Probably been asked before but i want to rn an all ork rogue trader crew in my gaming group and im wondering how i should do it. ive only played and gm'd deathwatch as far as experience goes.
I mainly want to do for ork goofiness and fun.
Probably been asked before but i want to rn an all ork rogue trader crew in my gaming group and im wondering how i should do it. ive only played and gm'd deathwatch as far as experience goes.
I mainly want to do for ork goofiness and fun.
If you go rooting around in the Only War house rules forum, you'll find rules for running Only War as orks. You can either adapt those to Rogue Trader or just switch to an ork-based Only War campaign.
Freebooterz!
The Kaptain and his Boyz are gonna krump some 'eads and loot some 'oomy kolonies.
The Ork presented in Into the Storm, particularly combined with the Weardboy in Navis Primer (if you have these books) can get you pretty far, depending on the size of your group. (there are 3 specialist classes the main species class) You may need to be fairly free with Elite Advances to help individualize your ork characters. After that... It's actually not that different the some of the Rogue Trader / Black Crusade crosses that get played.
You should take a read of Deffwotch, which is the story of an all-ork Rogue Trader game where the party impersonates Space Marines. Since I'm on my phone, I can't post a working link, but it's the first result on Google.
Edited for grammar
I'm currently part of an all-ork game. I'z da Kaptain, an' if you don' listen to me, I'z gonna krump ya!
The way we did it is like this... all of us start at Rank 4, so each person can pick a Freebooter Alternate Rank that is consistent with an ork oddboy type if they like. The guy who started it wanted there to only be one of each, at least at the start. There is a Kommando, a Mech-Boy, a Wyrdboy (which is a full orky career, from the Navis Primer), and me, da Kaptain. The Kaptain is supposed to start at Rank 5, and taking Hulking is mandatory. As part of his flavour, the Kaptian isn't supposed to take an orky alternate rank, as he's supposed to be a straight ork, not an oddboy (though I did take a non-ork alternate rank, Swashbuckler, because I could easily make him fit the pre-requisites with his stats and backstory), as well as cyborked him out for additional flavour with permission of the then-GM.
We had an orky pilot, but he stepped up as GM when our original GM had scheduling issues, so I'm not sure how he built his character, as he doesn't come into play much beyond being there in the background.
Additional Alternate Ranks you could use that aren't necessarily ork-only, but work well for orks, would be Beastmaster from Faith and Coin (which fits perfectly for an orky oddboy type, Runtherd), and the afore-mentioned Swashbuckler from Hostile Aquisitions (if you want your ork to be a flamboyant, flash type with a choppa).
The way we've been playing it is simply by the Boss telling everyone where he wants to go and what he wants to do. As players, we figure out what we want to do as a group, in-game, the Boss makes the decisions. Given his low intelligence and Willpower, occasionally other players roll to try to manipulate him. If they fail, he gives them a good beating. So far, we deposed an incompetent Kaptain through mutiny (to put me in the Kaptain position), captured a human vessel, used said vessel to raid the Breaking Yards, and have since set out on a quest to krump some o' dem eight-leggie thingies (Rak'Gol). This has resulted in our Kommando burning his only fate point after losing both his legs to one, the loss of most of our crew, but the capture of two Rak'Gol ships as a result. Now, we're going to go re-stock on orks, and find some o' dem Spikey Boys (Chaos worshipers) to make an alliance with, so we can start attacking Calligos Winterscale's realm. By then, hopefully our orks will have duct-taped and cobbled together the two Rak'Gol ships into something useful.
That's kind of the jist of how we've been playing it.
Edited by Crow EyeI don't have faith and coin but I have been wondering how a beast master would fit for a Runtherd. I've been using manhunter for the slaver aspect. Perhaps a Runtherd would be both.
I don't have faith and coin but I have been wondering how a beast master would fit for a Runtherd. I've been using manhunter for the slaver aspect. Perhaps a Runtherd would be both.
