[Dungeon Crusade] Dungeon-Looting

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Koumei
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[Dungeon Crusade] Dungeon-Looting

Post by Koumei »

This is just a placeholder, to tease everyone. This post will have the Ork racial write-up and the Ork Boy class.

Ork

Type: Humanoid [Orc, Plant]
Size: Medium
Ability Scores: +2 Str, -2 Dex, +4 Con, -2 Int
Speed: 30'
Vision: Low-light Vision, Darkvision 60'

Gestalt Mind (Ex): Orks receive a +1 Racial bonus to Use Magic Device and Repair checks. For every Ork within 30' this bonus improves by +1, to a maximum of +4.

Stupid (Ex): Orks are stupid. You can throw them any old plot hook and they'll go along with it. They automatically fail Saving Throws against Confusion effects, and take a -4 penalty on Sense Motive checks.

Tough Skin (Ex): Orks get a Natural Armour bonus to AC equal to a third of their level (round down).

Classes: Ork Boy, Weird Boy, Mad Doc, Runt Herd, Mek Boy

Ork Boy

"Zug-zug!"

blah blah blah

Hit Die: d10
Base Attack Bonus: Good
Good Saving Throws: Fortitude
Skill Points: 4+Int
Level:Special:Moar Dakka/Krumpy
1Ere We Go, Feel No Pain+1/+1d6
2Furious Charge, Fast Healing 1+2/+1d6
3Waaagh (Fleet, Resistant)+2/+2d6
4Brutal, Fast Healing 2+3/+2d6

Proficiencies: Light Armour, Simple and Martial Weapons, Pistols and Rapid Fire Firearms
Ere We Go (Ex): the Ork Boy is too pumped up to be caught unawares. In any combat that the Ork Boy is involved in, enemies do not get a surprise round - if both allies and enemies would get a surprise round (due to a monkey in a bag, for instance), nobody gets the surprise round. If only allies get the surprise round, it's all good.

Feel No Pain (Ex): Ork Boys don't have time to go around getting hurt, and are immune to nonlethal damage and [Pain] effects.

Moar Dakka/Krumpy (Ex): at first level, the Ork Boy must decide whether he wants Moar Dakka or Moar Krumpy. He cannot change his mind afterwards. The first number shown is the bonus to Attack Rolls with either melee weapons (Krumpy) or ranged weapons including firearms (Dakka). The second number is the bonus damage, which only applies once per BAB-derived attack per round.

Furious Charge (Ex): when charging, the second level Ork Boy gains the benefits of Pounce and +2 to his Strength.

Fast Healing (Ex): at level 2, the Ork Boy gains Fast Healing 1. This improves to 2 at level 4.

Waaagh (Su): at third level, the Ork Boy gains the ability to call a Waaagh, activating strange psychic energies to harness an effect. He can use two Waaagh powers per day, in any combination. Using a Waaagh power is a Swift action unless the ability states otherwise. He gains the following:
-Fleet: for the next 2 rounds, the Ork Boy gains +10' to his movement speed and can make 10' steps instead of 5' steps.
-Resilient: the Ork Boy gains DR 10/magic for 3 rounds.

Brutal (Ex): a level four Ork Boy is pretty rough. He gains a Headbutt natural weapon (1d8+Str*1.5) and has a 50% chance to negate any critical hits suffered.
Equipment: Flak Armour, Mace, Slugga, Shoota, Great Axe
Requisition: Stikkbombs, Choppa, Burna, Rokkit Launcha

Prestige Classes:[/b] Big Nob, Tankbusta, Burna Boy, Loota
Last edited by Koumei on Sat Apr 16, 2011 2:04 am, edited 4 times in total.
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Post by Koumei »

Big Nob

"Wot's dis then? You's muckin' about!"

The Big Nob is vaguely a leader, but mostly by example. Groups of Big Nobs tend to accumulate, then go around destroying things and getting into deadly fights.

Hit Die: d12
Base Attack Bonus: Good
Good Saving Throws: Fort
Skill Points: 4+Int
Level:Special:Moar Dakka/Krumpy
1Bonus Feat, Waaagh (Mighty Leaping)+3/+2d6
2Powerful Build, Fast Healing 3+3/+3d6
3Dakka Hell, 'Ere We Go 'Ere We Go+4/+3d6
4Very Brutal, Fast Healing 4+4/+4d6

Bonus Feat: the Nob is particularly violent and vaguely trained in killing as sport. He gets a bonus [Combat] feat.

Waaagh (Su): the Nob gains an additional daily use of a Waaagh power, as well as a new Waaagh power: by making a DC 15 Jump check he may Fly for the round. Activating this is a Swift action. For every 5 he beats the DC by, the duration improves by 1 round.

Moar Dakka/Krumpy (Ex): the Nob's ability in either melee or ranged combat continues to improve. It's the same one as chosen as an Ork Boy.

Powerful Build (Ex): at second level, the Nob experiences a growth surge and gains the Powerful Build trait.

Fast Healing (Ex): at levels two and four, the Nob's Fast Healing improves.

Dakka Hell (Su): at third level, the Nob basically has unlimited ammunition: he never needs to reload and never runs out of ammo.

'Ere We Go 'Ere We Go (Ex): Nobs are just completely ready to fight all the time. From third level on, he is never flat footed or denied his Dexterity bonus to Armour Class.

Very Brutal (Ex): at level four, the Nob becomes a lot tougher and meaner. He becomes immune to critical hits, and his Headbutt improves to 2d6 base damage, with Augmented Criticals: 19-20/x3
Equipment: 'Eavy Armour, Big Choppa, Big Shoota, Stikkbombs
Requisition: Cyber Arm/Leg/Eye/Jaw/Brain, Powa Klaw, Attack Squig, Nob Bike, Mega Armour

Zoggin Great Classes:[/b] War Boss, Cybork (requires 3+ Bionic Bits)

War Boss


"No muckin about then, WAAAGH!"

Only the biggest and most horrible of the orks can one day grow into Warbosses. They order the minions about, and stomp around kicking all kinds of arse.

Hit Die: d12
Base Attack Bonus: Good
Good Saving Throws: Fort and Ref
Skill Points: 2+Int
Level:Special:
1Like a Bauss, Fickead
2Large, In Charge
3Bulldoze, Waaagh (Blitz)
4Waaagh (Mightiest), Fast Healing 5

Like a Bauss (Su): the Warboss is good at shouting. Whenever he uses a Waaagh power, he may also allow all allied Orks within 100' to use the same power, at no cost, and even taking actions out of turn.

Fickead (Ex): the Warboss is immune to all [Mind Affecting] effects thanks to his thick head, and is no longer Stupid.

Large (Ex): at second level, the Warboss loses the benefits of Powerful Build and becomes Large, gaining all ability score changes and so on.

In Charge (Ex): starting at second level, the Warboss has one minion per class level. The options are Ork Boy 3, Ammo Runt and Dakka Snotling.

Bulldoze (Ex): at third level, the Warboss learns the art of chain-charging. When charging a foe and successfully hitting them, he may make an additional charge against another foe in range. He may make a number of charges per round equal to his attacks gained from Base Attack Bonus.

Waaagh (Su): the Warboss gains additional Waaagh powers, and when he does, he gains an additional daily use from his Waaagh pool.
-Blitz: at third level, the Warboss gains Blitz, which allows him to make two Full Attacks as a Full Round action.
-Mightiest: at level four, he gains Mightiest, growing to Huge (with all relevant stat changes) as a Swift action. This lasts for one full round.

Fast Healing (Ex): at fifth level, the Warboss improves his Fast Healing to 5.
Equipment: Nob Bike or Mega Armour, Tank Bombs, Powa Klaw, Kombi-Weapon
Take (Like a Bauss): Attack Squig, Trukk, Power Field, Skorcha Cigar, Squigbomb

Cybork


"10 IF (FIGHTING==0) 20 THEN FIGHTING += 1"

They're orks, they're cyborgs, they're... CYBORKS!

