Latest Posts | Ork masters 40k - REBORN
Tech tree:
----- ----- ----- ----- ----- ----- BOYZ ____ _____ /----- - ----- ----- -----|----- ----- ----- ----- ----- --\ ---- -War boyz----- -----Odd boyz----- ----- ----- ----- -----Lootaz _ ____ |____ ____ ___/--- ----|----- ----\ _____ _____ _____/ _____\ -- ---Nob-- ----Doks --Runtherd --Mekboyz - Kommandoz -Tankbustaz ____ |_____ ____| _____ _____ _____/--- -----\ -Meganob --Painboss -----Weirdboyz ---Big Mac ____ _ | -- WARBOSS! Kommandoz and Tankbustaz start getting xp faster, and also excel at using spaceship weaponry. -Note: Meganobs need not to gain WAAAGH to level up, instead they insta-transform into a WARBOSS if they can achieve domination over the old one. (No warboss means insta-transport) Old Warboss is either degraded, or shooed away from the ship. Last note: 2 wisdom: simple designs 3 wisdom: advanced designs 4 wisdom: master designs it seems balanced that way, if you have a problem, tell me! ASAP! Please log in to add a comment. |
This is a semi-strategy RPG game where the players play as Orks, or Greenskins. a savage, warlike, green-skinned race of humanoids who are spread all across the Milky Way Galaxy. They are the most successful species in the whole galaxy, outnumbering possibly every other intelligent race, even Mankind.
Orks have a collective psychic ability, meaning that if enough Orks believe something is true, then it will actually become so, brought into power by their gestalt psychic ability. For example, Ork rockets painted yellow create bigger explosions, simply because the vast majority of Orks believe they do. Orks instinctively obey those larger than themselves, provided they are a healthy shade of green -– most Orks would rather die than bow to a non-Greenskin's will.
The WAAAAAGH
An Ork WAAAGH! is war on an apocalyptic scale. Orks need battle just as humans need food and drink. Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies. This is known as a WAAAGH!, a crusade of pure aggression that crashes through star systems in an orgy of violence.
Ork behavior is dominated by the WAAAGH!, a gestalt psychic field they generate that affects the Ork psyche, which allows Orks to instinctively recognize who is "bigga", and therefore who is in charge.
In the 40k Conversion, as the Warboss player leads his WAAAAAGH, more Orks flock to his Klan.
How traits will work
As you grow into different versions of Orks, you'll change your Main traits as we go, but you can add the usual starting two bonus traits as +1s, though leveling (or xp) is not a thing in this game, until you grow into your final form, you grow more powerful as you play and advance.
Character Creation.
Ork Name: stevelange.net/orkname.php
Age:
Rank:
Klan: (Warboss's have to form there own Klan.)
WAAAAGH 0/100
When you get 100/100 WAAAAAGH, you can become another Ork. You get more Waaaagh, as time passes, and you kill things.
Ork Ranks
(Some Ork Ranks have increased stat amount.)
Boyz - The new Boyz that have begun to mature, after leaving there Spore state, they have no specializations, and can not build anything as of yet. (Main Traits: Might: 3. Agility: 2. Wisdom: 1.)
---Warboss Class---
(There can be a BIG MEK, and a WARBOSS, and a PAINBOSS at the same time.)
BIG MEK - The BIG MEK does not lead a large Klan, and most likely leads a small tribe, or large gang, of Orkz, and are usually lead by other Ork WARBOSS's. They are the upgraded version of mekboyz. They can build master designs. 10 stat points, (Main Traits: Might 4, Agility is 2, Wisdom is 5)
WARBOSS - WARBOSS's are the leaders of a certain Klan. They are the strongest Ork in the Klan, still suffering from the general bad aim of there fellow Ork, they're Intelligence, and strategies have improved. All Orkz must follow the orders of the WARBOSS. They can build advanced Designs, unlike other Orkz. 12 stat points, (Main Traits: Might 5, Agility 2, Wisdom is 3)
PAINBOSS - A special kind of painboyz (dok), who showed high-ranking abilities. Painbosses are usually accompanied by meganob bodyguards. Sometimes they are meganobs themselves. 10 stat points, (Might 3, Agility 3, Wisdom 4) Painbosses receive a special trait: "Painboss: 1 - Dokking, can't make master designs even with 4 wisdom."
---Builder's Class---
OddBoyz - Oddboyz are the general builders, able to build advanced designs of the Klan. (Main Traits: Might 3, Agility 2, Wisdom is 3)
Mekboyz - Superior Oddboyz, who have learned to construct Master designs of the Klan, making the weapons, vehicles, and other important things the general society of Orks use. 9 stat points, (Main Traits: Might 3, Agility 3, Wisdom 4)
---Battle Class---
War Boyz - Boyz who have been equipped, and set out to defend, and fight for their klan, and are much more aggressive, then the Normal Boyz. 9 stat points, (Might 3, Agility 2, Wisdom 2)
Nob - Big, and brutal, these Orks rule the Boyz, and are generally tanks on the battlefield. 10 stat points, (Might 4, Agility 2, Wisdom 2)
MegaNob - Larger, and even more aggressive, the MegaNob rules not only the Boyz, but the other Nobs, and considered the Third in Commands. 11 stat points, (Might 5, Agility 2, Wisdom 1)
Lootaz - Lootaz are Orks who mainly use Guns, instead of Choppas, and Hand to Hand combat. 9 stat points, (Might 2, Agility 3, Wisdom 2.)
