I always thought the Idea of an arms race between orks would be cool, due to the sheer craziness that orks can accomplish. So I’ve decided to run this arms race and hand the reins of the ork meks and docs over to the craziness that is Forumites.
Warband Jagged Eadz.
Orks that posses a strong Fascination with Cyborks and cybernetic Modification They currently lack the Ability to… well… make Cybernetics yet. As such The Jagged Eadz get their names for the surgically implanted Pieces of metal that Get implanted into their heads, sometimes without their Consent when the Doks Get a little to worked up.
Lead by Big Dok IronJamma
Warband Hamma HuntazThe Hamma Huntaz Have grown an obsession with Blunt force trauma and the various means of inflicting it, as such They have completely replaced all cutting implements with Mallets and hammers of various sizes. Unfortunately for the Boyz this Obsession has carried over to the Doks as well.
Led by Warboss Jabrog MorDakka.
Discord This will be the core thread. Both teams will be able to post here and new players can join up. This thread will also contain the generic rules of the game and maps.A few decades ago this planet was a thriving imperial hive world, managing to overcome those difficulties that living on a death world promises to the inherently stubborn life that is humanity.
The humans of this planet fought long and hard, killing wildlife and forcing them back into jungles that were more than capable of eating whole armour Divisions time and time again.
Eventual, construction of the hive had officially “finished” and the sheer toxicity of the ash wastes, vast sections of land that surround the massive hive city’s that have been poisoned and turned unliveable by the sheer toxic runoff of the Massive Arcology, managed to force both the forest and the beasts back.
The planet was surviving, and truly in the 41st millennium that’s all that can be truly asked.
Then WAAAGH!! FaceStompa arrived with his fleet.
The terrifying war boss lead his horde of greenskins against the planet's defenders, Running Ramshod over the imperial guard and PDF that were stationed on world, before slaughtering all that made their home inside of the hive cities that dotted the planet. Only one Hive city managed to hold against the onslaught, for more than half of the attack, Hive Leten Survived.
Then the Warboss slammed his space hulk into the hive city, creating shockwaves that echoed around the planet and disgorged his personal forces directly into the hive cities heart.
The planet was devastated and Conquered in ten days.
WAAAGH!! Facestompa moved on with his Warbands, making minor repairs to his hulk and the armada before going off in search of the next fight.
This is not the story of WAAAGH!! Facestompa, who was later killed in combat by the Salamanders Space marine chapter, and his WAAAGH!!! Scatter across the warp and real space.
This is the story of Two savage Warbands, born from the orkoid spores that were released during the WAAGH’s brief passing. This is the story of the war between Warband Jagged Ead’z led by Big Dok IronJamma and The Hammer huntaz led by Warboss Jabbog MorDakka.
The Devastated planet, left without a name from the Rampage of Facestompa all those decades ago, will burn once more, as the war of the Greenskins never truly leaves once it has touched a planet.
This war will be a baptism of Fire. One warband will prove itself victories and lead a WAAAGH out into the stars, repeating the process, as ever more planets will be fed to the inferno.
For in the Grim Dark Future There is only war.
And that just how you and yours like it.
A turn will be one of the planets seasons worth of combat between both of the tribes, While this doesn’t matter much because orkish timekeeping is a rather finicky thing to begin with. So Season one will be
001 of Da Big Brawl. For the sake of timekeeping.
For the purposes of this Arms race, The Resources that are normally known as Ore and Oil will be replaced By Metal Gubbinz and Shiny Bitz.
Metal Gubbinz represents the Metal, Basic Material and hardworking that producing the design requires. Items that only Make use of things like wood or bone will still have a metal gubbinz cost as will any Squigs.
Shiny Bitz represents the Special pieces in a design as well as fuel or exotic Chemicals. Shiny Bitz will show up in Most Advanced technology.
Most of the equipment and Squigs will have a Resource cost.
