: 10.
-Abilities: WAAAGH Blast (Shoot a burst of emerald flame, lightning, or force at a foe with a successful Blue Check), WAAAGH Boost (Enhance Green, Black, and White by an amount depending on a Blue Check for up to 5 Orkiod targets), Lucky Git (Dodge one hit that would kill you per combat).
1 Deathskulls Mek Yoof (Armed with Choppa)
-Stats: Green: 20, Black: 15, White: 15, Red: 15, Blue: 15, Yellow: 10, Purple: 10.
-Abilities: Ork Kraftin' (Can fix basic Ork weapons and gear, and craft simple Ork consumables if the necessary materials are avaliable), Lucky Git (Dodge one hit that would kill you per combat).
1 Snakebites Runtherd Yoof (Armed with Jagged Bug Choppa and Fang Stabba)
-Stats: Green: 20, Black: 15, White: 20(+3/+1), Red: 10, Blue: 15, Yellow: 10, Purple: 10.
-Abilities: Squig Herda (Can Command up to 3 times your Green Bonus in Squigs, and can Command up to your Green Bonus in Special Squigs in addition to that), Snot Kicka (Can Command up to 5 times your Green in Snotlings), Hit 'Em Good (All Units Commanded by you gain half your White on their first attack against an opponent in a combat, up to a maximum amount added of their White base).
Grots (12 Total)
-Grot-Wide Abilities: Stabba Proficiency (Use basic Grot Melee Weaponry), Shoota Proficiency (Use basic Ork Ranged Weaponry), Cower Behind (Automatically gain cover when behind an ally larger than you).
Gragger (Armed with Grot Blasta and Bandolier of Holding)
-Stats: Green: 10, Black: 10, White: 10, Red: 10, Blue: 15, Yellow: 15, Purple: 10.
-Abilities: Gather (Shrooms) (When gathering the material(s) listed, and you fail, but not crit fail, gain a bare success instead), Grot Under-Boss (Add 3 times your Green Bonus to Boss's Command Bonus for Grots, and Command the same amount of Grots on your own when supporting your Boss).
Grabba (Armed with Grot Blasta)
-Stats: Green: 10, Black: 10, White: 10, Red: 10, Blue: 15, Yellow: 15, Purple: 10.
-Abilities: Gather (Scrap, Weapons) (When gathering the material(s) listed, and you fail, but not crit fail, gain a bare success instead), Grot Under-Boss (Add 3 times your Green Bonus to Boss's Command Bonus for Grots, and Command the same amount of Grots on your own when supporting your Boss).
4 Grots armed with Grot Blastas
-Stats: Green: 10, Black: 10, White: 10, Red: 10, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: None.
6 Grots armed with Stabbas
-Stats: Green: 10, Black: 10, White: 10, Red: 10, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: None.
Squigs (9 Total)
-Squig-Wide Abilities: Bouncing Movement (When targeted with a Ranged Attack, roll a Red Check against the Attack's final amount. If it is a success, you do not get hit if it is not a splash attack. If it is a splash attack, you only get indirectly hit).
6 Attack Squigs
-Stats: Green: 10, Black: 15, White: 15, Red: 10, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Gnash (If you hit a target with a Melee Attack, you may choose to hold on and continue to attack with a bonus equal to your White score, in addition to other bonuses).
3 Guard Squigs (Master is Snakebites Runtherd Yoof)
-Stats: Green: 10, Black: 15, White: 15, Red: 10, Blue: 15, Yellow: 10, Purple: 10
-Abilities: Gnash (If you hit a target with a Melee Attack, you may choose to hold on and continue to attack with a bonus equal to your White score, in addition to other bonuses), Protect (If your master would be hit by an attack that you can detect and are close enough to, you can toss yourself in the way to stop or lessen the attack).
Snotlings (14 total)
-Snotling-Wide Abilities: Snot Swarm (When 5 or more Snotlings are attacking a single target with Melee Attacks, they may add half of the other Snotlings base White to theirs, to a maximum of 35 before other bonuses. When 10 or more Snotlings are attacking in a group, they do not flee unless they are brought below 5 Snotlings in the Group. When Snotlings are in groups of 50 or more, and aren't Commanded, they will attack the nearest non-Orkiod creature until killed or driven off).
14 Snotlings armed with Shanks
-Stats: Green: 5, Black: 5, White: 10, Red: 10, Blue: 5, Yellow: 5, Purple: 10
-Abilities: None.
Equipment
Melee Equipment
-Choppa: An Ork Melee Weapon, in various forms, shapes, and sizes. Often Axe or Cleaver-like, with semi-sharpened edges and incredible power behind its swings, if it hits its target.
-Stabba: An Ork Melee Weapon, often Dagger-like, with a pointy tip and somewhat sharp edges. Used almost primarily by Grots, with the occasional Ork using it as a back-up weapon.