It really does fit perfectly. It gives what you would expect out of it, things such as Wrangling Bonuses, Beast Lore, Awareness, Tracking, etc. You get three "Bestial Minions" (though these cost more XP than what an ork usually spends to get a Runt, that's three more than a typical ork could get, stacked into a single rank). Most useful, it gives the ability to coordinate with ones minions as an after-attack reaction to give them a greater chance to hit their targets. Naturally, one would assume this ability can be used with minions acquired through the use of the Runtz Talent as well, as it mentions squigs specifically as an example of what an Ork Beastmaster might have, and squigs are a Runt (the description of the Alt Rank has a section on xeno Beastmasters and the types of critters they might use). Like I said, though it isn't an ork-specific Alt Rank, it really is perfect for aspiring Runtherds, and generally fills the oddboy type well.
Beyond just scaring the bejeezus out of ones minions with 'Fearful Reputation', I don't see much in Manhunter that looks all that Runtherdish. Manhunter seems better fitting of a Bloodaxe Kommando to me.
Which makes me remember, Manhunter can be a good fit for an all-ork game too, but generally only if you're a Bloodaxe Kommando (because it fits the Bloodaxe Klan the best, the others...not so much).
Edited by Crow EyeTake them alive really seems to fit the slaver aspect of a runtherd. Remember they're the ones responsible for enslaving other species and keeping the runts in line. When I was making a alternate career rank I considered a talent that let them use whip cracking, gestures and brute force to communicate with someone without knowing the language.
Something like for every point of perception bonus they can inflict one point of damage on a helpless target and communicate one word... I could never get it quite right though.
I'll admit the rest of the manhunter advances fit better with the Kommando.
Is there any way to buy access to just the Beastmaster career? As I'm working on an all Ork game of my own I have no interest in the rest of the Faith and Coin book but I'd really like the details on the Beastmaster.
Is there any way to buy access to just the Beastmaster career? As I'm working on an all Ork game of my own I have no interest in the rest of the Faith and Coin book but I'd really like the details on the Beastmaster.
Not officially, no.
The book has some useful info though. Just because most of the info doesn't necessarily pertain to orks doesn't mean it can't be used for the enemies your ork party will be fighting. Missionaries are great enemies for orks. They like melta guns, making them dangerous and challenging, and many enjoy carrying Eviscerators. What ork in his right mind DOESN'T want to go head to head with an angry priest wielding a six foot long two-handed chainsaw?
Please just call PF = TF (Teef Factor).
Do you have an index of Orky ships, components and things like that? (with SP listed?)
How are you managing acquisitions of, lets say, orky boarding torps?
I'm working on creating a list of Orky ship components at the moment.
So far I've done:
Engines
Warp Engines
Warp Safeties (better name pending)
Power Shields
Bridges
Computers (think like a cogitator but bigger)
Life support
Crew Quarters
Searchy Gubbinz
Communications
Cargo holds
Passenger Bays
Still to go:
Gunz
Eavy Gunz
Kannonz
Zzap Kannonz
Torpedoes
Launch Bays
Augments
Mek Workshops
Weird
Other
Personally I'm ignoring the ship points entirely so that things can just be acquired using acquisition tests.
For the first ship they'll probably get what they're given as it will be something they take from an existing owner rather than something they build themselves.
Please share, when you're all done!
Or now, if you want input
I have been meaning to put it all on a google drive rather than just an excel spreadsheet...
Actually I think I did that already and totally forgot about it.
Welp now I've updated the drive and it has the ship components section as far as I have.
Unfortunately it probably isn't much good to anyone at this stage but feel free to have a look and comment. Probably shouldn't derail the tread as the original poster wanted information about an all Ork crew, actually I guess that is still kinda fitting.
Anyway the link is here: https://docs.google.com/spreadsheets/d/1okstEB-o-nn_84Z66kl3nakFm99kkBoyG2pq0FeB6PE/edit?usp=sharing
Edited by WeedyGrot