Just an update on progress for the next story post. Had a couple back to back days of real life happening, and have more coming up, but the update is over 1.1k and still has more to go.
 
Back to working on the update! Had to re-write a couple parts that were rushed or not up to my preferred quality. Update will be out soon!
 
Gathering and Equipping
Responding to the Goff Yoof, the Yoof said "Nah, I'z ain't sneakin' loike a git, I'z wuz just waitin' fer da winner so I'z could make 'em my Under-Boss. You seem loike a cap-a-ble git, so you gets da spot. Ov coarse, I'z iz betta, so I'z da actual Boss. Letz look and see if we can find ya a proppa Choppa or sumfink." With that, the Yoof bent down and hauled its new subordinate to its feet.

After a quick look-around for a weapon, the Yoof found a basic Shoota, one that had a pitch-black mushroom colony growing ontop of it. It Inspected the fungi, and found that they were 'Ard Shrooms, which gave a temporary boost to Black when eaten. It picked the choicest caps from the colony, and put them in its pockets for later. Then it pulled the Shoota from the network of mycelial threads, and tossed it to its Under-Boss with the words "A Shoota. Just fer ya. Da 'shrooms will even toughen ya up fer a bit if ya eat em."

After getting the equipment for it's new subordinate, it went over to kick awake the other Yoofs. As it walked over to the starting to stir Orks, a Grot came up to its leg and pulled on its trousers. When the Yoof looked down at the smaller Greenskin, the Grot spoke out in a slightly terrified, squeaky voice "Uh, Boss? Me and da ovver Grots were doin what you said, and not botherin' ya, but we'z found some Choppas, Shootas, and Grot weapons in a pile over dere. Would ya like ta look at dem and pick one out fer yerself? Dere are also da signs of more Yoofs and stuff popping out real soon."

The Yoof patted the Grot on its bald head and said "Ya did a gud job letting me know 'bout da weapons. Ya get furst pick of da Grot bits fer dat."

The Yoof then strode over to the pile of weapons with its Under-Boss and saw an arrangement of Choppas, Shootas, Grot Blastas, and shivs being sorted by a pair of Grots. It saw one of them had grabbed a Grot Blasta and tied it around its waist with a length of vine. The Yoof picked up the armed Grot and shook the smaller Greenskin until the knot in the vine came loose. It then said "Dat wun gets furst pick ov da Grot bits. Not you, ya git." indicating the Grot that had told the Yoof about the weapons. It then looked over the assorted weaponry and grabbed one of them.

VOTE FOR SECONDARY WEAPON AT THE BOTTOM.

After picking out it's new weapon, the Yoof kicked awake the other Yoofs from its Under-Boss's group, and directed them to grab one weapon, and only one weapon from the pile. While they were doing that, another Grot came up to it, with a greedy look in its eyes. It spoke out in an almost greasy voice, still a bit shrill "Boss! My group of Grots haz found some special 'shrooms fer you ta look at. Dere are some fuzzy white ones, a big purple one, a bunch of little blue ones, and dis weird green one! I'z also got enough Eatin' Shrooms to last a good bit for yer great and powerful self, yer Boyz, and even some for yer favorite Grots! It can all be yers if ya give me second pick from da pile!"

The Yoof looked around the area, seeing its new subordinates doing the things it had told them to do, and looked back down at the Grot, who was twisting its hands in an unconscious motion that tipped off the Yoof to the fact that the Grot was probably lying to it about something. It then asked the Grot "Were'z yer second in kommand? Get dat git over 'ere real quick-like."

The Grot nodded, and called out for a Gragger to come over to it. One of the four Grots gathering mushrooms dropped what it was doing and rushed over to the group of three. While that was happening, the Yoof said to its Under-Boss to watch carefully. After Gragger had run over, the Yoof said to it "Dis is what 'appens when you try ta get one over on me."

The Yoof then kicked the first Grot across the clearing into a particularly thick bundle of the slithering vines on one of the trees. The vines quickly wrapped around the unfortunate Grot, sprouted thorns, and started to constrict around it. As Gragger watched its former boss get pulped and juiced, the Yoof said to it "I'z knows when someone iz tryin' ta cheat me. What's da things dat youz gathered dat are special."

Gragger, in fear for its life, quickly rattled off the things its former boss had said, in addition to a rocky and gray mushroom, and another patch of what the Yoof recognized as 'Ard Shrooms. The Yoof patted it on the back, and said that it got its pick of the Grot weapons from any of the Grots other than the one the Yoof had given first pick. Gragger rapidly nodded and ran off to the other Grots to get a weapon better than the shank it had already.

