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Signal ▮▮▮▯▯Session 0x1F3AClearance Vermillion00:00:00 M41.026
Lexicanum

Slugga-Choppa Boy

A charging ork with pistol and blade.

Threat File — Slugga-Choppa Boy

TR 3 · Orks
OrkMeleeChargeStat Block Priority: Medium
Slugga-Choppa BoyTR 3Xenos · Trooper
OrkMeleeCharge
Defense 12 · Vitality 16 · Move 30 ft. · Initiative +1
STR +3AGI +1TGH +3INT -1WIL +1PRS +0

Saves: Toughness +5, Strength +5

Proficiencies: Athletics +5

// Traits

'Ere We Go. If the boy moves at least 15 feet in a straight line toward an enemy before making a melee attack, that attack deals +2 damage.

Green Anatomy. The boy ignores its first wound-level penalty. Pain is information, and orks are poor listeners.

// Actions

Choppa Overhead. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage, plus 1d8 against a Pinned or Prone target.

Slugga Blaze. Ranged Attack: +3 to hit, range 30/90 ft., one target. Hit: 1d8 + 1 ballistic damage. Fired on the move; hits are a pleasant surprise to everyone including the ork.

// Reactions

Pile In. When an allied ork engages an enemy in melee within 10 feet, the boy may move up to 10 feet toward that fight.

Morale: Breaks only when the mob does; wounded and alone, it looks for a fight it can win on the way back to the war.

Tactics: Sprint the shortest line to contact while the shootas keep heads down. Once in reach, swarm one target at a time and drown technique in arithmetic; the party's window is the crossing.

Loot / Evidence / Hooks: Its choppa is crude but its teef pouch is real currency in any ork camp, and buys information from grots.

Enemy Dossier

GM Reference

The slugga-choppa boy is ork war doctrine reduced to two objects: a pistol for the walk over and a blade for the arrival. It is the charging arm of every mob worth the name.

// Battlefield Use

Use this enemy as the melee wave of an ork assault — the part of the mob that reaches the party first and enjoys it most.

// Threat Profile

Threat Profile: Medium durability, heavy charge damage, incidental pistol fire, fast to close, mob-dependent morale, suffers in long open crossings.

// Signature Traits

'Ere We Go. Melee attacks after a straight 15-foot charge deal +2 damage.

Green Anatomy. Ignores the first wound-level penalty; pain is information, and orks are poor listeners.

// Signature Actions

Choppa Overhead. Heavy melee attack; against a Pinned or prone target it gains a bonus damage die.

Slugga Blaze. Pistol fire on the move; hits are a pleasant surprise to everyone including the ork.

Pile In. Moves 10 feet toward any melee already in progress as a reaction when an ally engages.

Morale: Breaks only when the mob does; wounded and alone, it looks for a fight it can win on the way back to the war.

Tactics: Sprint the shortest line to contact while the shootas make the party keep their heads down. Once in reach, swarm one target at a time and drown technique in arithmetic. The party's window is the crossing — make them spend everything on it.

// Variants
Skarboy VeteranTrukk-Mounted Assault BoyFeral Ork Charger

Full Stat Block Priority: Medium

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