-Shank: A somewhat pointy bit of metal, bone, or rock, used only by Snotlings or the lowest of Grots.
Ranged Equipment
-Shoota: An Ork Ranged Weapon, often likened to a rifle, if that rifle was also able to be used as a club or sledgehammer if needed. Wildly inaccurate, but its bullets will damage any unprotected thing it hits, and is only completely dissuaded by potent armor or energy shields.
-Slugga: An Ork Ranged Weapon, alike to a pistol, if the pistol fired the same ammo as a rifle, and could be used to pistol-whip a Grox if the wielder hit the creature hard enough.
-Grot Blasta: An Ork Ranged Weapon, used by Grots of higher standing and power than the rest of their brethren. Can be two-handed or one, but the two-handed ones are often mounted on vehicles or fortifications, as the Grots do not often have the bodily strength to march with one and still do their tasks when required.
Special Equipment
-Channelin' Staff: Wrapped in copper wire and studded with protruding metal spikes, this two-handed staff is used by Ork Weirdboys to hopefully control or ground any outbursts of unruly WAAAGH energy from their uses or channeling of it. Can also be used as a weapon in melee, to the surprise of quite a few foes, and if used for long enough, can even be used to banish Daemons back to the Warp.
-Fang Stabba: Made out of a fang of a beast, and crafted by the Looting skill, this Stabba is unnaturally sharp, to a minor degree. It can soak in the energies of the WAAAGH to passively improve over a long period of time, or it can be used by a locus of the WAAAGH to improve faster. If a Weirdboy knew how to infuse the WAAAGH into items, and not have them explode, it could make this weapon into something to fear.
-Jungle Lizard Light Arma: Made from the hides, bones, and spines of a Hysenk and Riverstone Lizard, this set of Light Arma is particularly suited for sneaking through jungle areas. It is also surprisingly protective for a set of Light Arma, particularly one that is just hide, and without metal inserts.
-Arma-Breaka Smasha: Made from the club-tail of a Harmantdo, and enhanced by the residual WAAAGH energies in the area when it was Looted, this weapon makes one better at fighting. It can be activated roughly three times per battle or combat, to shatter, break, or damage a part of an opponent's defense with a successful hit.
-Jagged Bug Choppa: Made from the fore-limbs of a Harmantdo, and incredibly sharp after being enhanced slightly by residual WAAAGH energy in the area as it was being Looted, this weapon still has the metaphysical "space" to be enhanced further by WAAAGH energies.
-Bandolier of Holding: This enhanced armored bandolier can hold up to fifteen types of consumables at a time, in portions of five of a type in one of the bandolier's five pockets. Only the wearer of the bandolier can take out the items properly, and it is always the item that the wearer wants. It can contain things it shouldn't be able to, either by size of the item, or space in the pockets.
Consumables
-'Ard Shroom: The chemicals and proteins in this mushroom, when mixed with Orkiod adrenaline, can actually toughen the already tough hides of Orks, for a limited amount of time.
-'Zerker Shroom: This mushroom contains a potent form of an adrenal cocktail, one that causes Orks to go into a frothing rage when eaten, and even sharpens their skill with weaponry somehow.
-Lucky Shroom: This fungal cap, when eaten by a Weirdboy, bends the WAAAGH to make nearby Orks luckier, but only if the Weirdboy is actively, or just had been, using the WAAAGH.
-Shieldin' Shroom: This mushroom is psyker-active, and can make a Weirdboy not detonate if it overdraws on the WAAAGH, but is also poisonous enough to give a Weirdboy an aneurism if multiple are eaten in quick succession.
-Rage Jerky: Dried flesh taken from a Raging Harmantdo, it contains the enzymes and chemicals to make one more resilient and sharpen reflexes, but also can sap away at the mind, for the time after it has been activated by adrenaline.
-Scaled Saver: This strip of emerald-runed hide can stop a killing blow, a wicked sorcery, a malicious poison, or an erupting working of psykery. If needed, it can put the wearer into a temporary stasis-like state as it removes any negative effects over time. Can also function as a casting aid for protective effects, but not as well as a dedicated one could.
Former Units
4 'Splodin Squigs (Died to Harmantdo in Krumping and Finding the Camp)
-Stats: Green: 10, Black: 10, White: 15, Red: 15, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Detonate (When you hit a foe with a Melee Attack, you may choose to explode as well. If you are hit with enough force from, or a flaming attack, you explode).
1 Evil Sunz Yoof (Armed with Choppa, 1 'Zerker Shroom, and 1 'Ard Shroom) (Died to Harmantdo in Krumping and Finding the Camp)
-Stats: Green: 20, Black: 15, White: 15, Red: 15, Blue: 10, Yellow: 10, Purple: 10.
-Abilities: Fast Git (When charging, add half your Red to your Attack Bonus on your first attack against that enemy).