The Yoof then Inspected the special mushrooms, getting that the fuzzy white mushrooms were Zerker 'Shrooms, which increased White by a good amount, but decreased Blue a bit in exchange. The big purple mushroom was a Hidin' 'Shroom, and had two things it could do. It could make you invisible to the naked eye, or make you think you were invisible. The little blue mushrooms were Lucky 'Shrooms, and if eaten by a Weirdboy, they would grant a bit of extra luck to everyone nearby when the Weirdboy was channeling the WAAAGH. The weird green one turned out to be a Shieldin' 'Shroom, and if eaten by a Weirdboy, would stop them from blowing up one time. The rocky gray one was a Steel 'Shroom, which could be fed to a Squig to make it grow plates of armor over its body if it was also fed bits of scrap.

VOTE ON MUSHROOM DISTRIBUTION AT BOTTOM

After dismissing a box that said that Inspect had leveled, the Yoof saw that more Greenskins were pushing themselves out of the soil. Some Grots had already gotten out, and were helping get the rest get above the earth. The Yoof watched as all of the Orks pulled themselves out, and then walked over to them. It said to the Greenskins still wiping the amniotic fluid and loam from themselves "I wuz waitin' on some more Boyz to get 'ere. Go an' grab a Choppa or Shoota from da pile over dere, an' den come back over 'ere. Any ov you gits get ideas when I sayz dese words? Buildin' a Stompa or makin' a Big Shoota? Takin' a git's head an' stitchin' it back on? Gettin' a Squig ta be as big as a Trukk? Spittin lightning and 'opefully not 'splodin from da fighty-ness ov da Boyz? If so, lemme know."

A total of five of the newest Yoofs had ideas related to one, if not more, of those statements. Two of them had ideas for putting Grots into miniature Stompas, or a bunch of Snotlings in one of the same, calling the latter idea a Megorkziod, before starting to squabble about the colors of the Snotling's uniforms. One of them had started to crackle lightly with emerald lightning when that happened, before being told to stand away from the two now-brawling Yoofs. Another one had wandered over to some of the freshly emerged Squigs and was looking at their teeth to find the sharpest ones. The last one was muttering to itself about Cyborknetics, the most efficient way to revive a dead Ork with a lightning rod, and something about looting bugz.

After all the Greenskins had been organized, equipped, and prepared for the venture into the jungle, the Yoof set off with all of them in tow. As the band of Greenskins tramped through the trees, a multitude of creatures were attracted, disturbed, or fled from the noise. The ones attracted were mostly smaller predators, which were torn apart by Squigs or blasted to chunks by a hail of inaccurate gunfire from the Grots and Orks with ranged weaponry. A couple of the Snotlings got snatched by a leaping creature, before the Yoof threw its Vorkal Choppa to behead the creature, and succeeded. After the Yoof retrieved the Vorkal Choppa, it got a box that said that it's Choppa Proficiency had leveled.

It Inspected the beheaded beast, and got back that it was a Leaping Fang-Beast Corpse, and that it was able to be Looted. The Yoof did exactly that to the now-dead creature, once more having the corpse turn into swirling green flakes, and got four daggers, a strange necklace, and a rough metal tube with a stopper in it. It Inspected the loot, and found that the daggers were Fang Stabbas, giving 1 White when wielded, and were able to be enhanced by a sufficiently skilled Weirdboy. The necklace was a Leapin' Talisman, which gave the ability to jump up to three times your height into the air, and land safely when the leap ended, up to three times per combat or every hour. The tube was apparently a Potion of Speed, which increased Red by roughly one third of the base amount for one combat, up to a maximum of 10 Red added to the base.

LOOT DISTRIBUTION VOTE AT BOTTOM

After a while of crashing through the undergrowth, the group came across a clearing that contained a muddy, stone-edged pool with a large rock in the middle of it. On top of the rock were patches of multicolored mushrooms, growing in the rough ridges of stone. When the Snotlings saw the mushrooms, they went wild and rushed towards the pool. Once a couple of them had gotten on top of the outcropping, they started tugging at the mushrooms to pull them up. One Snotling, slightly larger than the others, managed to pull a fungal stalk and cap nearly the size of itself off the rock, along with a patch of stony hide.