Hit Die: d12
Base Attack Bonus: Good
Good Saving Throws: Fort
Skill Points: 4+Int
Level:Special:More Dakka/Krumpy
1Upgrades, Robotic Inside+4/+4d6
2Robo-Strength+5/+5d6
3Robo-Brain+5/+5d6
4Forcefield+6/+6d6

Upgrades (Ex): each level, the Cybork gains an Upgrade from the following list:
[*]Roller Legs: from the knees down (or the waist down or whatever), his legs are converted into wheels/treads. He cannot be Tripped, triples his Move Speed, and gains a Ram and Trample attack (2d8+Str).
[*]Mek-Klaw: the Cybork has a Servo-Arm attached to a shoulder. Can be taken twice.
[*]Rokkit Pods: Each shoulder of the Cybork contains three self-propelled Rokkits that can be fired as Assault Firearms.
[*]Gaze of Mork: the robotic eyes of the Cybork can fire a beam as a Ranged Touch Attack out to 60' as a Swift action. The attack is Twin-Linked and deals 4d6 Electricity damage.
[*]Magna-Grapple: the Cybork has a bizarre attachment to one arm that grants Telekinesis, only working on metallic objects and creatures.
[*]Big Drill: one arm is replaced with a giant drill, a Power Weapon that deals 3d6+Str Piercing damage and ignores Regeneration. It also has a 19-20/x4 Crit value.
[*]Plasma Coil: Any Plasma weapon used within 50' of the Cybork deals half damage (but Overheat damage is not halved). Actually shooting the Cybork with a Plasma weapon Hastes him for three rounds (but still deals the halved damage). He may end the Haste effect at any time to unleash a blast like a Plasma Cannon.
[*]Spinna-Blade: one arm is replaced with a spinning, hacking blade, a Power weapon that deals 1d10+Str Slashing damage and has a Crit rating of 11-20/x2. Anyone struck by it is treated as being in Difficult Terrain until they leave the threatened area.
[*]Furnace Gut: the Cybork gains a Breath weapon once per round: Medium Range Cone, dealing 2d6 Fire damage per Hit Die (Ref half, Con-based). Those who fail the save catch fire.
[*]Mek-Spores: the Cybork releases nano-bot organic spores. This functions as the Spore ability of a Vrock.

Robotic Inside (Ex): the Cybork has enough robotic internal organs that he is immune to critical hits, and gains an Enhancement bonus to Constitution equal to a third of his Hit Dice (round up).

More Dakka/Krumpy (Ex): the More Dakka/Krumpy ability just keeps on improving.

Robo-Strength (Ex): at second level, the Cybork gains the Bulging Biceps ability, as well as an Enhancement bonus to Strength equal to one third of his Hit Dice (round up).

Robo-Brain (Ex): at third level, the Cybork's brain is bionic. He gains an Enhancement bonus to Intelligence equal to a third of his Hit Dice (round up), and becomes immune to [Mind Affecting] effects.

Forcefield (Su): a level four Cybork has a personal forcefield. This field grants a Deflection bonus to Armour Class equal to a third of his Hit Dice, round up.
Equipment: Bionic Arms, Eyes, Jaw and Legs, Servo-Arm
Requisition: More Upgrades, Rocket Pack, Killa Kan
Last edited by Koumei on Mon Apr 25, 2011 12:20 pm, edited 2 times in total.
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Post by Koumei »

Tankbusta

"Ooh, lookit all the good bitz dis one 'ad."

Tankbustas have two roles, which are happily bundled into the one task: they deny the enemy big powerful vehicles, and they create scrap parts to loot. Both of these are performed with cannons.

Hit Die: d10
Base Attack Bonus: Good
Good Saving Throws: Ref and Will
Skill Points: 4+Int
Level:Special:Busting
1Evasion, Living Speed Bump-
2Tread-Dodger-
3Tank Hunter+1d6
4Blast Chamber+1d6
5Improved Evasion, Cling+2d6
6Super Tank Hunter+2d6
7Happy Explosions+3d6
8Waaagh! (Mega-Bust)+3d6

Evasion (Ex): Tankbustas all benefit from Evasion.

Living Speed Bump (Ex): any time a vehicle tries to Ram or Overrun a Tankbusta, whether it hits or not the movement is instantly halted. Likewise any other creature that attempts an Overrun is halted.

Busting (Ex): Tankbustas slowly gain a bonus to all damage they deal to vehicles, Constructs, objects and buildings.

Tread-Dodger (Ex): at second level, the Tankbusta is just too quick, and becomes immune to all Overrun attempts, as well as Ramming attempts from vehicles.

Tank Hunter (Ex): at third level, the Tankbusta gains a +4 bonus to hit vehicles with any ranged weapons, and furthermore ignores the Damage Reduction of vehicles completely.

Blast Chamber (Ex): starting at level four, any time the Tankbusta deals damage to a vehicle, those inside the vehicle must pass a Reflex save (Str-based for melee weapons, Dex-based for ranged ones) or suffer equal damage.

Improved Evasion (Ex): at fifth level, the Tankbusta's Evasion becomes Improved Evasion.

Cling (Ex): any time a creature, vehicle or object moves past a Tankbusta, entering and leaving an adjacent square, he may make a touch attack as an Immediate action. If it succeeds, he may cling to the vehicle and hang on. He may also do this for a Ram/Overrun attempt, even though the attacker halts.

Super Tank Hunter (Ex): at sixth level, the Tankbusta' doubles his threat range and critical multiplier against vehicles.

Happy Explosions (Ex): any time a seventh level Tankbusta' destroys a vehicle, he gains a Good Hope effect for one minute per level.

Waaagh! (Su): at level eight, the Tankbusta' gains an additional daily use from his Waaagh! pool. He also gains another ability, Mega-Bust: all damage dealt to vehicles is real HP damage.
Equipment: Tankbreaker Cannon or Rokkit Launcha, Tankbombs, 'Eavy Armour, Mines
Requisition: Squigbomb, Tankhammer, Zzapcutta
Last edited by Koumei on Sun May 01, 2011 6:30 am, edited 3 times in total.
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Post by Koumei »

Loota

"Yo dawg, I herd you like dakka so I put a gun on your gun so you can shoot while you shoot."

Lootas like to steal shit. They also tape gun parts together to make them even better, taking it to ridiculous extremes such as gatling gun-swords.

Hit Die: d10
Base Attack Bonus: Good
Good Saving Throws: Ref
Skill Points: 6+Int
Level:Special:Moar Dakka
1Jury Rig-
2Double Your Gun, Double Your Fun+1/-
3Percussive Maintenance+1/-
4Bulging Biceps+1/+1d6
5Overcharge+1/+1d6
6Kombi-Rig+2/+1d6
7Waaagh (Double-Dakka)+2/+1d6
8Work of Art+2/+2d6

Jury Rig (Ex): with 1d6+4 minutes of work, the Loota can rig weapons together to be more powerful. At first level, he may rig together one Heavy Weapon with one Assault or Rapid Fire weapon (or two Assault/Rapid Fire weapons). At level two, he may link two Heavy weapons together. At level three, it may be two Heavy and one Rapid Fire or Assault.

At level four, it may be two Heavy and two Assault or Rapid Fire weapons, or four Assault/Rapid Fire weapons. At level five, a Pistol may be added. At level six, Kombi Weapons may be added. At level seven, two Pistols may be added, and at level eight, the Heavy Weapons may be Massive.

Use the heaviest weapon category, but when firing, all weapons (with ammunition remaining) are fired at the same target/area. Additional changes may be made, for 1d3 extra minutes each:
[*]Long barrels: range is multiplied by 1.5
[*]Autoloaders and big clips: ammunition capacity is doubled
[*]A melee weapon attachment can be added, even a Power Weapon
[*]A gun shield can be added, adding a +4 Shield bonus to AC and granting Stability to the wielder
[*]Scope or Laser Sight (such as a Lasgun): add a +3 Enhancement bonus to hit

Moar Dakka (Ex): as the Loota' gains levels, he gains a More Dakka bonus. If he already has More Dakka, it stacks.

Double Your Gun, Double Your Fun (Ex): at second level, the Loota can tape or nail two guns together and, when firing, both are fired and each is treated as Twin Linked.

Percussive Maintenance (Ex): starting at level three, the Loota can make Attack rolls instead of Repair or Disable Device checks.

Bulging Biceps (Ex): at level four, the Loota gains Bulging Biceps thanks to carrying heavy stuff around. He needn't brace Heavy weapons, so firing once is a Standard action. Massive Weapons must be braced, but need not be set up with the Full Round action.

Overcharge (Ex): With an hour of work, a level five Loota can rig a weapon up to use up three times the amount of ammunition, dealing double damage.

