No plans for loot distribution or equipment change?

[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] Camp Outskirts. A place to make a spot for yourself.
 
Vote Closed (Part 1)
Adhoc vote count started by VoidofEyes on Dec 26, 2022 at 10:16 AM, finished with 9 posts and 6 votes.
 
A question for y'all, now that I have finished with the Informational updating. Would you like some example/pre-made plans for Loot Distribution, as it is a large thing to go through and think about, particularly during this time of year when people are busy with family and holiday stuff. A quick yes or no is all I need.
 
A question for y'all, now that I have finished with the Informational updating. Would you like some example/pre-made plans for Loot Distribution, as it is a large thing to go through and think about, particularly during this time of year when people are busy with family and holiday stuff. A quick yes or no is all I need.
Yes.

Random talking due to not letting me say yes.
 
Example/Pre-made Loot Distribution Plans
[ ] Best stuff to the Boss (Runtherd Gift)
-GamOrk gains: Beast Skull Pauldron, Stony Beast Heavy Arma, and Bandolier of Holding, along with all Rage Jerkies, Scaled Saver, and two Rock-Melt Acid Sacks.
-Underboss gains: Arma-Breaka Smasha, Jungle Lizard Light Arma, and one Jagged Bug Choppa, along with two Rock-Melt Acid Sacks.
-Runtherd gains: The other Jagged Bug Choppa, for its commanding of the Squigs.
-Materials go to the Dok for them to repair the Jungle Lizard Light Arma, and then back to the GamOrk for later uses.

[ ] Best stuff to the Boss (Dok Gift)
-GamOrk gains: Beast Skull Pauldron, Stony Beast Heavy Arma, and Bandolier of Holding, along with all Rage Jerkies, Scaled Saver, and two Rock-Melt Acid Sacks.
-Underboss gains: Arma-Breaka Smasha, Jungle Lizard Light Arma, and one Jagged Bug Choppa, along with two Rock-Melt Acid Sacks.
-Dok gains: The other Jagged Bug Choppa, for its healing of the Boyz.
-Materials go to the Dok for them to repair the Jungle Lizard Light Arma, and then back to the GamOrk for later uses.

[ ] Spread out the Loot a Bit
-GamOrk gains: Beast Skull Pauldron, Stony Beast Heavy Arma, one Rage Jerky, and two Rock-Melt Acid Sacks.
-Gragger gains: Bandolier of Holding.
-Underboss gains: Arma-Breaka Smasha, Jungle Lizard Light Arma, one Rage Jerky, and two Rock-Melt Acid Sacks.
-Runtherd gains: One of the Jagged Bug Choppas, for its commanding of the Squigs.
-Dok gains: The other Jagged Bug Choppa, for its healing of the Boyz.
-Weirdboy gains: Scaled Saver.
-Choppa Boys gain: One Rage Jerky each.
-Materials go to the Dok for them to repair the Jungle Lizard Light Arma, and then back to the GamOrk for later uses.

All the plans give the GamOrk better armor and defense, along with "grenades" for it to use. They also give your Underboss the same, to a lesser degree.

BSTTB(RG) gives the Underboss a back-up weapon in the Jagged Bug Choppa, and a main melee weapon in the Arma-Breaka Smasha. It gives the Runtherd the other Jagged Bug Choppa to reward the Ork for its critical role of commanding the Squigs in the Harmantdo Fight.

BSTTB(DG) is the same as the previous, except the Dok gets the second Jagged Bug Choppa, to reward it for healing the Boyz.

SOTLAB spreads out the loot a good bit, as in the name. It does the rewarding of the other two plans, to try and keep both the Runtherd and the Dok around, but doesn't keep as much stuff for the GamOrk for a later time.

There will be a 3 Hour Moratorium on the votes, to allow for people to think about things and make their own plans if they wish to do so.
 
I am inclined to the last option or a variant of it. Good stuff to us and the underboss but also a piece of gear to each of the special type orks to make them more effective.

Also for stats:
Green- 2 from cap (+8 gained)
Black- 3 from cap (+9 gained
White- 8 from cap (+1 gained)
Red- 6 from cap (+2 gained)
Blue- 4 from cap (+1 gained)
Yellow- 1 from cap
Purple- 5 from cap (+1 gained)

Level bonuses: +2 Green and +2 Black

White, then Red then Purple then Blue is probably priority for free points in the future, Green and Black have good gains from fighting and levels to carry them to the cap and Yellow is only a point from cap. White being the killy stat is also just a nice place to put points in general
 
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[X] Spread out the Loot a Bit

shouldn't the materials go to the meks? the doc wouldn't really fix armour
 
I have now updated the Character Sheet and the Unit List with the planned distribution of Loot. If anyone would like to look over it and make sure I didn't miss anything, that would be appreciated. Along with that, more creatures would be appreciated for Beastwacka's Arena, particularly herbivores of medium to large size, of most any type of creature. If inspiration is needed, ask someone you know for three animals off the top of their head, and then combine the animals as you wish.
 
Bigsunds: large, horned and furry triped herbivores that travel in large groups. Their horns are sharp enough to cut steel and their hair is a form of flexible, but highly durable silk. Even newborn kids are able to stomp a human adult into the dirt with little effort
 
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