With the ripping of skin from its back, the apparently not a rock awoke and roared out into the afternoon air. It stood up, its body emerging from the pool to show that it had eight pairs of limbs. One set was insectile, with thick plates of chitinous material covering it, and was mostly a jagged, inward facing blade that was large enough to cut an Ork in half from head to groin. The first set of legs had claws thick and strong enough to slice through the rocks around the pool, as it hauled its seemingly ponderous body from the thick mud. The last two pairs of legs were trunk-like and sturdy, with thick nails and pebbled hide.

After it had pulled itself from the swampy pool, the beast turned to face the group of Greenskins. Its head was broad and reptilian, with two large tusks coming from its lower jaw, and jagged teeth lining the rest of its mouth. It had a rough, pebbled, and scaly hide, with plates of similarly shaded chitin along its upraised torso, protecting its underbelly. Its tail was heavily muscled, long and had a bony, club-like end to it. The creature was roughly two and a half times the height of the Yoof, and about three times as long as it was tall. It paced about the opposite edge of the pool from the group, with the Snotlings still on its back, while the enormous beast was warily glaring at the group of Greenskins.

Total Gains throughout the Post
Skills
+1 Level to Inspect
+1 Level to Choppa Proficiency
Items
1 Secondary Weapon (VOTE FOR WHICH)
14 'Ard 'Shrooms (+3 Black for one combat)
8 'Zerker 'Shrooms (+5 White and -2 Blue for one combat)
Hidin' 'Shroom (DC55 Blue Check to turn you invisible for 2-8 turns, if fail, you only think you are invisible)
16 Lucky 'Shrooms (Whenever a Weirdboy or related Ork subtype is channeling or using the WAAAGH, every Orkiod being nearby gains +1 Blue. Duration of one mushroom is one combat. Does not stack.)
Shielding 'Shroom (Stops a Weirdboy from detonating once if it happens within the same combat as the mushroom is eaten)
Steel 'Shroom (Mutates a Squig into being able to grow metallic plates on its body as natural armor if fed scrap bits)
4 Fang Stabbas (+1 White when wielded, able to be enhanced by some Weirdboys)
Leapin' Talisman (3 Charges per Combat/Hour. 1 Charge may be spent to leap up to three times height and then land safely on a target within range)
Potion of Speed (+1/3rd Base Red (rounding up to nearest whole number) for 1 Combat. Maximum of 10 Red added to base)
Boyz
1 Goff Under-Boss (Armed with Shoota and 3 'Ard Shrooms)
3 Bad Moons Yoofs (Armed with Shootas)
1 Goff Yoof (Armed with Choppa)
1 Evil Sunz Yoof (Armed with Choppa)
1 Deathskulls Yoof (Armed with Choppa)
1 Blood Axes Yoof (Armed with Choppa)
1 Evil Sunz Mek Yoof (Armed with Shoota)
1 Evil Sunz Dok Yoof (Armed with Shoota) (Special)
1 Deathskulls Weirdboy Yoof (Armed with Channelin' Staff)
1 Deathskulls Mek Yoof (Armed with Choppa)
1 Snakebites Runtherd Yoof (Armed with Choppa)
Other Greenskins
Gragger (Grot) (Armed with Grot Blasta)
Grabba (Grot) (Armed with Grot Blasta)
5 Grots armed with Grot Blastas
9 Grots armed with Stabbas
9 Attack Squigs
4 'Splodin Squigs
3 Guard Squigs (Owned by Snakebites Runtherd Yoof)
16 Snotlings Armed with Shanks
5 Snotlings on Big Creature's Back armed with Shanks