The expense level of any piece of equipment will be determined by the Resource cost of a design, whether its complex or not, and any form of resource deficit.
Infrastructure Designs meant to create Extra resources or cheapen another design are not possible. Defensive Building are possible (Big gunz, Fortresses, Stationary Shields.)
Cheap: A design with no resource deficit is Cheap, this means it can be issued to every soldier, or as often as your generals decide is tactically sensible.
Expense: A resource deficit of up to 2 makes a design Expensive, meaning it can only be issued to officers, or 1 in 10 Boyz or is restricted to Nobs.
Very Expensive: A resource deficit of 3-5 makes a design Very Expensive, available to only about 1 in 100 Boyz or just a few per theatre, depending on the nature of the design.
National Effort: A resource deficit of 6-9 makes a design a National Effort, you can only field one at a time - so this is only worthwhile if it's something big that can provide a big bonus to the fight.
Theoretical: A resource deficit of 10 or more is Theoretical, and cannot actually be built. If you made a design that is Theoretical then your side is sitting on a blueprint for something you can’t actually afford to deploy.
Complex: In addition to the price of a design, some technologies can also be Complex or Very Complex, being new and difficult to manufacture. Designs featuring them become one or two levels more expensive, respectively.
(Expense levels Shamelessly Stolen Looted From EvictedSaints Iron Behemoths Arms race.)
Transport capacity, Is the Amount of resources you can actually bring back from any territory that you hold in order to make use of it. If you lack the TC to Exploit a territory you will not be able to make use of it.
TC can be gained from the creation of designs that are able to carry goods… Or in the orks case, most often as a secondary purpose after a good scrap.
This Arms race will be operating off of the more complex version of the D6 System.
Every design, based off of complexity and difficulty will be assigned a difficulty level, before a D6 is rolled and the result will correspond will the Table below.
Trivial:
A trivial-difficulty design would be one that pushes no new ground in terms of technology or engineering.
- 1: On a roll of 1, there might or might not be a minor bug, depending on whether I can think of a bug that makes sense. If I can't think of a good one, the design succeeds as planned.
- 2-6: The design succeeds as planned.
Easy:
An easy design would be one that makes only a very small step in technology and requires some new engineering effort.
- 1: The design suffers some kind of bug, how severe it is depends on what sort of bug I can think of that makes sense. For example, perhaps a tank's ammunition is stored in a vulnerable spot or the new cannon jams often. Or the whole thing is just a bit rubbish.
- 2: The design probably suffers some kind of bug, but probably not too severe, or it just isn't as effective as you hoped.
- 3-4: The design succeeds as planned.
- 5-6: The design might accomplish something better than planned. For example, the geometry of a tank's armor might make it more effective than normal for its thickness, or a rifle might be extremely reliable even when caked in mud.
Normal:
A normal design advances your technology one "step" in a field.
- 1: The design suffers a pretty severe bug and the main advancement in technology probably isn't accomplished.
- 2: The design suffers a bug but the advancement in technology might be effective, or it works without any notable problems except that it isn't remarkably effective.
- 3: The design succeeds. It might suffer a minor bug, but it won't be crippling and probably won't affect future uses of the new technology.
- 4-5: The design succeeds.
- 6: The design might accomplish something better than planned. As with bugs, this depends on whether I can think of a way this makes sense.
Hard:
A hard design advances your technology by a couple "steps" beyond what is currently available, advances technology in multiple areas, begins into a new field of technology but one which the nation would reasonably have access to, or might be a design which was deemed Very hard, or possibly even Impossible, and failed before but the team learned from the experience.
- 1: The design suffers multiple serious bugs or a bug which is difficult to fix, and the design is not very useful until these are corrected. It might not advance the technology as planned.
- 2: The design suffers a severe bug or multiple less serious ones. It might not advance the technology as planned.
- 3: The design suffers a noticeable bug, which future designs using this technology might have to deal with, or works in principle but isn't very effective.
