Ork Warboss Kreation

There are no tables to roll on to create a warboss, so il just wing it
Il take the Inquistor creation table as inspiration

Size (d3)
1-Nob Sized
2-Propa' Boss
3-Big Boss

Rolled 1 (1d3)

Lets make him an ork of unusual size

Rolled 3 (1d3)

Lets krump sum gitz

First roll, first get

We got ourselves a Nobby boss, dont understemate him though, even Nob bosses can be mean an green

Age(d100)
1-25: Young (30-50)
26-50: Fair ( 50-100)
51-75: Old (100-200)
75+: Older den Mork's groin (200+)

Rolled 36 (1d100)

He'd better be a young 'un with room to grow.

Don't want an orklett to be boss, do we now?

Fair, been around for some time, knows how krumpin' iz done propa an stompy

Klan (d100)
1-20:Bad Moon
21-40:Blood Axe
41-60:Deathskull
61-80:Goff
81-100:Bad Moon
Dubz: Freeboota

Fuck, the 81-100 is supposed to be Evil Sunz

Rolled 56 (1d100)

When there's a tank to be stripped of parts, no warboss does it more thorougly (and then steals the biggest cannon for himself)

Philosophy (d10)
1-3: Marauder and Destroyer, blasting and stomping everything to zog
3-5: Conquerer and Tyrant, rips enemy armies apart and takes their land, their people, their bitz and gear all for himself
5-8: Flexible, unpredictable in his actions
9-10: Smart, uses actual tactics and strategies, this ork is to be feared not as a general, not a warboss

Rolled 1 (1d10)

Rolled 10 (1d10)

Come on Smart Ork. THere's no way you can do much with your size, unless youre cunning and ruthless.

OK, thanks for being faster. I hope your're happy with your marauding midget.

As stompy as it gets, this warboss will whip his boys and himself to legendary feats of destruction and slaughter

Weirdboy Potential (d10)
1-6: None, he is armed with only the green on his skin and gut in his belly
7-9: His eyes will occasionally fart out a green bolt if he is feeling really good that day or in the middle of intense stomping
10: Wherever he goes, bolts of green and flying snotlings follow

Rolled 1 (1d10)

Who needs super powers when you got your green muscles and the stolen tank cannon

Ork Nature (d5)
1-3: Slugga
4-5: Shoota

Rolled 5 (1d5)

Dakka dakka dakka

Boyz (d5)
1: Allmost alone, think Gorgutz in the first mission
2-4: Enough for a proper fight
5-7: A respectable ammount, enough to hold a continent-sized terretory
8-9: Enough for a full scale planetary war
10: Prepare for a new Waaagh

Rolled 1 (1d5)

I honestly don't think this has much potential, results have been boring so far.

True, should i can it?

Nah, can do it to the end, see if something crops up. Being almost alone, for example, could make it a bit fun. I think you gave the wrong dX for the last roll though, but let's go with 1 anyway.

So far I'm imagining a nob who's always hanging around the edges of human settlements looking for loot, using his boyz to make raids into their territory to grab loot and then sell it off to his surviving boyz for whatever better loot they got, under threat of death if they don't accept the bad deal. Doesn't grow too much because he's young and always gets in over his head and has to run away with the first loot he gets his grubby mitts on, therefore never getting into extended fights.

Right-o

Wealth (d10)
1: Broke ork, cant even get a decent full set of arms and armor
2-4: Not the poorest, but still got a long way to go, has enough for himself and his best boyz
5-7: Enough for most of his boys to be armed and ready for a good scrap, can afford fancy equipment for himself and his best, has the means for some basic vehicles
8-9: No boy goes missing armor or weapons, has some fancy vehicles in his command
10: Piles-o-gunz, makes a bad moon boss look timid

Rolled 10 (1d10)

For some crazy reason, despite being a smallboss, having barely a mob under himself and being Deathskull, he managed to get filthy rich

Is he and his mob the remain of a larger force?
Did he and his boyz splinter off the main bulk of the orks (exiled?) and found a treasure trove of scrape?
Or a first generation spore-born orks, following a devastating defeat in the past?

HeadQuarters (d5)
1: Mobile, never stopping, in vehicles or on foot
2: Spaceship, a krooza or battleship, either in space or crashed on the surface
3: Bunker Fortress, a heavily defended point, hard to crack
4: Ork Settlement, no place like home
5: Re-roll

Rolled 2 (1d5)

Will have to depend a lot on this result.

The ship crashed, the boss died in the crash along with 90% of the boyz and our little deathskull over here found his 5 minutes of glory, all that power, all that wreckgage leftovers, all for him to take

okay, last roll ( i think)

Warboss history (d10)
1-3:Regular Boy
4-5:Burna boy
6-7:Mek or Doc
8:Kommando
9:Stormboy
10-12:Loota
13:Flash Git
14-15:Tankbusta

Rolled 9 (1d15)

Stormboy, no better ork to instill some discipline

and that's it, i think

>and that's it, i think
Nah it izn't ya forgot whichgod wez foightin for, ya git!

>1d2
>1: Gork (or was it Mork?)
>2: Mork (or was it Gork?)

Rolled 1 (1d2)