Convincing the winner of the Brawl to be your Under-Boss: 60+24=84. (Success)
Is there something that can be used as a weapon nearby?: 62+16=78. (Yes)
Quality of the weapon: 51+16=67. (Regular Ork Weaponry)
Ranged/Melee? (1d2): 1. (Ranged) (Regular Shoota)
What are the Grots Doing? (2d4): 3 (Looking for things to use as weapons), 2 (Gathering edible things).
Do they find weapons?: 88+12=100. (Yes)
Amount of weapons: 75. (Enough to arm about 15 Orks and 24 Grots)
Quality of Weapons: 58+12=70. (Regular Ork Weaponry)
How much Food is found: 82+15=97. (enough to last the current group for about 10 days. No more food mushrooms left in clearing)
Any special consumables?: 99+16=115. (Yes)
Does the Grot try to cheat you?: 18+12=30. (Yes)
Does the Yoof notice the Grot lying?: 42+12=54 (Grot), 51+16=67 (Yoof). (Yes)
Inspecting the Special Shrooms: 56+16=72 ('Ard 'Shrooms), 55+16=71 (Zerker 'Shrooms), 55+16=71 (Hidin' 'Shroom), 64+16=80 (Lucky 'Shrooms), 61+16=77 (Shieldin' 'Shroom), 74+16=90 (Steel 'Shroom). (Get good information on all)
More Greenskins?: 83+16=99. (Yes)
Even More Greenskins?: 82+16=98. (Yes)
With a sprinkle of Greenskins on top?: 23+16=39. (No)
Greenskin Types (6d4): 3 (Grots), 1 (Squigs), 4 (Orks), 4 (Orks), 1 (Squigs), 2 (Snotlings).
Numbers of Greenskins (2d6, 2d6, 2d8, 3d10): 9 (Orks), 10 (Grots), 16 (Squigs), 25 (Snotlings).
Are any of them Oddboyz?: 100. (Yep, there are some)
Types of Oddboyz (5d4): 1 (Mek), 2 (Dok), 3 (Weirdboy), 1 (Mek), 4 (Other Oddboy(Runtherd)).
Klans of the Boyz (7d6): 5 (Goffs), 4 (Evil Sunz(Mek)), 4 (Evil Sunz(Dok)), 3 (Deathskulls(Weirdboy)), 3 (Deathskulls(Mek)), 2 (Blood Axes), 1(Bad Moons), 6 (Snakebites(Runtherd)), 1 (Bad Moons).
Do any of the extra fresh Yoofs try and challenge you?: 41. (Nope, you are quite clearly the Boss)
Things disturbed by the group tromping through the forest: 48 (Nothing interesting in small predators), 41 (Nothing interesting in small other creatures), 61 (One interesting thing in medium predators, a Leaping Fang-Beast), 47 (Nothing interesting in medium other creatures), 5 (Something big and interesting in large predators, a Harmantdo).
Does the Yoof kill the Leaping Fang-Beast: 79+24=103. (Yes)
Inspect Auto-Success on Corpse.
Loot from Corpse: 89+24=113. (Good shit acquired)
Inspect on items from Looting: 88+16=104. (All info available on all items)
Harmantdo Stealth: 95+15=110. (The Greenskins do not notice that the "rock" is actually a deathworld megapredator)

Please Vote in Plan Format

Secondary Weapon Vote
[ ] Shoota (Two-handed (for now) Ork gun. Can fire in three different modes: Burst (Saves ammo and is more controllable), Full Auto (Spray and Pray), FULL DAKKA (Empty all ammo in one go, hopefully hurting whatever it was aimed at))
[ ] Slugga (One-Handed Ork gun. Can fire in three different modes: Single Shot (One bullet, and can be aimed better), Burst (Saves ammo and is more controllable), Full Auto (Spray and Pray))
[ ] Choppa (Another Melee Weapon)

Mushroom Distribution Vote
[ ] Write in who gets what 'Shroom, and when they should use them.

Loot Distribution Vote
[ ] Write in who gets what loot from the Leaping Fang-Beast.

Fighting the Big Beasty Plan
[ ] Write-in how you want to fight the large creature.


EXAMPLE PLAN
[O] Jump the Beasty
-[O] Secondary Weapon
--[O] Slugga
-[O] Mushroom Distribution
--[O] 'Ard Shrooms: All Orks but the Under-Boss gets one, and then the rest stay with the MC.
--[O] 'Zerker 'Shrooms: All Orks with Choppas get one, and then the Under-Boss, then the MC.
--[O] Hidin' 'Shroom: Stay with MC.
--[O] Lucky 'Shroom: All go to the Deathskulls Weirdboy Yoof.
--[O] Shielding 'Shroom: Go to the Deathskulls Weirdboy Yoof.
--[O] Steel 'Shroom: Go to the Runtherd, to be used on a special or unique Squig.
-[O] Loot Distribution
--[O] Fang Stabbas: 1 goes to Under-Boss, 1 goes to Evil Sunz Dok Yoof, 1 goes to Deathskulls Weirdboy Yoof, one stays with MC.
--[O] Leapin' Talisman: Stays with MC.
--[O] Potion of Speed: Stays with MC.
-[O] Fighting the Big Beasty
--[O] Orks: Those armed with Shootas spread out and start shooting it. The ones with Choppas try to get to its side or on its back, then start hacking away at it. Choppa Orks use both an 'Ard Shroom and a 'Zerker Shroom. Weirdboy eats a Lucky 'Shroom and tries to do something with the WAAAGH to blast the beast or buff the Choppa Orks.
--[O] Grots: Those with Grot Blastas do the same thing as the Shoota Orks. Those with Stabbas do the same as Choppa Orks.
--[O] Squigs: Runtherd gets the 'Splodin Squigs to charge in before the rest of the Melee Troops, then the Attack Squigs with the rest of the Melee Troops.
--[O] Snotlings: Swarm it and stab it.
--[O] MC: Use the Leapin' Talisman and jump onto its back, then try to cut off its head with the Vorkal Choppa. If that doesn't work, try to shoot its eyes or cut off limbs.
 
