Jump to content

Recommended Posts

I'm not aware of any Inquisitor rules that were specifically about Orks, but there was an article that provided rules for creating alien bounty hunters. Those might prove useful to you. You can see them at the Conclave.

 

Yaktribe has a decent collection of Inquisimunda rules. You might find something about Orks in one of those files.

Homebrew and experimental only I regret.  Designed by my Inquisitor group.  We only got a couple of games in though so it's not entirely fully playtested...

 

Use/ignore at your leisure.

 

INQUISITOR

 

+++Warning: Xenos interference – Mekboy Tampering+++

 

Inquisitor Character Prototype: Da Orkz.

 

Ork Boy:

 

WS 75 + 2D10

BS 25 + 2D10

S 150 + 4D10

T 100 + 3D10

I 35 + 2D10

Wp 50 + 2D10

Sg 30 + 2D6

Nv 65 + 2D6

Ld 3D10

 

EQUIPMENT: It’s an Ork!

 

Armour:  Orks can scrape together practically anything so the Ork can have almost any type of armour, but it should be a mix.  An Ork may only have crude bionics – none o’ dat wimpy humie stuff!

 

Ranged Weapons: Common only.  Restricted to Naval Pistol (Slugga), Autogun (Shoota) and Heavy Stubber (Big Shoota).  Plenty a Dakka!

 

CQB Weapons: As it’s an Ork, usually it’s a fist.  An Ork can have any common CQB gear.

 

Grenades/Explosives: Frags, Kraks (Stikkbombz) or Demolition charges (Tankbustas).  Boom! Har, har!

 

Other Equipment: Any manner of stuff the GM deems appropriate.

 

SPECIAL ABILITIES: Orks are tough and all receive True Grit.  In addition Orks don’t really appear to have handedness either so can have Ambidextrous.

 

EXOTIC ABILITIES: I’m going to allow ‘Eadbutt, as only an Ork can and not stun himself, so powerful is his ignorance.  Must pass an initiative test to use.  Counts its effects as Subdue.   Successful unarmed attack that hits the head unless dodged.  If parried the Ork’s head is hit.  Probably not doing that much damage to be honest…

 

PSYCHIC POWERS: Orks can manifest Psychic Powers, using the strange gestalt Ork subconscious described as the Waaagh! (Some Imperial observers say that it’s so effective because there is no depth to stupidity).  If you want a “Wierdboy”, then you may choose between 1 to 4 of the powers below.  Orks do not concentrate as such, but “Channel”.  In game terms, it’s the same thing.  For each Ork character on-board the Weirdboy adds +20% to his Wp.  A Weirdboy may attempt to Nullify and be nullified and also suffers Psychic Overload.

 

Orky Weirdness:

 

Come an’ ‘ave a go den! Difficulty: 15

This is a persistent power.  The Weirdboy appears surrounded by a strange green nimbus of power.  ‘Course de ovver ladz says he’s drunk… The Weirdboy doubles his Nv characteristic and counts as having Hammerhand.

 

Is dat all you got?!?! Difficulty: 20

The Weirdboy reaches deep into his shattered body and broken limbs, fuelling his flesh with the power of the Waaaagh!  He may use the Regenerate psychic power – see the IR p57 for details.

 

Stomp ‘em good!!! Difficulty: 25

The Shaman reaches up his hands calling on Mork and Gork to smite his enemies.  This is a ranged power.  Nominate target within line of sight and make attempt.  If successful a huge green foot rapidly descends from nowhere and squashes the target.  Splat, hehehe. The target takes a single 2D10 strength hit to his head.  If prone, randomise for D3 locations.  As he’s been flattened, the victim must pass a T test or is winded (stunned), for one turn.

 

Eadbang! Difficulty: ½ Target Toughness.

See Blood Boil in the IR for details.

 

EDIT: Formatting and Typos.  This was written a while ago! :sweat:

Edited by Mazer Rackham

I second Yaktribe, or ammobunker, thats where a lot of the OG Inq28 stuff came from, a lot of the Warbands shown in Blanchitsu back in the day were from there so you can see a lot of the minis in the building/sculpting phase as well :D  

I very dimly recall an article on the relationship between Imperial Fists – recruiting from Necromunda – and Ork / Ork infestation in the deeps of the Nevromunda Spires. I think it hadrules for Marines / Scouts for use in the original Necromunda game and I think that also  had Orks? It was in the very short lived line of •zines that  GW offered along with the Specialist Games lines, like the one that had rules for Tyranid ships for BFG

Yes, there were rules for Orks in the 1st edition of Necromunda. Those rules aren't compatible with the Inquisitor game, however. They'll work, with some tweaking to 3rd edition Necromunda format and levels, if one is playing Inquisimunda (i.e., Inquisitor/Inquisitor 28mm using Necromunda rules).

 

Those rules can be found at the Yaktribe link I provided (article/file title: Waaagh! Da Orks are in da Hive by Ross Flint).

It is important not to conflate the Inquisitor rules-set and the "Inquisimunda" rules derived from Necromunda and 2nd Edition 40k.

 

The best place for Inquisitor is The Conclave: http://www.the-conclave.co.uk/forum/index.php

 

Although I recall official rules for Eldar, Tau and Genestealers, I'm not sure that there were official Ork rules. That said, the denizens of the Conclave might be able to find them for you.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.