Stormboy
A rocket-assisted lunatic with surprising discipline by ork standards.
Threat File — Stormboy
TR 5 · OrksSaves: Toughness +5, Agility +4
Rokkit Pack. The stormboy may jump up to 60 feet over terrain, cover, and front lines as its Movement. Landing is technically controlled.
Dropped From Above. A melee attack the stormboy makes on the turn it lands from a jump deals +1d8 damage.
Dodgy Ignition. Each time the stormboy jumps, roll 1d6: on a 1, the pack misfires — the GM chooses scatter 2d6 x 5 feet, a Prone landing, or a brief unscheduled ascent that ends its turn.
Death From Above. The stormboy jumps and lands adjacent to a target, attacking as it hits. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 2d8 + 3 slashing damage, and the target makes a Strength Save DC 13 or is knocked Prone under the impact.
Choppa on Arrival. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 1d8 + 3 slashing damage. Standard heavy melee once landed and delighted.
One More Burn. When an enemy moves adjacent to the stormboy or hits it in melee, it may make an emergency jump up to 30 feet without provoking Reactive Fire, rolling Dodgy Ignition as normal.
Morale: Breaks with the mob; a fleeing stormboy leaves by air, unpredictably, sometimes vertically.
Tactics: Hold stormboyz off-table and land them on the party's soft rear — the medic, the sniper, the plan — one round after the front commits. Roll ignition in the open; the failures are morale warfare in both directions.
Loot / Evidence / Hooks: A salvaged rokkit pack is one part flight system, three parts dare; a mek would trade real teef to get an intact one back.
Enemy Dossier
GM ReferenceThe stormboy straps a rokkit pack to its back and calls the resulting trajectory a doctrine. It is the closest orks come to military discipline, which the archive notes is not close, but the arrival speed is real.
Use this enemy to deny the party a safe backline — melee orks that arrive by air, mid-encounter, behind the plan.
Threat Profile: Medium durability, jump mobility over terrain and lines, heavy charge damage on landing, occasional catastrophic pack failure, mob morale.
Rokkit Pack. Jumps its full Movement over terrain, cover, and front lines; landing is technically controlled.
Dropped From Above. Charge attacks made on landing gain +1 die of damage.
Dodgy Ignition. On a bad jump roll, the pack misfires: scatter, prone landing, or a brief unscheduled ascent.
Death From Above. Leaps a barrier or gun line and lands attacking; the target saves or is knocked prone under the impact.
Choppa on Arrival. Standard heavy melee once landed and delighted.
One More Burn. Emergency mid-fight jump to disengage or re-flank, at ignition risk.
Morale: Breaks with the mob; a fleeing stormboy leaves by air, unpredictably, sometimes vertically.
Tactics: Hold stormboyz off-table and land them on the party's soft rear — the medic, the sniper, the plan — one round after the front commits. Roll ignition in the open; the failures are morale warfare in both directions. They are shock troops: spent in one impact, decisive if it lands.
Full Stat Block Priority: Medium