[ ] Shoota (Two-handed (for now) Ork gun. Can fire in three different modes: Burst (Saves ammo and is more controllable), Full Auto (Spray and Pray), FULL DAKKA (Empty all ammo in one go, hopefully hurting whatever it was aimed at))

Feel like the shoota is best for the full dakka, we already have a vorpoal choppa so not seeing the need for a regular choppa
 
well this will be a good fight, will be interested in what we can pull from this things body
 
Feel like the shoota is best for the full dakka, we already have a vorpoal choppa so not seeing the need for a regular choppa
At your current growth stage, you would have to use either/or the Shoota or the Vorkal Choppa at one time, while with the Slugga, you can wield both of them at once.

I included the Choppa, as it would make sense to have a melee weapon in the options, even if you already have one that is effectively a power weapon while it is in its dormant state.

well this will be a good fight, will be interested in what we can pull from this things body

Depending on rolls, it could be another set of Arma, another Potion, or other things made of the beasty.
 
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[X] Time for Hunt!
-[X] Secondary Weapon
--[X] Slugga
-[X] Mushroom Distribution
--[X] 'Ard Shrooms: All Orks but the Under-Boss gets one, and then the rest stay with the MC.
--[X] 'Zerker 'Shrooms: All Orks with Choppas get one, and then the Under-Boss, then the MC.
--[X] Hidin' 'Shroom: Stay with MC.
--[X] Lucky 'Shroom: All go to the Deathskulls Weirdboy Yoof.
--[X] Shielding 'Shroom: Go to the Deathskulls Weirdboy Yoof.
--[X] Steel 'Shroom: Go to the Runtherd, to be used on a special or unique Squig.
--[X] Fang Stabbas: 1 goes to Under-Boss, 1 goes to Evil Sunz Dok Yoof, 1 goes to Deathskulls Weirdboy Yoof, 1 goes to Runtherd.
-[X] Fighting the Big Beasty
--[X] Orks: Those armed with Shootas spread out and start shooting it. The ones with Choppas try to get to its side or on its back, then start hacking away at it. Choppa Orks use both an 'Ard Shroom and a 'Zerker Shroom. Weirdboy eats a Lucky 'Shroom and Shielding 'Shroom, then tries to do something with the WAAAGH to blast the beast or buff the Choppa Orks.
--[X] Grots: Those with Grot Blastas do the same thing as the Shoota Orks. Those with Stabbas do the same as Choppa Orks.
--[X] Squigs: Runtherd gets the 'Splodin Squigs to charge in before the rest of the Melee Troops, then the Attack Squigs with the rest of the Melee Troops.
--[X] Snotlings: Swarm it and stab it.
--[X] MC: Use the Leapin' Talisman and jump onto its back, then try to cut off its head with the Vorkal Choppa. If that doesn't work, try to shoot its eyes or cut off limbs. And scream WAAAGH when charging at it.
 
