WS BS S T Ag Int Per WP Fel
43 23 46 44 30 24 32 32 29

Movement: 3/6/12/18 Wounds: 14
Armour: Flak armour (Body 2). Total TB: 6
Skills: Intimidate (S), Operate (Surface [Rokkit Pack]) (Ag)+10.
Talents: Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Jaw, Nerves of Steel, Street Fighting, True Grit.
Traits: Brutal Charge (2), Make it Work, Might Makes Right, Mob Rule, Sturdy, Unnatural Toughness (2).
Weapons: Slugga (Pistol; 20m; S/3/–; 1d10+4 I; Pen 0; Clip 18; Reload Full; Inaccurate, Unreliable), choppa (Melee; 1d10+7 R; Pen 2; Tearing, Unbalanced).
Gear: Rokkit Pack†, Shiny bitz, Ork teeth (“teef ”).
Rokkit Pack: A Rokkit Pack allows a Stormboy to hurtle into the air and crash down a short distance away. Such jumps allow the Stormboy to double his Base Movement and travel in any direction without regard for obstacles. For all other purposes, he counts as having taken the appropriate Movement Action. He must be on the ground by the end of his Turn. Each time the Stormboy uses this movement, he must make a Challenging (+0) Operate (Surface [Rokkit Pack]) Test. If the Test is a success, the Stormboy moves as described above. If the Stormboy fails the Test, he takes 1d10 Impact Damage for every two Degrees of Failure. This Damage is not reduced by Armour, but is reduced by the Stormboy’s Toughness as normal.


The Ork race as a whole really only values one thing—strength. Strength determines who ought to lead, who owns what, and most importantly, who is da best. Those who would argue with the strongest deserve no less than to be crushed. To a lesser degree, Orks value cunnin.’ If an Ork is cunnin,’ he can out-fox his enemies and crush them before they crush him. The ability to out-think one’s opponent is not as greatly feared as the ability to pound them, but those who possess both strength and cunnin’ make the most successful and long-lived Warbosses. What few Orks understand and even fewer fear is discipline. In war, each Ork seeks his own entertainment and victory. Certainly, Orks are driven by the impetus of the mob, but this is purely instinctual, not something learned through drills or reinforced through battlefield experience.
In this way, Stormboyz are unique among the Ork species. For some unknown reason, a very few Orks are drawn to a life of coordinated and disciplined war, not the furore and chaos of the mob. These Orks gather together in great bands of fearsome warriors and become known as Stormboyz. Similar, in many ways, to the shock troopers of other species, Stormboyz often far more organised than the other Ork troops. Wearing primitive uniforms and wielding standardized wargear, at least by Orky standards, the Stormboyz are an enigma to regular Orks, who cannot understand what would drive a warrior to work closely with another Ork, when competing with one would be much more enjoyable. The Stormboyz themselves do little to dissuade their fellows of this notion, and indeed only confuse them further by strapping enormous, fuel-filled rokkit packs to their backs, that they might reach the thick of the fighting more quickly once battle is joined. Storm Boyz tend to be much younger than the average Ork. Sick of being told that they can do whatever they want, many young Orks run off to join the Stormboy camps so that they can rebel by living their lives with more focus and direction.
The rockets Stormboys employ are an potent threat on the battlefield, but Stormboyz appear to value the speed and manoeuvrability they afford more greatly than they value their own lives. Using the great bursts of propulsion from their rokkit packs, the Stormboyz leap high into the air; then, once they have reached the apex of their jump, their engines sputter and cut out, and with a roaring battle cry of “‘Ere we go!” they come crashing down amongst the enemy. Certainly, the occasional Stormboy is killed or crippled by their descent, but they consider this a perfectly acceptable risk if it gets them to grips with their enemies more quickly.

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