Slugga-Choppa Boy
A charging ork with pistol and blade.
Threat File — Slugga-Choppa Boy
TR 3 · OrksSaves: Toughness +5, Strength +5
Proficiencies: Athletics +5
'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.
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.
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 ReferenceThe 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.
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: Medium durability, heavy charge damage, incidental pistol fire, fast to close, mob-dependent morale, suffers in long open crossings.
'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.
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.
Full Stat Block Priority: Medium