Loota
Loota (Troop)
WS BS S T Ag Int Per WP Fel
31 26 42 44 30 25 33 24 21

Movement: 3/6/9/18 Wounds: 12
Armour: Scavenged armour (1d5 All). Total TB: 6
Skills: Intimidate (S), Sleight of Hand (Ag).
Talents: Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Street Fighting, True Grit.
Traits: Brutal Charge, Make it Work, Mob Rule, Sturdy, Unnatural Toughness (2).
Weapons: Deffgun (Heavy; 90m; Special†; Special†; Pen 1d5; Clip 50; Reload 1d5 Full; Inaccurate) or any single weapon of the GM’s choice, adding the Unreliable Quality if the weapon does not already possess it.
Gear: 2d5 Ork Teeth (“teef ”), pilfered gear and assorted junk.
Lootas are irrepressible scavengers and thieves, accumulating as much gear as they can from any sources available. Other Orks know to watch their stuff when Lootas are about, and Lootas are invariably the first to pick through the gear of defeated enemies. One unusual trait of Lootas is their preference for using weapons of non-Orky construction, although they never object when a Mekaniak offers “improvements.” Some Lootas use their scavenged weaponry with only minor adjustments, while others prefer to use deffguns—shoulder-carried heavy weapons, constructed by Meks from numerous weapons the Loota has acquired. Depending on the weapons it incorporates and the whims of the Mek, deffguns display all manner of abilities, often changing with each pull of the trigger, as different barrels open fire and ammunition hoppers cycle.

Deffgun

Name Type/Group Range RoF Damage Pen Clip Reload Special Qualities
Deffgun 1 Heavy/ Bolt Weapons 200m –/–/10 2d10+3 X Pen 6 Clip 80 Reload Full Tearing, Inaccurate
Deffgun 2 Heavy/Bolt Weapons 90m Special Special Pen 1d5 Clip 50 Reload 1d5 Full Inaccurate

†Deffguns are unique constructions, cobbled together by Meks from the wide assortment of weapons acquired by Lootas. The effect of a pull on a deffgun’s trigger is unpredictable. Each Round after a Loota selects his target, roll 1d10. On a 1, the Loota makes a Standard Ranged Attack, on a 2-5, the weapon fires a Semi- Auto burst with a value equal to the roll, and on a 6-10 the weapon fires the indicated number of shots in a Full Auto burst. A successful attack inflicts Xd10 I Damage with a Penetration of X, where X is equal to 1d5–1 (to a minimum of 0).

Table 4–1: Deffgun Qualities
1d10 Weapon Quality
1 Primitive (8)
2 Blast (3)
3 Concussive (2)
4 Flame
5 Shocking
6 Overheats
7 Recharge
8 Snare (3)
9 Smoke (8)
10 Melta

Talents and Traits

Description

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