Ork Trukk
A fast ramshackle transport packed with bad news.
Threat File — Ork Trukk
TR 6 · Vehicles & War EnginesSaves: Toughness +6
Ramshackle. It breaks constantly and works anyway. The first time each scene the trukk would be reduced to 0 Vitality, it instead survives on 1 Vitality, sheds a random subsystem, and keeps rolling until the end of its next turn before dying properly, usually in an explosion (creatures within 15 feet make an Agility Save DC 13 or take 2d6 fire damage).
Speed Freek Driver. The trukk moves further than seems fair. Once per turn it may move an extra 20 feet, but the GM chooses the final 10 feet of the route.
Cargo of Boyz. Up to ten orks ride the bed with Light Cover. Morale, steering, and gunnery are all crew jobs; if the driver dies, the trukk continues in a straight line at full speed until it hits something, which the boyz consider a valid delivery.
Ramming Speed. The trukk moves at least 30 feet in a straight line and strikes one target or piece of light cover. The target makes an Agility Save DC 13; on a failure it takes 3d8 + 4 bludgeoning damage and is knocked Prone and scattered 10 feet. Light cover struck is destroyed. The trukk barely notices.
Boyz Out!. The trukk disgorges its mob directly into melee contact within 10 feet of its hull. A crash counts as using this action.
Big Shoota Chatter. Ranged Attack: +5 to hit, range 60/180 ft., one target. Hit: 2d6 + 2 ballistic damage. Hit or miss, creatures within 10 feet of the target make a Willpower Save DC 13 or become Pinned by sheer volume until the start of the trukk's next turn.
Morale: Orks don't check Morale for danger to the trukk; the crew treats explosion, crash, and arrival as the same event.
Tactics: Start it far away and loud, then make the party do range math with dread. Whether it arrives, crashes, or detonates, its job is done when a mob of boyz stands where the party's fire lane used to be. Destroying it early is the correct play; reward it.
Loot / Evidence / Hooks: A big shoota, drums of dubious fuel, and an engine that runs better than it should for reasons no Tech-priest will enjoy hearing.
Enemy Dossier
GM ReferenceAn Ork Trukk is a fast ramshackle transport packed with shouting boyz and held together by belief. It exists to arrive too fast, too loud, and full of exactly the problem the party was maintaining distance from.
Use this vehicle to delete the party's range advantage in one turn and start the melee the orks always wanted.
Threat Profile: Flimsy hull, alarming speed, cargo of melee infantry, ramming enthusiasm, explodes entertainingly, morale is ork morale — the crash is part of the plan.
Ramshackle. It breaks constantly and works anyway; damage results are chaotic rather than clean kills.
Speed Freek Driver. Moves further than seems fair; turns are optional and occasionally accidental.
Ramming Speed. Vehicle charge; targets and light cover save or are scattered, and the trukk barely notices.
Boyz Out!. Disgorges its mob directly into melee contact; the crash counts as a valid delivery.
Big Shoota Chatter. Wild suppression fire that pins by volume rather than accuracy.
Morale: Orks don't check morale for danger to the trukk; the crew treats explosion, crash, and arrival as the same event.
Tactics: Start it far away and loud, then make the party do range math with dread. Whether it arrives, crashes, or detonates, its job is done when a mob of boyz stands where the party's fire lane used to be. Destroying it early is the correct play — reward it.
Full Stat Block Priority: Medium