[X] Time for Hunt!
-[X] Secondary Weapon
--[X] Slugga
-[X] Mushroom Distribution
--[X] 'Ard Shrooms: All Orks but the Under-Boss gets one, and then the rest stay with the MC.
--[X] 'Zerker 'Shrooms: All Orks with Choppas get one, and then the Under-Boss, then the MC.
--[X] Hidin' 'Shroom: Stay with MC.
--[X] Lucky 'Shroom: All go to the Deathskulls Weirdboy Yoof.
--[X] Shielding 'Shroom: Go to the Deathskulls Weirdboy Yoof.
--[X] Steel 'Shroom: Go to the Runtherd, to be used on a special or unique Squig.
--[X] Fang Stabbas: 1 goes to Under-Boss, 1 goes to Evil Sunz Dok Yoof, 1 goes to Deathskulls Weirdboy Yoof, 1 goes to Runtherd.
-[X] Fighting the Big Beasty
--[X] Orks: Those armed with Shootas spread out and start shooting it. The ones with Choppas try to get to its side or on its back, then start hacking away at it. Choppa Orks use both an 'Ard Shroom and a 'Zerker Shroom. Weirdboy eats a Lucky 'Shroom and Shielding 'Shroom, then tries to do something with the WAAAGH to blast the beast or buff the Choppa Orks.
--[X] Grots: Those with Grot Blastas do the same thing as the Shoota Orks. Those with Stabbas do the same as Choppa Orks.
--[X] Squigs: Runtherd gets the 'Splodin Squigs to charge in before the rest of the Melee Troops, then the Attack Squigs with the rest of the Melee Troops.
--[X] Snotlings: Swarm it and stab it.
--[X] MC: Use the Leapin' Talisman and jump onto its back, then try to cut off its head with the Vorkal Choppa. If that doesn't work, try to shoot its eyes or cut off limbs. And scream WAAAGH when charging at it.
You forgot to do the Loot distribution part, unless you just want to keep the talisman and potion for the MC.
 
Vote Closed
Vote Closed

Adhoc vote count started by VoidofEyes on Dec 15, 2022 at 10:11 PM, finished with 12 posts and 7 votes.

  • [X] Time for Hunt!
    [X] Time for Hunt!
    -[X] Secondary Weapon
    --[X] Slugga
    -[X] Mushroom Distribution
    --[X] 'Ard Shrooms: All Orks but the Under-Boss gets one, and then the rest stay with the MC.
    --[X] 'Zerker 'Shrooms: All Orks with Choppas get one, and then the Under-Boss, then the MC.
    --[X] Hidin' 'Shroom: Stay with MC.
    --[X] Lucky 'Shroom: All go to the Deathskulls Weirdboy Yoof.
    --[X] Shielding 'Shroom: Go to the Deathskulls Weirdboy Yoof.
    --[X] Steel 'Shroom: Go to the Runtherd, to be used on a special or unique Squig.
    --[X] Fang Stabbas: 1 goes to Under-Boss, 1 goes to Evil Sunz Dok Yoof, 1 goes to Deathskulls Weirdboy Yoof, 1 goes to Runtherd.
    -[X] Fighting the Big Beasty
    --[X] Orks: Those armed with Shootas spread out and start shooting it. The ones with Choppas try to get to its side or on its back, then start hacking away at it. Choppa Orks use both an 'Ard Shroom and a 'Zerker Shroom. Weirdboy eats a Lucky 'Shroom and Shielding 'Shroom, then tries to do something with the WAAAGH to blast the beast or buff the Choppa Orks.
    --[X] Grots: Those with Grot Blastas do the same thing as the Shoota Orks. Those with Stabbas do the same as Choppa Orks.
    --[X] Squigs: Runtherd gets the 'Splodin Squigs to charge in before the rest of the Melee Troops, then the Attack Squigs with the rest of the Melee Troops.
    --[X] Snotlings: Swarm it and stab it.
    --[X] MC: Use the Leapin' Talisman and jump onto its back, then try to cut off its head with the Vorkal Choppa. If that doesn't work, try to shoot its eyes or cut off limbs. And scream WAAAGH when charging at it.
 
Unit Composition and Equipment
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).
 
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Good to know. I am curious id our dear work can learn skills outside of his (future) class/job

The MC can indeed learn skills outside of the "Basic Ork" class, but will never be able to reach the same heights as one dedicated to a path.

For example, a Mek Path GamOrk would be able to make, if all conditions are correct, and all requirements are met, Unique Equipment on the level of the Vorkal Choppa, when the aforementioned weapon is fully awakened and bonded to its user. That means something that could permanently cut off a bit of a chaos god, if the warp tumor had an avatar or equivalent fighting its wielder.

Now, there are ways to get other GamOrks, and that may just feature sometime soon, depending on what happens and how things go with battles.

Back to getting Skills, however. There are a few different ways to get them. Looting a being that had a mastery or was given that skill or ability by a greater power. That would give a chance of a Skill Book, which could be read by a GamOrk and turned into a Skill, or it could be studied by another Ork, and if they passed a check, they would gain part of the knowledge and abilities of the Skill, and the book would just need to absorb metaphysical power or energy related to the Skill to be used again.

