BETA TEST
V.09b
BLUEBOY
WARGEAR
Here are the descriptions of the Blueboy wargear.
------------------------------------------------------------------------
SPECIAL WEAPONS
Auto Assault Shotgun
Modified from a standard semi-auto shotgun to a full. This weapon has been
out outlawed by the imperium & the A.T.F. (he he just kidding.) The fast
firing rate gives it Sustained fire. Mostly used by Stormtroopaz.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
0-4 4-18 - -1 4 1 - D6+4 1
Sustained
Fire die
Nuke Chucka
Originally used by ancient humans for inter-continental warfare. They
don't pack the punch they used to, but that won't stop the Orks. These old
warheads are strapped to a small rocket, launched strait up landing in a
random location.
Special
An Ork can only carry one of these. Once it's gone it's gone. When it
is launched roll a Scatter and an Artillery die 3 time to determine where
it lands. If a misfire is rolled it lands on it's last position. If a
misfire is rolled on the first roll it fallson the ork who launched it.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - Auto Auto -6 Auto 5" Blast
see
above
Quad barrel sawed off shot gun
When this 4 barreled is fired the only safe place to be is behind it. The
large hail of shot given off makes armor useless.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - 3 D6 -3 3+D12 Heavy
Flamer
Template
Ventilata
A favorite among the Gull Zag. The Ventilata is a rotary version of a
bolter. They won't jam, but are known to blow up. The large amount of
shots make it hard not to hit.
Special
The Ventilata has sustained fire. Roll 1 sustained fire die. Reroll
jams, if you roll a 3 roll again. If you roll 3 jams in one turn the gun is
destroyed and the Ork shooting it suffers a strength 4 hit D6 wounds with
a -3 save.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
0-12 12-24 +2 +1 4 1 -2 4+D6 See
Above
------------------------------------------------------------------------
STIKKBOMBZ
Burna Stikkbombz
This Stikkbomb is filled with a sqig-fuel. The bomb bursts into flames
on detonation.
NOTE: Burna Stikkbombz act like a flamer. See flamer rules in the wargear
book on page 23. If the Blast Area = 0" the model hit is automatically set
on fire.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - 4 1 -2 D6+4 D4"-1"
Blast
Area
Kombi Stikkbombz
Kombi Stikkbombz are made from different types of material. Mostly left
over stuff like bolts, rocks, squg fuel, glass, plutonium, you get the
picture. Due to it's size and odd shape. Kombi Stikkbombz are difficult
to throw. Some times Blueboy can accidentally make an actual type of bomb.
Special
If you roll a Misfire. Roll on the chart below.
1 ................................................ dud (nothing happens)
2 ...................................... flatulent gas (Choke WGB p. 57)
3 ................................ bright light (Photon Flash WGB p. 62)
4 ............................ strange brew (Hallucinogen bomb WGB p.58)
5 ........................................ god belch (Thunnda Stikkbomb)
6 .................................... NUKE 'EM ALL!!! (Nuke Chucka hit)
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - -1 -2 Art. Die 1 - D20 D6"
Blast
Area
See
Above
Thunnda Stikkbombz
Orks often refer to this as the God Belch. This it made the same way as
the Thunnda Kannon shells, only smaller.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - D6 1 -6 Str.+3D20 D3"
Blast
Area
Magna Stikkbombz
A magna is nothing more than a Krack with a big magnet. When thrown at
something made out of metal to will automatically hit.
NOTE: Magna Stikkbombz can't be used by grenade/ Stikkbomb launchers.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - 6 D6 -3 6+D6+D10 See
Above
------------------------------------------------------------------------
STUDBOY UPGRADES
SYSTEM
Dead Ork's Switch
The Dead Ork's Switch monitors the Studboy's vital signs. If the he dies
the Cybork body self-destructs. Hurling steel & flesh everywhere.
Special
If the ork takes a wound roll a D6. On a 4+ it prematurely self-destructs
& Kills the Ork.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - 8 D10 -6 8+D6+D10 3" Blast
Area
Metal 'Ead
The Studboy's entire head is increased in steel. Making him very tough,
but hard to pay attention to the world around him. This gives a +5 AV. &
-2 I.
Rokkit Pack
The Rokkit Pack allows the Studboy to fly and hover in the air. It also
gives the ability to do pop up attacks.
Movement
When the model declares movement, roll the Artillery die. The number
rolled is the max movement. The studboy may move in any direction. At the
end of the fire phase the model may land safely and/or continue flying. If
A misfire is rolled, roll a D6 and follow the chart below.
Misfire
1 .................... KABOOM!!! (the pack explodes killing the Studboy)
2 .. look out below (the pack shuts down, the Studboy takes 1 wound for
every 4" hefalls)
3-5 .. where am I (the Studboy is spun around in a random direction,
roll a scatter and move D6")
6 .. 'ere we go, 'ere we go WOOHOO!!! (the Stud boy has a max movement
of 12")
WAAAGH! generator
This uses the studboys inner strength to hit his opponent/opponents first.
At the beginning of each HTH phase the Studboy automatically hits all models
in base to base contact twice. If the models survive they may fight as
normal. At the end of HTH roll a D6. The Studboy's head explodes on a 4+
killing him.
Zag Field
The Zag Field is a field of lightning that will shock any models or
vehicles in HTH. Roll A D6 for each hit. On a 4+ the extra damage added
to the damage of the HTH weapon.
NOTE: Pistols don't count. This dose counts if you ram.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - +3 +D6 +-3 +3+D6 -
LEFT ARM
Anvil Fist
It's a fist shaped like an anvil. This large hunk metal can be used to
ram your opponent. So you now have the option to charge or ram.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - User+1 +1 +-2 User+1+D6 Ram
Attack
Rokkit Fist
The Rokkit Fist uses a powerful fuel that burns quickly. It can also be
used in HTH.
NOTE: if used in close combat it can only score One hit.
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
0-6 6-12 - -2 10 D6 -6 10+2D6+D10 Close
Combat
LEGS
AKME Rokkit Skatez
Rocket Skatez jet the Studboy forward vary vary fast. The Studboy must
move D10 X 2. He can now do drivebys and rams.
Movement
2-6 ......................................................... Slow Speed
6-12 ...................................................... Combat Speed
12-20 ....................................................... Fast Speed
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - User+1 +1 +-2 User+1+D6 Ram
Attack
------------------------------------------------------------------------
KAMMA-KAZZEE GRETCHIN BOMBER
JACKET
FRAG
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - 3 1 -1 3+D6 3" Blast
Area
KRACK
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - 6 D6 -2 6+D6+10 2" Blast
MELTA
Short Long To Hit To Hit Save Armor
Range Range Short Long Strength Damage Modifier Penetration Special
- - - - 8 D6 -3 8+D6 2" Blast
+D10+D20 Area
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