Kombi-Rig (Ex): starting at sixth level, the Loota can attach up to three Kombi-weapons to the one main weapon, each holding ammunition for one shot.

Waaagh! (Su): at seventh level, the Loota gains another daily use from the Waaagh! pool, and a new ability, Double-Dakka: with a Full Round action he may make two Full Attack actions with Firearms.

Work of Art (Ex): at eighth level, the Loota can focus a Full Attack with all the weapons on one point, targeting a single creature or object. The weapon is a Destroyer when this happens.
Equipment: Kustom Shoota, Repair Kit, Looting Kit, one Option (Assault-Loader, Chainsabre Bayonet, Hellgun, Power Dagger, Plasma Pistol, Boltgun, Grenade Launcher, Psycannon Bolter Rounds)
Requisition: Trukk, Trukk Upgrades, additional Options, Kustom Megablasta
Last edited by Koumei on Sun May 01, 2011 6:29 am, edited 3 times in total.
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Post by Koumei »

Burna

"Oi light FIRES!"

Burna Boys learned about fire, and fell in love with it. Since that time, they have run about applying fire to all things.

Hit Die: d12
Base Attack Bonus: Medium
Good Saving Throws: Fort and Ref
Skill Points: 4+Int
Level:Special:More Burny
1Fire Resistance-
2Scorched Erf-
3Fire Shield+1d6
4Waaagh (Maximum Burn)-
5Empowered Flames-
6Fire Wall+2d6
7Maximum Flames-
8Fire Immunity-

Fire Resistance (Ex): the Burna gains Fire Resistance equal to double his Hit Dice.

More Burny (Ex): as the Burna gains levels, he deals extra damage with fire-based weapons. This extra damage also applies to any ongoing burning.

Scorched Erf (Ex): starting at second level, when the Burna uses a Flame-based weapon, the area of effect continues to burn for one round, dealing full damage to any who start their turn in the area or enter the area.

Fire Shield (Sp): at third level, the Burna gains the ability to cast Fire Shield once per day per three hit dice (round up).

Waaagh! (Su): at level four, the Burna gains another daily use from the Waaagh! pool, as well as another ability, Maximum Burn: as a Free action when setting someone on fire, the ongoing damage from burning is maximised.

Empowered Flames (Ex): starting at fifth level, the Burna can make the damage from his fire-based attacks Empowered, however he must make a Reflex save (DC 10 + 1 per damage die that rolled maximum). If he fails the save, the weapon explodes, dealing full (Empowered) damage to all within 30 feet, him included. There is a Reflex save for half damage (same DC).

Fire Wall (Sp): a sixth-level Burna can cast Fire Wall once per day per three hit dice (round up). Doing so requires actually blasting the line into the ground with a fire-based weapon.

Maximum Flames (Ex): at seventh level, the Burna can adjust the flames to deal maximum damage. However, there is a risk of explosion as with Empowered Flames - DC 10 + 1 per damage die. Everything else is the same. The damage of the explosion is also maximised.

Fire Immunity (Su): at level eight, the Burna becomes flat out immune to Fire damage.
Equipment: Good Drink (Potion of Fire Breath), Burna, Goggles
Requisition: Welding-Mask, Skorcha
Last edited by Koumei on Mon Apr 25, 2011 3:23 pm, edited 2 times in total.
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Post by Koumei »

Weird Boy

"ARGLE BARGLE NARGLE!"

Weird Boys are indeed pretty weird, even by Ork standards: they tend to be cowardly, not actually good at leading, and they prefer smart tactics that allow for self-preservation. Also, they are powerful psykers.

Hit Die: d10
Base Attack Bonus: Medium
Good Saving Throws: Fort and Will
Skill Points: 4+Int
Level:Special:
1Power, Fick 'Ead
2Psychic Resistance
3Waaagh (Ork Rumble)
4Power
5Everything Resistance
6Waaagh! (Surge)
7Power
8Unstable Backlash
9Waaagh! (Fast Power)
10Power, Warp 'Ead
11Dangerous to Know
12Waaagh! (Psycho-Charge)

Proficient: Light Armour, Simple and Martial Weapons, Pistols
Power (Su): at levels one, four, seven and ten, the Weird Boy gains an Ork Psykic Power. This grants a Major power (which can be used once each per day) and a Minor power (that is constantly on or can be used at will). Also, he is a Psyker.

Fick 'Ead: the Weird Boy is immune to all [Mind Affecting] effects thanks to his thick head, and is not Stupid.

Psychic Resistance (Su): at second level, the Weird Boy gains a Resistance bonus to Saving throws against Spells, Spell-Like Abilities and Psyker Powers equal to one third his Hit Dice (round up).

Waaagh! (Su): every three levels, the Weird Boy gains a Waaagh! power, and a daily use from the Waaagh! pool.
-Ork Rumble: using this power is a Swift action, and it activates the Waaagh! of another Ork (selected by the user) within 50'. They do not use up their own Waaagh! when this happens, and if it normally makes them perform an action, this happens out of tiurn.
-Surge: using this is a Swift action, and restores an expended Daily use of a Power so that it can be used again.
-Fast Power: using this is a Swift action, and causes a power to be used, basically like a Quickened spell, regardless of the normal casting time.
-Psycho-Charge: this power requires a Standard action, and the designation of an allied Ork within 30 feet. The ork is charged up with power. All of his melee attacks deal +1d6 Electricity damage per three hit dice (round up), and he becomes Hasted. This lasts for one minute or until discharged. If, in the meantime, he suffers a Critical Hit, he must make a Fort save (Charisma-based, using the Weird Boy's Charisma and Hit Dice) or discharge, ending the effect and suffering 1d6 Fire damage per Hit Die of the Weird Boy. On the plus side, so does everyone adjacent to him.

Everything Resistance (Su): at fifth level, the Weird Boy's Resistance bonus to Saving Throws always applies against any effect.

Unstable Backlash (Su): starting at eighth level, as long as the Weird Boy has any Waaagh! or Daily Power uses left, any time someone hits him with a melee weapon, they take damage equal to his Hit Dice.

Warp 'Ead (Su): at tenth level, the Weird Boy becomes Immune to the Warp. Additionally, he radiates a 10' aura that causes all Incorporeal or Ethereal creatures to be completely corporeal when within it, and that banishes all Summoned creatures within.

Dangerous to Know (Ex): Weird Boys are terrifying. At level eleven, they begin radiating a 30' Aura that causes Fear. All who enter the area must pass a Will save (Charisma-based) or Panic until they leave the area.
Equipment: Flak Armour, Brain Juice (4 random level 1 Potions), Slugga, Mace
Requisition: Special Mushrooms, Familiar, Looted Psycannon, Spare Brain

Powers:
Fist of Gork
-Daily Power: Bigby's Crushing Fist
-Minor: all unarmed attacks deal +1d4 Force damage per 3 Hit Dice (round up)

Eye of Mork
-Daily Power: a Standard Action Glare (range: Sight) that, on a successful Ranged Touch Attack deals 2d6 Force damage per Hit Die
-Minor Power: Confusing Gaze Attack (to 30', Charisma-based)

Hammer Time
-Daily Power: a Standard Action effect on a target within Medium Range. They must pass a Will save (Charisma-based) or be locked into Temporal Stasis for one minute. Every round in Stasis, they age a year.
-Minor Power: Haste as a constant effect

Warp Step
-Daily Power: Dimension Door
-Minor Power: Dimensional Hop and Blink as constant effects

Zzap 'Ead
-Daily Power: Twinned, Maximised Lightning Bolt (Charisma-based)
-Minor Power: Call Lightning (Charisma-based)

Orkmind
-Daily Power: Ray of Stupidity (Charisma-based, 3d6 Int damage)
-Minor Power: Touch of Stupidity (Charisma-based, 1d6 Int damage)

Strength Breaker
-Daily Power: Mass Hold Monster (Charisma-based)
-Minor Power: Ray of Enfeeblement (Charisma-based)
Last edited by Koumei on Tue Apr 26, 2011 8:51 am, edited 2 times in total.
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Post by Koumei »

Mek Boy

"And the clink gets welded to the rubber mats, and the grollings are spoked to the frotting tube..."

Mek Boys are the masters of equipment. They make things, and they modify things, and they're also good drivers.

