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    F r e e b o o t e r M o b t o r H i r eI F U R S T M A T E, O I S T E R S

    There are five dilfferent kinds of mobsters:Kaptinz, Furst Matez, Bad Mekz,Freebooterz and Kabin Boyz. Freebooter'bands despise Grots and therefore have nouse for Slavers eilther.Kap,ttn. Your mob must include a singlleKaptin to lead it, no more and no less.Furst Mate,. Your mob may include a singleFurst Mate but it is not compulsory,Bad Mekz. Your mob must include one BadMek for each vehicile or three bikes in itFreebooterz. Your mob may include' asmany Freebooterz as you can afford.Kabin Boy. Your mob may include a singleKabin Boy if you desire.Weapons, Vehicles and lnluries, The costsfor vehicles and weapons for a Freebooterband is the same as for normal! Ork mobs asdetailed in Da Uwer Book. Drivers andGunners must be nominated in the same wayas normal. t n a campaign game the tables forSertous !llnjuries and Vehicle permanentdamage from Da Uvver Book are used whena Freebooter Ork or Vehicle is taken out ofaction.K A P T I NCost to recruit: 12 TeefThe Freebooterz band is lead by aparticularly hardened boss, or Kaptin. TheKaptin will be the most cunning member ofthe bandi and also the best atfiglhting andshooting to. The Kaptin holds a veryprestigious position in Freebooter societyand wears Da Kaptiin'z hat, with the Jolly Orksymbol on it, as his badge of office ..He wearsexcessively flamboyant clothes with stripesand polka-dots in the rnostqansh colours todistinguish himself from the other Orks.

    M WS BS S T W II A . LdKaptin 4 4 4 3 4 1 3 1 8Weapons: The Kaplin can be armed fromthe Hand-to-hand weapons, Gunz, Armourand stikkbombz lists,

    M WS BS S T W I A . Ld

    Cost to recruit: 8 TeefDa Furst Mate is the Kaptin'z right~hand Ork.He is in charge of most o f the day to day ;running of the mob and its vehicles. Da Furst;Mate depends upon the KapUn in order to Ihold his rank and so will'lwatch for any Orkswho mi'ght present a challenge to the Kaptin.Some Freebooter mobs do not have a FurstMate and instead the Kaptain w i l l i ' run themob entirely himself although most Kaptinzcan't be bothered with the more mentaltasks.Furst Mate 4 4 3 3 4 11 2 1 7Weapons: Da Furst Mat 'e can be armedfrom the Hand-to-Hand Weaponz, Gunz,Armour and Stikkbombz lists.l A O M E K SCost to recruit 1 0 Teet

    M WS BS S T W I A LdBad Mek 4 3 3 3 4 1 3 1 7Weapons: Bad Me,kscan be armed from theHand-to-Hand Weaponz, Gunz, Armour andStikkbornbz lists.Tri,cks of Oa Tirade: At the end of eachbattle you may choose one vehicle or pieceof equipment for the Bad Mel< to work on.Roll for kustomisin' or fixin' just as i! 1 you hadgone to Mektown. The work still costs someTeef (tor da bitz and piezez) which is D6divided by 2 (rounding up) rather than thenormal D6.

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    f R f f B O O T ' f R ZCost to recruit: 5 TeetFreebooterz are the normal members of daCrew who do most of dafightin'. They modelthemselves upon their Kaptin by wear:ingequally outrageous clothes, but without theflamboyant Kaptiin'z hat Most Freebooterz areoutcasts from normal Ork society, perhaps theyinsulted a powerful Nob or Mekboy, perhapsthey showed strange behaviour, for whateverreason no normal mob would touch these Boyzwith a grabba Stick and so they drift intoFreebooter mobs.

    M WS BS S T W I A LdFreebooter 4 3 3 3 4 1 1 2 1 : 7Weapons:. Freebooterz can be armed from theHand-to-hand, Gunz, Armour and Stikkbombzlists.K A B ' I N B O YCost to recruit: 3 TeefIt is rare for Yoofs to become attracted to theFreebootsrz most would rather prefer to fight innormal Ork mobz. Ther,e are some howeverwho are attracted to the Flash clothes and theoutlaw status of the Freebooterz and seek tojoin the first band they encounter. Most

    I Kaptinzwill allow one such Yoof to become DaKabin Boy, who has all the menial anddangerous jobs to do, If and when Da KabinBoy proves hiimself to be a warrior, then he isallowed into the ranks of the normalFreebooterz, and a fresh Yoaf is recruited totake his old jobs.M WS BS S T W I A LdKabin Boy 4 2 2 3 3 1 .2 1 7

    Weapons: Da Kabin Boy can be armed fromthe Hand-to-Hand Weaponz, Gunz, Armourand Stikkbomlbz lists.Toughening Up': Once da Kabin Boy hasreached the experience level to become aFreebooter his Toughness increases by +1., Once this occurs another Yoof can be taken onto become da new Kabin Boy..

