THE SHARE OUT
The share-out after a battle is one of the Orks’ favourite kustoms. It is presided over by the Warboss himself, aided by his retainers and a corps of Gretchin scribes to see to it that everybody gets a fair share (and that the Warboss gets the best stuff). Death Skull warbands have their own variation of this kustom, which is described later on. The most important items of booty are the really noisy and ‘shooty’ weapons, which the Orks like best.
Generally, Orks only bother with the weapons listed above, but Death Skull warbands can loot any abandoned weapons, however exotic they may be. Any of the weapons known in the 40K universe, and any other equipment including armour, that can be picked up on the battlefield is fair game for serious looters like the Death Skulls Heavy weapons are handed out first. One to each Nob in the warband (highest ranking Nobz get first pick). Any heavy weapons left over after each Nob has ben given one are kept by the Warboss and his retinue. Looted power armour can be handed out to a Nob as his share instead of a heavy weapon. Other weapons are distributed to each mob and korps in the warband (including Stormboyz, and Madboyz, but not Wildboyz or Gretchin entrepreneurs). A mob which sent only the minimum number of boyz gets one weapon. A mob which sent more is allowed two weapons. Any surplus weapons are kept by the Warboss and his retinue. In a Death Skull warband, the weapons are not just handed over to the mobz, they are auctioned for teeth.
Madboyz should not be given heavy weapons just in case they run amok in the camp, and Stormboyz and Goffs prefer close combat weapons, so give them these to keep them happy. Gretchin entrepreneurs are not given anything in the share out, and have to be contented with snatching teeth. Wildboyz who have fought in battle are initiated as proper Orks, so they can be exchanged for Orks Mobs with standard Ork wargear. Ogryns are rewarded with a big feast at the expense of the Warboss, since captured gear is unlikely to be big enough for them to use. If Freebooterz were hired by the Warboss he must pay them with the surplus weapons which he kept back from the share out. The going rate is usually a heavy weapon for da Kaptin and a weapon each for all of the boyz of his krew. Human mercenaries, advisors and other aliens are paid in the same way.
Any weapons left over are handed over to the Mekaniaks for them to kustomise or convert into kombi weapons. Vehicles, artillery, robots, dreadnoughts and other big bits of equipment are also handed over to the Meks for repair or for spare parts. The Warboss can trust them do make something really good for the tribe out of the wreckage, and if so, he will either claim it, buy it or commission some more just like it. So all in all it’s best to leave them alone to get on with it. Painboyz have free rights over all wounded and slain and can claim quite a few teeth from patients and corpses. Runtherdz and Weirdboyz are a bit of an exception in that they are not really bothered about loot. Runtherdz come to look after the runtz for the Warboss. They usually end up adopting the loose runtz found wandering about on the stricken field, who have lost their master, and reiurn home quite contented. They may be compensated for losses from their herds with teeth from the Warboss’s own reserves and are put on the list for any runtbotz commissioned from the Meks at the Warboss's expense.
Weirdboyz didn't want to come anyway, and are happy enough if they survive at all. If the Orks have captured any chaos or psychic weapons these are handed over to the Weirdboyz who will render them ‘safe’. Dangerous powers or even daemons locked in weapons can be syphoned out by the Weirdboyz and absorbed as psychic energy, to be released as a grand pyrotechnic and poltergeist display in celebration of victory. Arcane objects are often melted down to make omaments, bells and talismans for Weirdboys. Copper is extracted to make copper rods. All other gear is considered junk. It is either too damaged, to ‘alien’ or too technologically complicated for the Orks to bother with. Virtually all Eldar equipment falls into this category, since it is beyond the comprehension of Ork intellect, and Orks consider their wargear to be too weedy for proper Orks to use, Only a Death Skulls warband is allowed to use captured Shuriken weapons looted from the Eldar, since they will attempt to use virtually anything that they find on the battlefield.
The remaining pile of junk left for the Mekaniaks, Gretchins and anyone else who feels like it to rummage through. Gretchins take a few shiny bitz, Blood Axes take any medals, monocles and bits of military ephemera to decorate their uniforms and the Meks take most of the rest. They sort out the metals and melt them down in vats to produce raw materials for their projects. A serious problem arises if there are not enough captured items to reward every Nob or mob in the warband, which can result in a household leaving the tribe in disappointment. A wise Warboss will make sure that no Nob or mob who turned up to the battle leaves unrewarded, even if it means giving them one of his own weapons and pretending it was proper booty. Alternatively he can give them some of his own runt servants or a fistful of teeth from his great pay chest. Apart from the gear in the share out, whether it is shooty or junk, there is a lot of looting to be done on the battlefield. Death Skulls are real experts at this: they strip the uniforms off the corpses and snatch a variety of other things, including bones, which other clans would not care about or want. A Death Skull warband does particularly well for itself after a battle, because the Death Skull boyz do a very thorough job of retrieving everything and anything that might be of any possible use to them.