Hit Die: d8
Base Attack Bonus: Medium
Good Saving Throws: Fort and Ref
Skill Points: 6+Int
Level:Special:
1Duct Tape, Percussive Maintenance
2Combat Driving
3Hotwire
4Metal Bitz
5Waaagh! (Turbo Boost)
6Chuck a Wrench at it
7Waaagh! (Mighty Metal Boxes)
8Jury Rig
9Spin-Out
10Waaagh! (Impossible Movement)
11Haphazard Swerve
12The Big One

Proficient: All Armour, Simple Weapons, Pistols, Vehicle Weapons
Duct Tape (Ex): the Mek Boy can repair vehicles and objects with whatever crap is lying around. Additionally, he can reduce the time required to 1 round per hour (or part thereof), however the repairs will only last for 3d6 minutes before becoming undone.

Percussive Maintenance (Ex): the Mek Boy can make Attack rolls instead of Repair or Disable Device checks.

Combat Driving (Ex): Mek Boys are good at driving. Starting at level two, their vehicles do not provoke attacks of opportunity for moving, and treat their Armour Class against all attacks as 10 + the driver’s Pilot bonus.

Hotwire (Ex): beginning at level three, a Mek Boy can Pilot any vehicle equally well, no matter how bizarre. Additionally, they don't need keys or anything, they can just hijack them on the spot. Also, the vehicle needn't even be working, as long as there is enough of it there that it looks like it could conceivably work, or it could roll down a hill if pushed.

Metal Bitz (Ex): starting at level four, a Mek Boy can improve a vehicle by nailing and bolting bits to it, or welding extra armour plates to it. Doing so requires 2d4 rounds, and with enough scrap to completely cover one long side of the vehicle, can improve the DR and Armour Bonus each by +2. This stacks multiple times, but each time it reduces the Maximum Speed by 20', and the armour only stays on for 1 hour.

Waaagh! (Su): as the Mek Boy gains levels, he gains Waaagh! powers. Each time, he gains a daily use from the Waaagh! pool.
-Turbo Boost: by using this power as a Swift action, the Mek Boy can triple all Move Speeds of his vehicle for 5 rounds.
-Mighty Metal Boxes: by using this power as a Swift action, the Mek Boy can grant all weapons of his vehicle (including ramming and trampling) a Greater Magic Weapon effect, and can add an Enhancement bonus to Armour Class equal to a third of his level (round up) for three rounds.
-Impossible Movement: by using this power as a Swift action, the Mek Boy can grant his vehicle a Fly or Burrow speed equal to its best movement speed, for three rounds.

Chuck a Wrench at it (Ex): starting at sixth level, the Mek Boy can perform Percussive Maintenance at a range by throwing a Bludgeoning weapon at it.

Jury Rig (Ex): at level eight, the Mek Boy gains the Jury Rig ability of a Loota with a class level five levels less than his own.

Spin-Out (Ex): a ninth level Mek Boy can, when Ramming with a vehicle, cause it to spin out, making an attack against every target in reach.

Haphazard Swerve (Ex): as of eleventh level, the Mek Boy grants any vehicle he pilots Perfect Evasion: against any effect that allows a Reflex save (negate, partial, half or whatever), it is completely immune.

The Big One: at level twelve, the Mek Boy is given or finds or builds a great new vehicle: a Mad Bomba, a Battle Wagon or a Deff Dread.
Equipment: 'Eavy Armour, Big Spanna', Bionic Arms, Slugga
Requisition: Deffgun, Killa Kan, Deff Kopta, Trukk, Zzapgun, Rokkit Launcha, Vehicle Upgrades, Shokk Attack Gun, Kustom Megablaster
Last edited by Koumei on Sun May 01, 2011 6:29 am, edited 6 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Posts: 13880
Joined: Fri Mar 07, 2008 7:54 pm
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Post by Koumei »

Mad Dok

"Dis won't 'urt a bit, it'll 'urt a lot"

Mad Doks are almost smart for orks. Not that smart, but clever enough to brew up super juices that do things to the body. Sometimes the same recipe even does the same thing twice.

Hit Die: d10
Base Attack Bonus: Medium
Good Saving Throws: Fort
Skill Points: 6+Int
Level:Special:
1Super Juice, Rapid Reload, Internal Alchemy
2Brew Potion, Inner Fire
3Good At Resisting Stuff, Better Criticals
4Tough Enough 1
5Craft Graft, Healthy Body
6Extra Healy Goodness
7Better Criticals
8Tough Enough 2
9Better Healing, Grateful Patients
10Craft Graft, Super Duper Juice
11Better Criticals
12Tough Enough 3, 'Es Not Quite Dead

Proficient: Light Armour, Simple Weapons, Pistols, the Vivisector, the Man-Catcher and the Dire Syringe
Super Juice (Ex): the Mad Dok can coax greater effects out of alchemical products they use personally, causing them to act as if they were one size "bigger". So an acid flask thrown or injected by a Mad Dok would inflict a d8 of damage instead of a d6. When a Mad Dok uses an alchemical or potion related effect that allows a Save, she can substitute a Save DC of 10 + 1/2 HD + Charisma Modifier instead of whatever Save DC it would normally have.

Rapid Reload (Ex): the Mad Dok gets Rapid Reload as a bonus feat.

Internal Alchemy (Su): the Mad Dok can make alchemical preparations inside his own body and draw them out with a syringe or knife blade. Whenever a Mad Dok is injured by a slashing or piercing weapon, he may splash an alchemical preparation of his choosing in his square, and if he has a bottle and some time he can make a more conventional flask of it. Using a Dire Syringe, he can simply draw the goods out of his body with minimal damage and an attack action. In order to make these concoctions, the mad Dok can and must "Take 10" on his Craft Alchemy test, though his body does count as masterwork tools for this purpose (providing the +2 bonus for such equipment).
Common Alchemy ProjectsDCDescription
Acid151d6 Acid, Splash, Persists
Healing Salve15Heals 1d6 hit points
Alchemist Fire201d6 Fire, Splash, Ignites
Smoking Oil20Creates area of smoke
Motelight20Creates area of blinding light (Ref Save)
Alchemist Frost251d6 Cold, Splash, Persists
Antitoxin25Cures Poison
Antibiotics25Cures Disease
Shock Juice301d6 Electricity, shared with adjacent target
Truth Serum30Target dazed for 1 round and Indifferent for 1 hour (Fort Save)
Tranq30Target sleeps for 8 hours (Fort Save)

Brew Potion (Ex): the Mad Dok gains Brew Potion at level 2 as a bonus feat. He may use his ranks in Craft (Alchemy) in lieu of a caster level for making potions, and may bypass any requirements for any spell from the Wizard, Cleric, or Druid list as if he had them prepared. Brewing Potions does not in fact use XP when a Mad Dok does it.

Inner Fire (Ex): a 2nd level Mad Dok has Cold, Acid, and Fire resistance equal to his class level.

Good at Resisting Stuff (Ex): at third level, the Mad Dok gains a Resistance Bonus to Saving Throws equal to one third of his level, round up.

Better Criticals (Ex): at levels three, seven and eleven, the threat range of all weapons the Mad Dok uses increases by 1.

Tough Enough (Ex): At 4th level, the Mad Dok can make a saving throw to end any effect he is currently under that allows a save to begin with. This extra save may be made once per round. He also gains Fast Healing 1. This Fast Healing becomes 2 at level 8 and 3 at level 12.

Craft Graft (Ex): at levels five and ten, the Mad Dok gains a Graft feat, ignoring any requirements. He can even pick Graft types that he is racially precluded from taking.

Healthy Body (Ex): starting at fifth level, the Mad Dok's own body starts to show the signs of good health. He gains an Enhancement bonus to Constitution equal to a third of his level (round up).

Extra Healy Goodness (Ex): starting at level six, any time the Mad Dok heals someone in any way, the amount of healing is doubled.

Better Healing (Sp): at level nine, the Mad Dok gains the ability to cast Heal three times per day as a Spell-Like Ability. This requires 1d4 rounds of "surgery", however.

Grateful Patients (Ex): at level nine, the Mad Dok gains Leadership as a bonus feat, to represent all his happy little patients who, having survived his surgery, want to help out. They all benefit from Healthy Body.

Super Duper Juice (Su): Starting at 10th level, the Mad Dok's alchemical and potion use is now two sizes "Bigger" instead of just one. Also the save DC of such items (if any) is increased by +2.