Another way of getting a Skill is performing a great feat without a related Skill, and getting a good roll on gaining it in the background. Some examples of this would be: killing a Titan-sized creature by yourself, for the most part, or slaughtering an entire Space Marine chapter to the last Aspirant, or killing a Primarch in personal combat. The Skill would be related to the feat, or in the last case, the domains of the Primarch killed. For example, if you killed Ferrus Manus, somehow, you would gain a Skill called Living Metal. It would make all cybernetics grow and improve with the organic parts, and allow you to absorb metal to repair those cybernetics mid combat. It would also allow you to use the starting Mek path skill, but not upgrade it.

A different method is gaining Levels, which give Gamer Skills or Abilities at certain ones. That is where you got Inspect and Looting from, and will feature things like Companions, The Store, and Quests when you reach the required Levels. The latter two can also give or have Skills to purchase, but I won't get into them yet.

The last methods are Skill Upgrades, Evolutions, Seeds, and Merges. These all fall under the same umbrella, as they all deal with Leveled Skills. Upgrades are just straight boosts to a Skill, and often will add a bonus to or for the core use of the Skill. Evolutions are Side or Diagonal Upgrades, which is either moving the bonuses or focus to the side, but staying the same amount, or boosting the Skill and moving to the side as well. Skill Seeds are when you want to either restart a Skill from base, with compressed bonuses, or if you want to gain a new, related Skill from an older one. Skill Merges are taking two or more Skills that have a common concept or are related, and combining them into one.

An Upgrade would be along the lines of: Choppa Proficiency to Choppa Expertise, which would add a quarter of your White to any attacks using any basic Ork Melee Weaponry as a bonus. An Evolution would be Choppa Proficiency to Klaw Proficiency, which would allow you to use Klaw weapons in addition to basic Ork Melee Weaponry. Another Evolution would be Choppa Proficiency to Klaw Expertise, which would do the same as Choppa Expertise, but for Klaws as well. Evolutions have to be unlocked by using or understanding something different or more than the normal usage of the Skill. A Skill Seed would be taking Choppa Grandmastery (Full White added as a bonus to Choppa Attacks) and turning it into Choppa Proficiency, with the bonus of Choppa Mastery (Half White added as bonus to Choppa Attacks) as the base. A Skill Merge would be taking Power Swing and Lightning Blade, which empowers any melee attack for a bit of stamina and WAAAGH energy, and coat your blade with emerald lightning for a bit of WAAAGH energy, respectively, combining the two, and getting Lightning Cutter, which empowers your melee attacks, and can send out sword beams of lightning if needed, for some WAAAGH energy.

How these happen exactly will be something for y'all to find out as the Quest goes on, but I hope this post answered, prompted, answered again, and prompted more questions or theories.
 
Currently writing on the next update, and I just want to say this. Y'all got really lucky with a couple rolls. I now have to think how I am going to work out the results for this series of events.

As a side-note, seeing comments and questions helps keep me motivated to work on this, along with any grammar or spelling corrections to help me improve the writing quality.
 
so does our stage of development depend on overall stats or something like time or a big enough fight. like do we need to max green and black or does it just happen
 
so does our stage of development depend on overall stats or something like time or a big enough fight. like do we need to max green and black or does it just happen
It depends on multiple factors, but the main ones are your Green, your Level, and if you have done enough fighting personally. The last one can be made up for by sheer weight of time, but that isn't likely at this stage of the quest.
For example, you are currently roughly the size of an Ork Boy, and have been there since you emerged. As a bit of a spoiler, once you hit Level 5, you will be at the stage of Boy, and likely be the size of a slightly small Nob.
Also at Level 5, there will be an important vote on your Path.
Another thing is, comparing Stats to an Ork Boy, you are roughly equal to an Elite one. Something like a Flash Git or similar, from your high Yellow, White, and Black.
The "requirements" for a GamOrk to get to Boy or equivalent is Level 5, 30 Green, and at least one skill at Level 3, if not higher.
On that note, with the upcoming update, I haven't fully worked out the "XP" gains, but at least 2 Character Levels, a couple in Hard Git, one in Ork Toughness, and some other bits and bobs.
The state of your warband, however, isn't quite as good. Good choice of the Dok Special Oddboy, at least. That one has really helped with keeping some of the Boys alive and functioning.
 
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