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'Eavy O. and Da Greenz -
Orc Gangsta Boyz |
349 pts |
Da Greenz are a small Gang of Boyz who decided to live by their own ways. They wear golden earrings and chains to show off their wealth. They can usually be found hanging around De Wood, an abbrevation of da Neighbour-Wood. Sometimes they take their Chariot and drive through their settlement, listening to their musician "Kool Moo Zee" who plays a heavy beat they call "Gangsta Crap" (He is obviously not very good at it, but makes up with noise). Their Chariot is called "Da Boat" and they take great care with it. It's wheels are golden plated and the axle is thoroughly bent, thus tilting the chariot in a random manner. (This is due to their poor craftsmanship and eating too many mushrooms, of course, but young Orks have been seen to imitate this. It's supposed to be "Kool", whatever that means).
They aquired their golden chains and Da Boat by trading all kinds of "controlled substances" ... to all kinds of races! Fungus to Orcs and Gobbos, Warpstone to Skaven, some Herbs to Dwarves and Halflings etc. Thus they have connections among all inhabitants of The Old World. Even High Elves have been said to aquire the regular "love potion" from them (the lower High Elves, that is...) Actually their contact to Dark Elves is particularly interesting as it is whispered among the customers of the Greenz that there must be some Higher Intelligence behind the Greenz which aquires and controlls all their "merchandise". Only Chaos, who tend to fall back on bodily drugs (adrenaline and probably things that only Chaos players know about) and Wood Elves, "Da Woodiez", who allegedly have their own herb enterprise, are not amongst the customers. "Da Woodiez" are respectfully referred to as "Playaz" sometimes as they have become fierce competition.
They are lead by a Big'un called "'Eavy O.". This name dates from an earlier stage of 'Eavy O.'s life when Orks around him kept reffering to him as "He eez one Eavy Ork" . This, of course, due to his size and overweight. When he came up with the abbreviation 'Eavy O instead of 'Eavy Ork, his fellow youngsters aknowledged this hint of ingenuity by making him their leader (that's how he figures it. In reality they just follow him because of his size and cruelty).
There are 10 "Gangsta Boyz" or "Gangstaz" following 'Eavy O. and Kool Moo Zee.
Kool Moo Zee is a Level 1 Shaman.
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Equipment: Da Greenz are equipped with Pistols. (explanation above)
Saving throw: 'Eavy O. and Kool Moo Zee: 5+ Gangstaz: 6+
Options: They can be equipped with repeating cross bows at +2 pts. Light armour at +2, and one or two swords ("Knives" they call it!!! ) at +1 each.
Da Boat: It's a huge chariot that fits 'Eavy O, Kool Moo Zee and 5 Gangstaz. That' why the 4 boarz can only move 5". The other 5 have to walk. When using Da Boat, roll a d6 each turn. On a 5+ one member is thrown out of it because of the twisted axles.
Special Rules: Da Greenz have to be positioned inside De Wood. Thus if there is no Forest on the table...no Greenz. If however there is a piece of wood ANYWHERE, they can be placed within, regardless of the position on the table.
ANY unit that comes within 10" of De Wood, will hear Kool Moo Zee's Gangsta Crap and will have to test on LS. If failed, roll a d6. Results are resolved as below:
| 1-2 |
Let's get fucked up!
Some of the members of the unit remember Moo Zee's sound and immediately connect it to the Gangstaz and their merchandise. It is agreed quickly that beeing High is better than beeing dead and the unit enters De Wood. It reappears two rounds later but suffers a -1 modifier to M, WS, BS, S, I and becomes immune to all Psychology and break tests. Chaos, Wood Elves, ignore this. Dark Elven units will enter De Wood, but for different reasons. They don't suffer modifiers, but stay away for 3 rounds. Ever try to negotiate with Gangstaz? |
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| 3 |
Let's get outta here!
The Gangsta Crap induces panic as the unit remembers the violent random "Drive Byz" of De Boat. Run towards own deployment zone. |
| 4 |
What's that kool sound?
The unit is captured by Moo Zee's Crap (he's a Shaman, after all) and curiously enters De Wood. As intruders are not liked there, the whole Gang immediately fires their weapons. The unit does not get to fight back this round. This is not true for "Woodies", as they know where they are, too. Next round the Ork player gets to decide wether the Ganstaz are hiding or staying put. If they hide, the unit will leave in the direction they came from ("If there's a Ghost in the House, I'm gone") if they stay put, a normal fight starts. |
| 5 |
Gang trouble.
The unit is spotted by Da Greenz and they immediately enter Da Boat, which is parked well disguised on the edge of De Wood. Da Greenz will charge the next turn, the unit can do nothing as everyone knows not to mess with Da Greenz on their own turf. Except "Woodies". |
| 6 |
Let's teach them a lesson.
The unit has some old grudge to settle. They become frenzied and storm towards De Wood. Da Greenz realize this and, beeing Orks, after all, hide. The unit gets to attack, if they have long range weapons or magic. If not, the Gangstaz are gone, after firing their pistols once, of course, and can't be found. The Ork general can decide to charge the unit with Da Boat as soon as it leaves De Wood. |
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