'Es Not Quite Dead (Sp): at level twelve, the Mad Dok can cast Resurrection once per day as a Spell-like Ability. This requires the corpse to be vaguely intact and present, and 2d4 rounds of "surgery".
Equipment: Flak Armour, Needler, Good Drugs (4 potions of level 1), Dire Syringe
Requisition: Trukk, Bionics, More Potions
Last edited by Koumei on Tue Apr 26, 2011 1:21 pm, edited 2 times in total.
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Koumei
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Post by Koumei »

Runt Herd

"Oi! Move it now! Urry up, then!

blah

Hit Die: d10
Base Attack Bonus: Good
Good Saving Throws: Will
Skill Points: 4+Int
Level:Special:
1Minions (Runts), Expendable Minions
2Waaagh! (Runt Punch)
3Convenient Shield
4Minions (Gun Krew)
5Waaagh! (Runt Punt)
6Suicide Order
7Minions (Squig Riders)
8Order Everyone
9Get me a Zoggin Pizza
10Minions (Gretchin Tanks)
11Waaagh! (Runtsplosion)
12Call The RuntBombs, One Big Squiggoth

Proficient: Light Armour, Pistols, Simple and Martial Weapons, the Man-Catcher and the Whip
Minions (Ex): the Runt Herd has a bunch of Minions. He starts with two, and gains another one each level. If a minion dies (and it will), it is replaced in short order. At first level, he only has regular Runts available. From level four onward, he may take Runt Gun Krew with guns. From seventh level onward, he may take Squig Riders (with Squigs), and Runts count as half each. At level ten, he may take Gretchin Tanks, with Gun Krew counting as half each.

Expendable Minions (Ex): the minions of the Runt Herd are completely expendable. He may, as part of an action, cause an adjacent minion to die, adding a +1 bonus to the roll. The number that may be expended on any given number is equal to a third of his level (round up).

Waaagh! (Su): as the Runt Herd gains levels, he gains access to Waaagh! powers. Each time, he gains a single daily use of any power from the Waaagh! pool.
-Runt Punch: at second level, the Runt Herd may instantly kill an adjacent minion when making a melee attack, smashing it into the foe. This increases his maximum reach by 5' and adds +2d6 damage to the attack. This is also very messy.
-Runt Punt: at fifth level, the Runt Herd may perform the Runt Punch out to 30 feet. Additionally, the explosion of gore from the minion extends in a 10' radius, dealing 1d6 damage to all in the area and treating it as a Grease effect.
-Runtsplosion: at eleventh level, the Runt Herd may spend a Standard action bellowing at a minion within 30 feet, causing it to detonate with Waaagh! It explodes as a Fireball (no damage cap, CL == HD, Str-based Save DC) and leaves the area Greased.

Convenient Shield (Ex): starting at third level, any time the Runt Herd is attacked he may cause an adjacent minion to instantly die and grant himself a +4 Cover bonus to Reflex Saves and Armour Class against one effect. This is an Immediate action.

Suicide Order (Ex): at sixth level onwards, the Runt Herd can give any order to the minions and they will follow it bravely. It requires a Standard action to give the order, but they gain a Greater Heroism effect as they go about the mission.

Order Everyone (Su): starting at level eight, the Runt Herd can cast Greater Command three times per day (Con-based, being dependent on his loud voice).

Get me a Zoggin Pizza (Ex): a ninth-level Runt Herd can spend a Full Round action carefully explaining what he wants to a minion and send them off. 2d6 minutes later, if the item is in the vague area and not guarded by anything too tough, the minion returns with it. Examples include basic weapons, food, spare ammunition and so on, but magic items and tanks are probably out of the question.

Call The RuntBombs (Ex): at level twelve, the Runt Herd can call the Runt Bombs in once per day. He radios them in (or shouts loudly) with a Move Equivalent action, and 1d4 rounds later, two arrive. If there are no targets left at this point, he can spend a Swift action each turn keeping them flying about in the air until there is something for them to explode against. They are Medium creatures with a Fly speed of 150' (Poor), a +4 Armour Bonus and a +4 Dexterity Bonus, and 10 HP. If they hit the target or are destroyed, they detonate in a 50' radius, dealing 10d6 Fire and Sonic damage (Ref half, DC 18) each.

One Big Squiggoth (Ex): at level twelve, the Runt Herd is gifted with a Squiggoth. If it dies, it might get replaced.
Equipment: Runt Prod, Man-Catcher, Attack Squig, Slugga, Flak Armour
Requisition: More Squigs, Squig-Bombs, Neuro-Whip, Shock Prod
Last edited by Koumei on Wed Apr 27, 2011 2:58 pm, edited 3 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Post by Koumei »

Equipment:

Armour:
Flak Armour [Light]
Armour Bonus: +4
Max Dex: +3
Penalty: -3
Arcane Spell Failure: 20%
Damage Reduction: 5/magic or Adamantine

'Eavy Armour [Medium]
Armour Bonus: +7
Max Dex: +1
Penalty: -6
Arcane Spell Failure: 60%
Damage Reduction: 10/magic or Adamantine

Mega Armour [Heavy]
Armour Bonus: +13
Max Dex: +0
Penalty: -10
Arcane Spell Failure: 100%
Damage Reduction: 50%/Adamantine
Special: +4 Enhancement bonus to Strength, Medium Fortification
Melee Weapons:
Choppa: a +1 Scimitar or Hand Axe that, if it hits successfully, Rends the target for an extra 2d6 damage at the end of the round.

Big Choppa: a +1 Wounding Falchion or Great Axe that, if it hits successfully, Rends the target for an extra 3d6 damage at the end of the round.

Powa Klaw: a Power Spiked Gauntlet that deals double damage on a charge.

Tankhammer: this is little more than a Krak Missile on a stick. It is wielded as a Warhammer, and falls under the same proficiency and so on. If it hits, it detonates, making it a one-use item. The damage is as a Krak Missile (6d8 Fire/Sonic damage, crit 19-20/x4), but modified by the user's Strength and BAB.

Big Spanna': this is a Masterwork Maul that also adds a +4 bonus to Repair and Disable Device checks. Additionally, it has the Improved Grab feature, and a 1d12+BAB Constrict attack.

Runt Prod: a reach weapon that deals 1d2+Str Piercing damage. Crit 20/x3.

Shock Prod: a Runt Prod that deals an extra 1d6+BAB Electricity damage. The electricity can be switched off, and it can be set to instead Haste the target for one round (for use on allied minions).
Pistols:
Slugga: 30' range, 2d6 Bludgeoning damage, clip-6, crit 20/x3, OrkTek
Rapid Fire Firearms:
Shoota: 60' range, 3d6 Bludgeoning, crit 20/x3, OrkTek

Kombi-Weapon: any Shoota can, as a requisition, be upgraded to a Kombi-Weapon, where it has an extra weapon part bolted on and can be fired as a one-shot Plasma Gun or Burna. Note that some classes can add Kombi-Weapon parts to other guns.
Assault Firearms:
Burna: 30' cone of fire, 5d6 Fire damage, Ref half (DC = Attack roll), canister-10, ignores cover, OrkTek
Failed save: target burns (1d8 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.

Skorcha: 50' cone of fire, 10d6 Fire damage, Ref half (DC = Attack roll), fuel tank-10, ignores cover, OrkTek
Failed save: target burns (2d6 Fire per round)
Each extra attack merely adds +2d6 damage to the one attack.
Counts as Heavy without Exotic training or Bulging Biceps

Big Shoota: 100' range, 3d6 Bludgeoning damage, belt-100, crit 20/x3
OrkTek
Counts as Heavy without Exotic training or Bulging Biceps

Skorcha Cigar: a small, single-use Skorcha (doesn't require Exotic training or Bulging Biceps).

Kustom Shoota: 150' range, 4d6 Fire/Sonic damage, drum-60, crit 20/x3
Allows one extra shot (at highest BAB) per turn.
Heavy Firearms:
Tankbreaker Cannon: 150' range, 4d6 Piercing/Bludgeoning damage, drum-30, crit 20/x4, OrkTek
Upon being hit by all incoming shots, the target must make a DC 20 Strength check or be knocked prone (size modifiers/stability do apply)

Kustom Megablasta: 200' range, 4d6 Fire/Sonic damage, drum-60, crit 20/x3
Allows one extra shot (at highest BAB) per turn.
Select two upgrades from the following list:
-Klunky: the base damages is increased to 8d6.
-Flashy Burst Ammo: the ammunition explodes into plasma, resolved as Touch Attacks and ignoring DR.
-Explodey Ammo: the weapon's critical value improves to 17-20/x4
-Long Barrel: the weapon's range is tripled.
-Megaloada: the weapon gains an additional shot per turn.
-Grabbashot: electromagnetic pulses accompany the blasts. Every target must, at the end of the shooter's turn, make a Fort save (DC = Attack roll) or be Anchored in place for one round.