Tankbustaz - Are Orks who have become completely addicted to the thrill of destroying the armoured fighting vehicles of their foes. The Tankbustaz' desire to hunt down and slay the biggest, most dangerous tanks they can find echoes the primal instinct of the big game hunter. 10 stat points, (Might 3, Agility 3, Wisdom 2)
Kommandoz - The Sneakiest of the Orkz, these Boyz prefer sneaking up on their enemy, instead of charging right in, using there stealth well with good sneak attacks. 10 stat points, (Might 2, Agility 4, Wisdom 2)
---Special Class---
Runtherdz - Orkz who watch over, the gretchkins, and Squigs of the Klan, they are able to create Spores for Gretchkins, and can tame Squigs. 9 stat points,
(Might 3, Agility 1, Wisdom 3)
WeirdBoyz - Orkz who wield the power of the WAAAAGH, who fire Magical Missiles, Enchant Weapons/Armors/Vehicles, and can create small things, all by believing it will happen. (Requires PP to create things, permanently enchant things, and to summon things, attacks like Magical Missiles do not cost PP.) 10 stat points, (Might 2, Agility 1, Wisdom 5)
Doks - The Medical Ork, it is able to fix up Orkz, from ANY injury, and are the only Class to design Mechanical parts for Ork bodies. 9 stat points, (Might 2, Agility 2, Wisdom 3)
Designs
Basic: Scrap Building Parts, Scrap Pistols, Scrap Choppas
usually cost 5 to 10 scrap
Advanced: Scrap Armor, Scrap Shootas, Big Choppas, Tankhammers, Other Strong Melee Weapons, Warbuggy, Rokkit Packs, Stikk Bombs, Big Guns.
usually cost 10 to 20 scrap
Master: Deffkopta, KillaKan, Mek Gun, Advanced Armor, Advanced Shootas, Advanced Choppas
usually cost 20 to 30 scrap
How it works
Traveling across a planet requires the roll of your vehicle (3 with footaz), you move twice as many squares, in space, it matters on how good your Vessel of transport is, which you can upgrade, with parts you find, and what you add to it.
Faction RATING system
Population: How common the Faction is, and how many you will most likely face.
Hostility: Determines how likely the faction is to shove a weapon up Ye ass.
Danger: Determines how dangerous they are
Negotiable: Determines if the Selected Faction will be willing to do negotiations.
Other Factions that've been discovered so far.
Imperium/Inquistion: The largest current empire in the Galaxy, and in the game, they colonize most of the worlds, and are most likely are going to be the most common Grot your gonna Stomp, and Krump.
Population: Very High, populate most systems
Hostility: High, will most likely shoot on sight.
Danger: Average, nothing a good party of ORKS CAN'T HANDLE!
Negotiable: Low chance, but during some situations, you can lead to negotiations.
Spacemarine Chapters: The Brute Force of the Imperium, they carry upon themselves Power Armor, a wide selection of Bolters, Power fists, Chainswords, etc etc. Most travel via Fleets.
Population: Very Low, Mainly found only in Raiding Fleets.
Hostility: Too High, Will attack within seconds of spotting you.
Danger: Very High, You'll need some good rolls to Krump a single one of em!
Negotiable: Impossible! Unless of course if chaos flank them from all sides, in which case negotiation is not required in the first place!
Tau: Technologically advanced empire, they are mainly peaceful, attempting to spread there Greater Good to all. Those who deny it, will most likely have there planet conquered within days.
Population: Average
Hostility: Average, if the Orks do not join with the Tau, the Tau shall become Hostile, and attempt to conquer you, and Ye Kruiser!
Danger: High - Very High, advanced weaponry, that including stealth technology, but are fairly peaceful.
Negotiable: Most likely the most negotiable race in the game.
Tyranids: This universe's Zerg/Flood/Bug menace.
Population: Very High, massive amounts of there population can be found on a few systems.
Hostility: Higher then High.
Danger: Very High
Negotiable: Mindless killers, like orks but more intelligent so they know they cant trust you!
Necrons:
Population: Unknown, live in Tombs
Hostility: Unknown, not many come back to tell the tales.
Danger: Higher then High multiplied by two.
Negotiable: Go ahead and try, I dare you.
Chaos: Those who have been converted to follow the twisted ways of Nurgle, and the Blood God, it is filled with Space Marines, and Cultists, practicing dark arts, and magic.
Population: Low, found on a few worlds, or in fleets.
Hostility: Very High, especially against Orks.
Danger: High, this includes possibly being converted to the Chaos, and becoming an Antagonist, against your fellow Orkoid.
Negotiable: Yeah, if you want to be converted to the Chaos...
Eldar: I'm lazy to write this down... uh... space elves with walking weird treant like robots?
Population: Low, may appear rarely?
Hostility: They do hate orcs, but will propably stay away from you. Nudging them could result in... i don't know much about em... err... getting called a fake pointy ear with pigs? Being banned from drinking tea with them?
Danger: If you find 'em, they'll propably be outnumbered, i tell ya!
Negotiable: Idk... i think i won't make eldars in the first place :3
Orkz: Look in da' mirror!
Population: VERY HIGH! They are even in the mirrors!
Hostility: Very high, but mostly just friendly brawls or attempts to replace yer warboss!
Danger: Ye can easily get outnumbered against other orks i tell ya!
Negotiable: Show 'em yar warboss and le' em join ya lines!
(sorry for bad accent, im tired)