    E H P f 8 1 N C fType ofWarr ior Initial: ExperiencePointsKabin BoyFreebooterzBad Me'ksFurst MateKaptin

    o.20+1D660+10630+10660+1D6

    Underdogs: W h e n a Freebooter mob fightsanother mob with a higher gang rating thanits ow n it gets th e Ibonusexperi:ence pointsas described on page 57 of D a U vver Book.

    F 8 1 1 I t O T 8 . A O U A N C S .

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    PIRACY SKILLSThis tab1&>is used for both the Pirate Skillgeneration as well as if a 7 is rolled on theadvance table. This table includes ways of makingFreebooter Orks more 'piratical' as well asshowinff'Some of the reasons they became.outcasts in the first place.206 Result

    impression that someone or sometfling isour to get him. The Ork is subject toHatred against (106) 12 all enemy boyz3-4 all enemy Yoots 5-6 all enemy Grots3 Phobiak. An Ork with this behavbur

    exhibits an irrational fear of something,Roll a 06 on the table for a Paranoid Ork.. e xce pt this O rk Fears the particular t y p . e .of enem y. .2'f!llardyl This 0 1 1 < cQrtects a. . . . . i f ' ~uigs 'and a tta C he s tnemi chin. must choose what OOiour .. be WOrtLtmd this is to be added to his nameI Grimshak"8tackbeard) no two Orks in the sam e ..band can.llave the same colour beard. The beard .makes the Ork more startling and he now causesFear.

    Growler Squlg. The Ork keeps1.. . ,. . , ,1 .0" squig on the end of a m eta tOrk charges into Hand-to-Hand hesquig whict) will inflict a S3 hitas its master wins the combathim and can be re-used. 6 Savantz. This Ork e.xhibitsfeatures. They have great

    '6...."" recall, calculation and

    Yo ho ho and a bottle ofis partial to ferm~ntedO f eaoh battle (0111is' '$ Q z zle d r ..an~ tS

    This behaviour leads thesubject to uncontrollabtehyperactive behaviour.movement makes itto hide.This Ork is under the

    Walkln' c la Plank. This Orkbalancing on a plank nailed toehic:les. This practice improves his+ 1 to his initiativeX msrks the spot An Orkdept at sniffin' out valuable Die4:es.add 1D6 Teef to the mobs

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    Odd:y y y Ny y N N YBad Mek N N y y y,y

    Da

    Freebooterz look upon themining activities of otherOrks with the contempt itdeserves. No Freebooterwill get his gear messed upscrabblin' in the dirt forscrap. However, they arenot adverse to thievin'other mob's scrap.Freebooterz also extortmoney from markettraders in Mektown,especially Grots, whomthey despise. The Kaptinand Bad Mekz are abovesuch low activities and so 'Nice motor, ya flash git!'

    Wa.aagh,me hearryst'

    it is left to the rest of theband who must earn themobs Irving. After eachgame each surviving FurstMate or Freebooter mayearn D6 Ted from hiscriminal activities. whilstthe Kabm Boy earns 0.3Teef from petty theft. Ifthree or more 6's arerolled the Grots gang upon the Freebooterz and aD6 should be rolled foreach Freebooter. On a '1'he has been 'duffed up'and must roll on theSerious Injury tableignoring Captured andtreating Bitter Enmity as a

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    Full Recovery. The profit table and the'Ardboyz bonus from page 65 of Da UuuerBook are used as normal.

    M e K T O W NAlthough technically outcasts Freebootermobs do visit Mektown occasionally. Al-though most Freebooterz would be thrownout of Mektown (or worse!) if they wentalone, the Mektown Orks are less likely tocause trouble with a band of flashy, shootyFreebooterz. Free-booterz use the normalrules for Mektown as given in Da UuuerBook.

    s c e N A R I O SFreebooterz are treated in exactly the sameway as normal Ork Mobs for the purposes ofdeciding which scenario to pick The onlyexception is that Ork Freebooterz cannot bethe defenders in Scenario 6:Da Siege. This isbecause Freebooterz are nomadic and neverstay in one place long enough to build a fortpreferring instead to live in their largecustomised vehicles instead.

    This is Neal's converted ark Battlewagon, the 'Titanic' (Doh! What a name - Ed)is such a huge beast, with added running boards so that he can fit as manyFreebooterz on as possible. On the deck is a converted Hop-Splatt Gun but sadlyit is missing a plank to walk rival arks off of.