Rokkit Launcher: 100' range, delivers Frag or Krak missiles, clip-1, OrkTek
-Frag: 30' radius, 4d6 Fire/Sonic damage, Ref half (DC 18)
-Krak: 4d8 Fire/Sonic damage, crit 19-20/x4

Zzapgun: 200' range, 10d6 Electricity damage, battery-40, crit 19-20/x2
Touch Attacks, single-shot only, OrkTek, [Massive]

Deffgun: 180' range, 5d6 Piercing/Bludgeoning damage, drum-30, crit 20/x4, OrkTek

Shokk Attack Gun: 300' range, hits a 50' radius area. Unlimited ammunition, roll 2d6 each time you fire. The number rolled is the number of d12s of damage it deals, unless 11 or a double is rolled. Damage is halved on a successful Reflex save (DC = Use Magic Device check).
RollResult
1,1The weapon is sucked into the warp, and the user takes 10 Warp Points and must roll it immediately.
2,2The weapon fires the blast centred on the user, at 6d12 damage.
3,3The weapon explodes, uselessly.
4,4No damage, just a spray of gore that Greases the area.
5,5Only one target in the area is hit, but for 10d12 damage. No DR applies.
5,6The weapon remains in place, and the user is instead teleported into the area at the centre of the blast.
6,6The weapon deals 12d12 damage, ignores all DR and Regeneration, and is a [Destroyer].

[Massive]
Misc
Stikkbomb: thrown to 60', 20' radius explosion, 4d6 Fire/Bludgeoning, Ref Half (DC 15), those who fail the save are knocked Prone.

Nob Bike:
Maximum Speed: 300'
Armour: +3
Size: Large (Long)
Carry Capacity: Driver only
HP: 40 Temp: 30
Fort +5 Ref +2 Will +5
Has a single Shoota bolted to the front of it.

Cyber Arm/Leg/Jaw/Brain/Eye: a replacement for a lost organ or limb, it more or less functions just fine. An Arm or Leg grants a Slam attack (1d8+Str), if both legs are Bionic there is a +4 bonus to Jump checks, if both arms are Bionic they can carry weight as though at +4 Strength. A Bionic Jaw grants a Bite attack (1d8+Str), a Bionic Brain grants immunity to [Mind-Affecting] effects and if both eyes are Bionic, the owner is immune to being Blinded or Dazzled.

Power Field: a bulky device that takes up a backpack, granting a +3 Deflection bonus to AC and a +3 Resistance bonus to Saving Throws.

Tank-Bomb: attach to device, 10' radius explosion, 10d6 Fire/Piercing damage, Fort half (DC 25), with a minimum of half being direct to HP for vehicles.

Rocket Pack: wearing this allows you to fly, somewhat. You gain a +10' bonus to your movement speed if merely using it to skim along (and when charging, move at triple speed rather than double), and can also cross difficult terrain without penalty. If used for actual flight, the speed is 40' (Clumsy), generally only used to launch in straight lines. When attempting to land, a DC 20 Balance check is needed to avoid hitting it hard, taking 2d6 Bludgeoning damage and falling Prone.

Zzapcutta: 5' range weapon like a melee one, but fired as a ranged weapon with a Touch Attack, 10d6 Electricity damage, battery-40, crit 19-20/x2
Single-shot only, OrkTek

Goggles: do nothing

Welding Mask: provides immunity to being Dazzled or Blinded, but gives a -3 penalty on Spot and Search checks.

Spare Brain: up to twenty HP of damage from Perils of the Warp can be diverted to a Spare Brain before it bursts. As long as the brain does not burst, any additional effects of Perils of the Warp are negated.

Special Mushrooms: eating one of these immediately grants +4 Warp Points (and requires rolling Warp Points), but allows one roll on the following d4 table:
1: Regain a use of a Daily Psyker power
2: Use a Daily power from a Power you haven't chosen/don't have access to (must use it within 3 rounds)
3: Grow a Spare Brain
4: Apply any Metamagic feat* to the next Psyker power you actively use

*It is only applied once, so Heighten would just add +1 to the DC, for instance. Think Twin Spell, Maximise Spell, Extend Spell or whatever.
OrkTek: the weapon requires a DC 10 Use Magic Device check to even use, otherwise it fails to function at all. If the check exceeds 15, the base weapon damage is doubled, and if it exceeds 20, the user's BAB may be added to the damage. If the weapon is [Massive], then the DC is 15 as a base, and must exceed 20/25 respectively for the additional benefits.
Last edited by Koumei on Sun May 01, 2011 7:01 am, edited 6 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Posts: 13880
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Vehicles:

Trukk
Maximum Speed: 250'
Armour: +5
Size: Huge (Long)
Carry Capacity: Pilot, 12 passengers
HP: 50 Temp: 50
Fort +8, Ref +5, Will +6
Trample 4d8+20
Stability, Bullrush +28
-One Big Shoota
May take:
-Wrecking Ball, Boarding Planks, Red Paint, Reinforced Ram, Stikkbomb Chucker, More Armour

Deffkopta
Maximum Speed: Fly 400' (Poor)
Armour: +4
Size: Large (Long)
Carry Capacity: Driver and 1 passenger
HP: 50 Temp: 10
Fort +5 Ref +2 Will +5
-Twin-Linked Big Shoota
May replace with:
-Twin-Linked Rokkit Launcha
-Kustom Mega Blaster
May take:
-Buzzsaw, Bigbomb

Battle Wagon
Maximum Speed: 100'
Armour: +12
Size: Huge (Long)
Carry Capacity: Pilot, Gunner, 20 passengers (12 if it has a Killkannon)
HP: 100 Temp: 70
Fort +12 Ref +5 Will +9
-One of the following: Kannon, Zzap Kannon, Stickbomb Chucker
-May have a Killkannon as well as a requisition
May take:
-Wrecking Ball, Boarding Planks, Red Paint, Reinforced Ram, Stikkbomb Chucker, More Armour, Grabber Claw
-May also have up to four of the following:
-Big Shoota, Skorcha, Rokkit Launcha

Flakkadakka
Maximum Speed: 250'
Armour: +5
Size: Huge (Long)
Carry Capacity: Pilot, 4 passengers
HP: 50 Temp: 50
Fort +8, Ref +5, Will +6
Trample 4d8+20
Stability, Bullrush +28
-Four Tankbusta Kannons
May take:
-Red Paint, Reinforced Ram, Stikkbomb Chucker, More Armour

Killa Kan
Maximum Speed: 60'
Armour: +7
Size: Large (Tall)
Carry Capacity: Pilot
HP: 60 Temp: 60
Fort +10, Ref +3, Will +6
Weapons: Big Shoota and Power Fist
May swap Big Shoota:
-Skorcha, Rokkit Launcha, Kustom Megablasta

Deffdredd
Maximum Speed: 60'
Armour: +9
Size: Huge (Tall)
Carry Capacity: Pilot
HP: 75 Temp: 65
Fort +12, Ref +3, Will +6
Weapons: 2 Power Fists, 2 Big Shootas
May swap Big Shootas:
-Skorcha, Rokkit Launcha, Kustom Megablasta, Power Fist

Bomba
Maximum Speed: Fly 500' (Poor)
Armour: +5
Size: Gargantuan (Long)
Carry Capacity: Pilot
HP: 40 Temp: 50
Fort +8, Ref +3, Will +6
-2 Big Shootas
-6 Bigbombs or Squigbombs
May replace Big Shootas with Rokkit Launchas

Upgrades:

Red Paint: when driving, make a Use Magic Device check. For every 5 made on the check, add 5' to the vehicle's top-end Speed.

Wrecking Ball: the vehicle gets to make melee attacks out to 15' away, using its size, the user's BAB and a +10 Strength bonus. It deals 6d6+15 damage on a successful hit.