The share-out after a battle is one of the Orks’ favourite kustoms. It is presided over by the Warboss himself, aided by his retainers and a corps of Gretchin scribes to see to it that everybody gets a fair share (and that the Warboss gets the best stuff). Death Skull warbands have their own variation of this kustom, which is described later on. The most important items of booty are the really noisy and ‘shooty’ weapons, which the Orks like best.
Generally, Orks only bother with the weapons listed above, but Death Skull warbands can loot any abandoned weapons, however exotic they may be. Any of the weapons known in the 40K universe, and any other equipment including armour, that can be picked up on the battlefield is fair game for serious looters like the Death Skulls Heavy weapons are handed out first. One to each Nob in the warband (highest ranking Nobz get first pick). Any heavy weapons left over after each Nob has ben given one are kept by the Warboss and his retinue. Looted power armour can be handed out to a Nob as his share instead of a heavy weapon. Other weapons are distributed to each mob and korps in the warband (including Stormboyz, and Madboyz, but not Wildboyz or Gretchin entrepreneurs). A mob which sent only the minimum number of boyz gets one weapon. A mob which sent more is allowed two weapons. Any surplus weapons are kept by the Warboss and his retinue. In a Death Skull warband, the weapons are not just handed over to the mobz, they are auctioned for teeth.
Madboyz should not be given heavy weapons just in case they run amok in the camp, and Stormboyz and Goffs prefer close combat weapons, so give them these to keep them happy. Gretchin entrepreneurs are not given anything in the share out, and have to be contented with snatching teeth. Wildboyz who have fought in battle are initiated as proper Orks, so they can be exchanged for Orks Mobs with standard Ork wargear. Ogryns are rewarded with a big feast at the expense of the Warboss, since captured gear is unlikely to be big enough for them to use. If Freebooterz were hired by the Warboss he must pay them with the surplus weapons which he kept back from the share out. The going rate is usually a heavy weapon for da Kaptin and a weapon each for all of the boyz of his krew. Human mercenaries, advisors and other aliens are paid in the same way.
Any weapons left over are handed over to the Mekaniaks for them to kustomise or convert into kombi weapons. Vehicles, artillery, robots, dreadnoughts and other big bits of equipment are also handed over to the Meks for repair or for spare parts. The Warboss can trust them do make something really good for the tribe out of the wreckage, and if so, he will either claim it, buy it or commission some more just like it. So all in all it’s best to leave them alone to get on with it. Painboyz have free rights over all wounded and slain and can claim quite a few teeth from patients and corpses. Runtherdz and Weirdboyz are a bit of an exception in that they are not really bothered about loot. Runtherdz come to look after the runtz for the Warboss. They usually end up adopting the loose runtz found wandering about on the stricken field, who have lost their master, and reiurn home quite contented. They may be compensated for losses from their herds with teeth from the Warboss’s own reserves and are put on the list for any runtbotz commissioned from the Meks at the Warboss's expense.
Weirdboyz didn't want to come anyway, and are happy enough if they survive at all. If the Orks have captured any chaos or psychic weapons these are handed over to the Weirdboyz who will render them ‘safe’. Dangerous powers or even daemons locked in weapons can be syphoned out by the Weirdboyz and absorbed as psychic energy, to be released as a grand pyrotechnic and poltergeist display in celebration of victory. Arcane objects are often melted down to make omaments, bells and talismans for Weirdboys. Copper is extracted to make copper rods. All other gear is considered junk. It is either too damaged, to ‘alien’ or too technologically complicated for the Orks to bother with. Virtually all Eldar equipment falls into this category, since it is beyond the comprehension of Ork intellect, and Orks consider their wargear to be too weedy for proper Orks to use, Only a Death Skulls warband is allowed to use captured Shuriken weapons looted from the Eldar, since they will attempt to use virtually anything that they find on the battlefield.
The remaining pile of junk left for the Mekaniaks, Gretchins and anyone else who feels like it to rummage through. Gretchins take a few shiny bitz, Blood Axes take any medals, monocles and bits of military ephemera to decorate their uniforms and the Meks take most of the rest. They sort out the metals and melt them down in vats to produce raw materials for their projects. A serious problem arises if there are not enough captured items to reward every Nob or mob in the warband, which can result in a household leaving the tribe in disappointment. A wise Warboss will make sure that no Nob or mob who turned up to the battle leaves unrewarded, even if it means giving them one of his own weapons and pretending it was proper booty. Alternatively he can give them some of his own runt servants or a fistful of teeth from his great pay chest. Apart from the gear in the share out, whether it is shooty or junk, there is a lot of looting to be done on the battlefield. Death Skulls are real experts at this: they strip the uniforms off the corpses and snatch a variety of other things, including bones, which other clans would not care about or want. A Death Skull warband does particularly well for itself after a battle, because the Death Skull boyz do a very thorough job of retrieving everything and anything that might be of any possible use to them.