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 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 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 falls on the ork who launched it.
Short Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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" he falls)
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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor 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 Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor Penetration
Special
-
-
-
-
User+1
+1
+-2
User+1+D6
Ram Attack

KAMMA-KAZZEE GRETCHIN BOMBER JACKET
FRAG
 
Short Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor Penetration
Special
-
-
-
-
3
1
-1
3+D6
3" Blast Area
KRACK
 
Short Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor Penetration
Special
-
-
-
-
6
D6
-2
6+D6+10
2" Blast Area
MELTA
 
Short Range
Long Range
To Hit
Short
To Hit
Long
Strength
Damage
Save Modifier
Armor Penetration
Special
-
-
-
-
8
D6
-3
8+D6
+D10+D20
2" Blast Area
 
 
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