Deffrolla: add 6d6 damage to the Overrun, and anything so affected is Stunned for 1 round.

Gretchin Gunner Attachments: each side has one such attachment. A successful hit will destroy one of these instead of doing anything else, but until then, it gleefully attacks every round, with a modifier of +7, out to 60' away. The damage is 3d10. It cannot score Critical Hits.

More Armour: adds +3 Armour Bonus to AC, +1 to Fort saves and +20 Temporary HP, but reduces Maximum Speed by 20'.

Boarding Planks: these automated planks are wide enough for even an ork in Mega Armour to walk on, and about 10' long. They can slam onto a vehicle and grab on, allowing easy boarding of enemy vehicles. If the vehicles are moving, there is a DC 15 Balance check to avoid falling, unless they crawl (half speed).

Reinforced Ram: Bullrush modifier improves by +5, and the Ram damage increases by +3d6 damage.

Grabber Claw: the vehicle can grapple other vehicles, pinning them in place. It gets a Grapple Modifier equal to its Bullrush modifier, if it has one, or the driver's BAB, plus its Size bonus, plus its Armour Bonus.

Stikkbomb Chucker: this haphazardly launches Stikkbombs out up to 50' away, one per round, on its own. Even if there are no enemies in the area. It activates with the push of a button, and all you can do after is wait for it to run out of ammunition (10 Stikkbombs loaded).

Buzzsaw: a melee attachment that reaches out to 5' and deals double damage on a charge/ram. Uses the driver's BAB, the vehicle's Size and the driver's Dex, and is a Power Weapon (base damage 2d6). Does not have a Strength modifier.

Bigbomb: dropped from the air, 20' radius blast, 6d6+6 Sonic/Bludgeoning damage, Ref half (DC 16). Single-use, vehicle-mounted only.

Kannon: 300' range, 20' radius blast, 6d6 Sonic/Bludgeoning damage, Ref Half (DC = attack roll). Hand-loaded, single-shot only, vehicle-mounted only. OrkTek

Killkannon: 500' range, 50' radius blast, 8d6 Sonic/Bludgeoning damage, Ref Half (DC = attack roll). Hand-loaded, single-shot only, vehicle-mounted only. OrkTek
Last edited by Koumei on Sun May 01, 2011 6:49 am, edited 4 times in total.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
Koumei
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Posts: 13880
Joined: Fri Mar 07, 2008 7:54 pm
Location: South Ausfailia

Post by Koumei »

Living Creatures:

Runt/Snotling
Tiny Humanoid [Goblinoid]
Str 4 Dex 14 Con 8 Int 6 Wis 6 Cha 4
HP: 4 Init +2 Speed 20'
AC 15 (+2 Size +2 Dex +1 Natural), flat 13 touch 14
Fort +1 Ref +4 Will -2
BAB/Grapple: +1/-10
Small Slugga (2-handed) +5 (1d8)
Special: if adjacent to a Leader (someone who "owns" the Runt via a Class Feature or Leadership) then it may attack using the Leader's BAB.
Evasion

Gun Krew
Tiny Humanoid [Goblinoid]
Str 4 Dex 14 Con 8 Int 6 Wis 6 Cha 4
HP: 4 Init +2 Speed 20' (15')
AC 19 (+2 Size +2 Dex +1 Natural +4 Cover), flat 17 touch 18
Fort +1 Ref +6 Will -2
BAB/Grapple: +1/-10
Artillery Weapon +5 (5d6, 20/x4)
Special: if adjacent to a Leader (someone who "owns" the Runt via a Class Feature or Leadership) then it may attack using the Leader's BAB.
Evasion
Artillery: must be wheeled about, granting a +4 Cover bonus to AC and +2 Cover bonus to Reflex Saves, as well as slowing the user as though Heavy Armour. It is a Heavy weapon [Massive], with a range of 250' and 5d6 damage. It uses an ammo box containing 20 rounds, and is single-shot only. A requisition can replace it with a Zzap Kannon.

Gretchin Tank
Small Vehicle
Armour Bonus +4
Maximum Speed: 50'
Fort +3 Ref +3 Will -1
HP: 10 Temp: 20
Ram +4 (1d6+1)
Mini Kannon +5 (3d6, 19-20/x3)

Attack Squig
Small Magical Beast [Stupid]
Str 16 Dex 14 Con 16 Int 1 Wis 6 Cha 4
HP: 51 Init +2 Speed 30'
AC 18 (+1 Size +2 Dex +5 Natural), flat 16 touch 13
Fort +8 Ref +7 Will +0
BAB/Grapple: +6/+5
-Bite +12 (1d10+6 plus Gobble, 20/x3)
Magic Bite: the natural weapons of a Squig are considered to be Magic weapons
Gobble: every time the Squig bites something, it deals 1 Con damage and regains 5 HP. Both of these numbers are tripled on a critical hit.

Squig Bomb
Exactly the same as an Attack Squig, but with a high-explosive attached, that can be detonated by the "owner" from up to 75' away. This detonates the bomb and the squig, out to a 20' radius, dealing 10d6 Fire damage with a Reflex save for half (DC 18).

Squiggoth
Gargantuan Magical Beast [Stupid]
Str 45 Dex 10 Con 30 Int 1 Wis 6 Cha 4
HP: 155 Init +0 Speed 50'
AC 26 (-4 Size +20 Natural), flat 26 touch 6
Fort +17 Ref +7 Will +1
BAB/Grapple: +10/+39
-Bite +27 (4d8+29 plus Gobble, 20/x3)
Magic Bite: the natural weapons of a Squiggoth are considered to be Magic weapons
Gobble: every time the Squiggoth bites something, it deals 2 Con damage and regains 10 HP. Both of these numbers are tripled on a critical hit.
-Trample 4d10+29 (DC 36)

A Squiggoth comes with a special harness so that a rider and five others can mount it. It also has a pair of Big Shootas mounted to it.
Last edited by Koumei on Sun May 01, 2011 5:12 am, edited 3 times in total.
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Post by Judging__Eagle »

Looks pretty good. What's changed your mind, finally, about Uruks? Played one, or led them to die gloriously, and fight for the fun of it?

That's really what changed my mind on them. They're stupid, dumb, and full of loud and lolrandum, but, they're a joke, and they're hilarious from either side; they also help make you much more carefree about NPC and Creature Deaths; that's the point, they're supposed to die. that's what playing Orks taught me at least, they're supposed to die, in battle, not running like snots, or getting murdered by the enemy (no fighting there, now is there? >:3).

Orks are brutal, but cunning; they don't jump to their deaths; they run from true danger, or submit to it if they have no choice. A massive number can kill a single foe; most foes at least.

That's the turning point, they're dumb, and love to fight, but they can recognize danger instinctively, and only run from shit that can truly murder them. A whole army will charge a Heroic Space Marine Captain, because... eventunally, he will tire, and the first Ork to kill him gets all the booty; and for most orks, that's too good to pass up; they get to either 1) fight a super enemy in battle, and 2) potentially get gear as good as any Ork could hope to own in their life time.

So, a space marine captain hero is.. probably like, level 10 or so; and eventually, Orks could murder him; because they're be up to level 6 characters; and eventually enough of those could take him down. As few as 4 or so might even do the trick. But, Orks don't work in packs, do they?

Perhaps only the most savage Orks, hunt in packs, and those would be Spear using, Boar-Riding, CyBoarg (a pictonym, the word actually looks like vauge boar in profile, large headl, front hoof, large shoulder, low back, rear rump/leg).

The trouble is, Spears and Cyboars sort of die to a Str 6 Spess Merhin Hero Kaptain with WS/BS 6 and 4 Attacks, with dual Lighting Claws, and the old fashioned (and crazy) 2+ on 2d6 Hero Terminator Save.

Only weapons with Wargear Status, and guns with modifiers could actually hope to punch that. Fortunately, bolters had a -1 to saves, and Orks used Bolters (or nearly the same thing, the stats for Bolters and Ork Shootas were nearly the same in early 3E 40k). Unfortunately, Orks also were expected to always use stupid tactics; but really, they were racially smart on the part of the individual Orks that tried to, and failed to, take the hero down.

The story for why the Orks are working together is rather important. They're Orks here, they're ridiculous and stupid, but it makes sense from their point of view. They basically all have to work for some warboss; and they're his/its minions. The Warboss can be anything; Space Marine Captain, Necron Lord, Eldar farseer; it doesn't matter. These are Mercenary Orks, the most foul, brutal, and easily bargained with.

