| Ork A fierce desert-dwelling nomadic race. |
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| Number: 2d6 Percept: 14 Stealth/R.U.: +2 AC: 15 (12) MD: 12 Health: 12 Speed: 16 Level: 2 Hit Dice: 9 (32) THAC: +2 Attacks: 1 Weapon +2 Int: Average Morale: 14 Size: M (2.5 m) XP Value: 175 |
| Frequency: Common Activity Cycle: Night Tech Level: II Organization: Tribal Diet: Carnivore Artifacts: C, G Climate/Terrain: Any Desert Physical Mutations: Night Vision Skeletal Enhancement Body Change (D, Green Skin) Mental Mutations: None Special Powers: None |
| Description: Orks are brutish creatures that wander the deserts of the South West corner of Meriga. Vicious man-eaters, orks attack simply for the flavor of flesh. They are not mindless, however, and have been known to lay traps for the unweary. Orks carry and use Tech Level II weapons, such as swords, spears, bows, crossbows, etc. They usually wear studded leather armor, although the leaders will usually wear chain mail or better as a sign of their supremacy among the members of their tribe. Combat: Combat for orks is simple: hit something over and over until it stops moving. Society: Orks live in nomadic tribal societies, with the largest and most violent ruling over the others with an iron fist. It is considered a honor to be able to engage in combat with a much more powerful opponent. This will frequently cause individual orks to attack settlements, usually to die in a hail of gunfire. Occasionally individual tribes of orks will band together, and in this case their numbers will swell to 8d6 or more. They are at their most violent at these times, and have attacked and destroyed villages and small towns, despite massive losses on their part. |