- 4: The design succeeds. If it's a new type of technology altogether, it might suffer a minor bug.
- 5-6: On a roll of 5, or 6, the design succeeds.
Very hard:
A very hard design is something which world powers struggled with for years to get right and is at the current cutting edge of technology for the time the Arms Race is set in.
- 1: The design fails to yield a useable example. Your designers simply couldn't get anything produced in time.
- 2: The design suffers a serious bug or bugs which make it nearly useless. For example, a rocket explodes on the launch pad.
- 3: The design suffers severe bugs which might prevent it from being very useful, but a working example is produced. At this level of success or higher, attempting another similar design might be Hard rather than Very Hard.
- 4: The design suffers moderate to severe bugs.
- 5: The design succeeds, maybe with a minor to moderate bug.
- 6: The design succeeds.
Impossible:
A design with the "impossible" difficulty stretches credulity, or is out of your depth. If any real life countries attempted your design, they didn't succeed until a later time period if at all, and the engineering complexity involved is staggering. Alternatively, your design takes a flexible view towards the laws of physics and the setting does not include magic or falls into soft science fiction.
- 1-4: The design fails, probably with nothing to show for it. You might gain some small understanding of the technology with which you were attempting to pervert nature or flaunt physics.
- 5: You don't build a working example of your design, but your understanding in this field grows like succeeding on a normal design.
- 6: Depending on just out-there your design is, you make a significant breakthrough which will later allow you to attempt it again at Very Hard difficulty, or get a severely buggy working example. Depending on how badly you ignored the laws of physics, if relevant, your working example might or not look like what you actually intended.
Orks are a species that, with their Collective psychic field, can make “Clap your hands and believe” A very real thing. Their have been reported cases in 40k lore of ork guns firing that are filled with literal bells and whistles, and the Belief that “The Red ones go faster” Translates into a very real effect of things that go faster .
As the size of an orkish Warband increases, the psychic Field of the orks grow in strength, Making Orks Bigger, Stronger and unlocking more of the technology locked inside of their Genetic code.
Every turn, The WAAAGH! Track will increase by 1. At the end of a Track level The power of the WAAAAGH field will grow, and with it the intensity of the combat.
This is Examplified by a general decreases in Design difficulties.
For example, A Stompa that would be an Impossible design will be Transferred down into a very hard design action, and so on.
This will ensure a general Growth in the intensity of the combat as The larger and stronger weapons of the orks become more available.
In a Universe filled with impossibly large armies, 40k put a large emphasis on the duels between champions, the orks even more so.
The orks follow the Biggest and loudest and those that are often liberal with the reminders of how much bigger and larger they are.
Deployment
Every Turn You may decide where to Beg/Grovel/Convince a named Champion which Theatre to go to and fight in. In that theatre the Named Champion will precede to have a duel with whatever champions have been deployed to that theatre. The winner of the Duel will provide their Side a bonus in Combat resolution that turn possibly changing the outcome of the theatre.
Duel resolution
The outcome of a fight will be decided by the equipment that the champions have at their disposal, From their personal ride (typically the Biggest, loudest and meanest vehicle or squig available) to the Infantry weapons they are themselves with (Big Choppa’s, Mega armour, Power claws.).
If the Warboss or another named Champion is deployed to a theatre that does not have an enemy champion deployed inside of it, Then a generic Nob Champion will be generated to duel the Deployed Champion unit
A Warboss or a Named Champion is always stronger then a generic champion. (A warboss has +2 in victory calculations in duels while a Named has +1)
Defeat
If a Named Champion loses a duel to another champion, They will Die as a result. Whether they lose to a Generic Champion, Named champion or Warboss They will Die as a result of a lose.
The Warboss will not Die as a result of a lost duel, and will remain as a Champion That can be deployed Every Turn.
Named Champions:
Named Ork Champions can be gained through either events, or The victory of a Generic Champion over an enemy's named champion.