Everyone will hire Mercenary Orks; they're phenomenal troops, and can sustain combat in an area almost indefinitely.

The only real problem is that they will only really work on two conditions; 1) they get to take any and all booty they can from the enemy that the defeat; and 2) are allowed to leave off world without any hassle.

This can be problematic, since Orks consider slaves and structures to be booty; and will cart them off world when they finish. They will only leave land behind. Which is fine, but annoying for someone hoping to take a cities factories and shinies.

Orks are often used as shock troops, or distraction forces against truly valuable targets; but even then, people know that they won't just let themselves get killed for no purpose, or no reward. Usually the looted remains of friend and foe becomes an Ork's only booty in a truly desolate or entrenched battlefield.

In any case, win or lose, the Orks don't really care, since their two mai demands are usually met. If not, they 1) not fight, and leave the battle fields instantly, until the confiscated booty (or its equivalent in value) is returned, and 2) will kill all of their on-planet squigbeasts; fire all of their space hulk Fungal colonies through the planets atmosphere; and infest the world with Orkish fungal pollen that will basically make the world an Ork planet (then as many as possible will try to get off planet, while tons of CR 1/2 Orks attack the world over the next few months and years, and eventually centuries.

Having PCs be the main Orks in a slowly building Waaargh! is not a bad idea for a campaign.
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Post by Koumei »

Judging__Eagle wrote:Looks pretty good. What's changed your mind, finally, about Uruks?
People want them done, so it's for the sake of completion *shrug*

Besides, as much as I hate Orks and the people who play them, the fact is they lend themselves well to dungeoncrawling: they go looking for a fight (and stuff to steal), they kill things (possibly losing members in the process) and then they take all the stuff.

And bolting weapons together will add a fun customisation aspect to the game.
So, a space marine captain hero is.. probably like, level 10 or so;
Basic Space Marine, straight from the egg: Level 6.
Sergeant, Assault Marine or whatever: 7-10.
Actual Space Marine *hero* is 11-15, meaning at his peak, he's equal to 3 War Bosses. Not including my haphazard approach to balance.
The story for why the Orks are working together is rather important.
"We's a bunch o orks, let's call a waaagh on everyone else before we start muckin about krumpin each other."

That said, if it's still played in D&D land, they will discover there are Orcs, which are practically humans despite looking similar, and they don't speak Orky or use Ork-Tech. Which means punching them out, killing the leader, then inspiring them into following the true orky way.

Then they'll want to start trading and/or fighting with the humies and everyone else there, hiring themselves out as mercenaries, until they figure they're strong enough to call a waaagh on the entire planet. They'll want to set temples of Gork and Mork up in every city (Gork on one side of "the other temples", Mork on the other, so the G/M fighting will take the others out as collateral damage).

When they discover dragons and shit, they'll want to either kill them (to prove they're that 'ard, and to steal all their stuff and use the dragon scales and bones for gear) or loot them (no really. Evangelion-style).

And because their equipment is painfully primitive when it isn't outright magical (Sluggas as opposed to Zzap Kannons), they'll actually have the easiest time showing their things to the D&Dlanders and getting their stuff widely used and mass-produced.
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Re: [Dungeon Crusade] Dungeon-Looting

Post by fectin »

Koumei wrote: Gestalt Mind (Ex): Orks receive a +1 Racial bonus to Use Magic Device and Repair checks. For every Ork within 30' this bonus improves by +1.
Quick sanity check: that radius fits 85 orks (for a +85 racial) in a 2D plane (assuming each ork gets a 5' square; with the confined spaces rules, it's a lot higher). If they care enough to form the OrkSphere, it's +377 (5' cubes).

Otherwise, awsome.
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Post by Koumei »

In the hands of PCs, that's like +10 tops (5 PCs + 5 minions/cohorts/whatever), which is pretty steep, I admit. Maybe I should reduce it, such as "+1, this becomes +3 if there is at least one other Orc within 30'"

Fighting against them, you're looking at level 1-3 orcs (so even with +$TEXAS they don't actually have any good magic items. Wow, your scroll of Mage Armour is cast so it'll last for a week!), and they're all arranged in what I like to call "fireball formation", so easy to kill en mass.

Yeah, the reasoning was "Encourage them to group up close so you can kill them quicker". But to avoid PC abuse (taking Leadership and actually taking those followers with you) or stupid MCs who put scrolls of Wail of the Banshee in groups of 300 first level orcs, I'll fix that.
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Post by fectin »

I would totally stick grots in cages, around a giant hamsterball. I might also hand many of them walls of stone, to really round out the deadly pinball theme. Then I would laugh maniacally. It would be the best thing ever.

More seriously, do whatever seems best. I was just pointing out the edge case. Maybe just slap a hard cap on there? My SWAG would be character level if you're feeling generous, +5 otherwise.
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Post by Koumei »

Okay, fixed that and everything is now listed, tables filled etc. It's just a matter of writing shit out - in the meantime, you can all hazard guesses at what things are.
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Post by Koumei »

All classes based off the Ork Boy are now complete, so it's just the full write-ups for the full 12-level classes that need doing.

And all the gear.
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Post by Koumei »

All classes complete, only equipment to go.

After that, I think I'll pause the project to do some art and see if I can get some nice big pdfs going for the series so far.

After that is Chaos.

After that is ??? (Tau and Friends, Playable Tyranids)

And then probably a Misc creation that has stuff like Necrons (enemies with stealable equipment).
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Post by the_taken »

I vote for playable Tyranids, since I know you'll add plenty of room for "No Tentacoo Wape!" shenanigans.
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Post by Blasted »

If going 'nids, I'd start with a genestealer cult, complete with psychic leaders and giant genestealers. Other playable 'nids are too hard to run in a group with anything else.
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Post by Koumei »

Nids would, similar to Imperial, have two tiers.

Tier 1: varying types of genestealer cultist, which can become Magos, Primarch or an actual Genestealer. Then maybe that can expand out to Broodlords and Lictors, or maybe it ends there.

Tier 2: Tyranid Warriors, leading on to Shrikes and Primes, with the possibility of developing into full-on Tyrants and Flyrants. Harpies if they are Synapse (and thus, free-willed) creatures.

Tempting to allow some other thing next to Warriors that can pokevolve into the various Thropes. I'm not sure though.
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Post by Koumei »

It is all complete now! And now my break from this starts, to focus on art.
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Post by Maxus »

So, I was fucking around with the rules for kicks. Decided to try to recreate Dakka Lad.

As seen here: http://browse.deviantart.com/?qh=&secti ... d#/d2ya40k

I'm only about half-done looking for things I can stick on it, but it seems a max-level Loota who goes exclusively for sticking Kustom Shootas together can swing a full attack routine of...

+23/+23/+23/+23/+23/+23/+23/+23/+18/+18/+18/+18/+18/+18/+18/+18

There's some assumptions in there, of course. That multiple kustom shootas stuck together per Jury Rig each give that extra attack, that he's using Assault Tier stats, that he has no magic items, and that no combi-weapons are stuck on there, too. If it's within 30 feet, that could be an extra +3 from Point Blank Shot.

The highest AC I found in a quick check of the SRD is 28. Some stuff has AC below 20 and he just can't fail to hit it. Which would mean 64d6 damage (+4d6 from More Dakka), for an average damage offff....238.

Also, he could certainly get his BAB to his damage on each hit--he can either take Point Blank Shot, or he can Blitz it. (By the way, taking BLitz would, of course, mean that the string of +18's there becomes +21's.) If the "Get your BAB to damage" thing is in effect, that 238 turns into...430. If both those "Get your BAB to damage" from Point Blank Shot and Blitz stack, that turns into 550 damage. And that's before any criticals. And heaven help the enemy if Dakka Lad took Subtle Cut, because now his hits act like they have the Wounding Property, quite aside from the +1 to damage those hits get. It means that anything around his level is going to become SO DEAD it will have to be reincarnated as a corpse.

So yeah. Totally unrealistic that this would happen in-game (even if Dungeon Crusade Ork games happened regularly--or at all), totally broken, and absolutely insane...But I have to declare.

That is enough dakka.
Last edited by Maxus on Sat Jun 23, 2012 7:16 am, edited 1 time in total.
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