Ork one shot

By Nojo509, in Rogue Trader

Today I GM'ed a one shot using 3 Ork Freebooters (Driva, Mekboy, & Runtherd). I used pregens in Rank 2, and stayed away from complex talents.

The hook was they were part of an expedition going back to the Waaagh with the Big Red Button. Their ship was attacked, and they crash landed in an orcish shuttle on a human colony/maiden world. 'umies and panzies fightin everywhere.

As the only survivors, the goal was to take the big red button, find a spaceport, steal a ship, and boost into orbit where a waiting Ork starship would take them back to the Waaagh. Each Ork had a warbike. The runtherd had a sidecar for his squig and gretchen (and a dead 'umie who he kept ordering around).

The encounters were with human deserters who wanted to loot the xenos ship (who were arguing about this being some odd kind of Eldar craft, who says Orks are dumbest!) a Rhino full of PDF troops, an Eldar Warlock ambush, and at the spaceport, a fight with PDFs and an Ultramarine.

A good time was had by all. The 'umies got slaughtered, the panzies faded away after loosing 1/3 of their numbers. The Ultramarine was hard to kill, but I rolled terrible for him. He lost his chainsword early on, got hit hard by all three Orks, who then jumped back and tossed in a 'Sloding Squig that the hapless Gretchen caught. It blew up, got Orkish Fury, and the day was won for the greenskins. Although suffering from critical hits, they stormed the shuttle and took off.

The fun part as a GM was describing the world from an Ork's perspective. "There are two types of 'umies: Screemers and Fun 'umies. Da fun ones fight back. Da screamers (civilians) are gud because they scream when squished and den the Fun Ones show up."

Sounds cool. I've been thinking about running an Ork one-shot myself. Any tips?

I like your Ork interpretation of human behavioral patterns, too.

this does sound seriously awesome, I've been thinking about running a one shot with ork characters as a side thing during my campaign, i had an idea of it being a WARP dream, where before everyone rolls willpower and the orks are given out with the nob going to whoever failed the WP roll most and the least bad-ass going to the mose DoS Willpower wise...

DOS/DOF

lowest : Nob w Powerklaw

next: Mekboy

next Kommando

next: Driva

next Runtherd

last: Boy

then using a fate point of their original charaacter they can make a WP roll to use one of their mental skills as if the Ork had it (using the main characters intelligence) but otherwise they play the orks as the orks do stuff. (havent decided what, but i do like your little campaign there, i might steal it....)

Is there any advice you might give for running the ork baised one shot, anything you would have rather done differently?

Orks are hard to challenge, and shrug off lots of hits. The gunner on the Rhino twice hit the same Ork with the Storm bolter, and each time hit with 6 bullets. With a TB of 10 and armor of 2 ('ard hat) to 4 ('eavy armor), almost all hits did nothing.

Which is fun for a while, but to do some damage you have to boost the damage. Since most of the damage avoidance is in Toughness (one of the orks had TB of 12!), you can't count on Pen.

You can frustrate Orks by forcing long range fights, but I opted for fast and furious.

I used the six Eldar Warlocks from Lure for the ambush, and they could have taken the orks out, but I had them vanish after two went down. Typical Panzies! In two rounds they had destroyed 2 out of 3 warbikes and got some critical hits on the Orks. Eldar are mysterious, so I had a glowing fog come up disable the stolen Rhino and had the Eldar appear out of the fog at close range as the Orks were pulling their warbikes out of the Rhino. This let me cut up their bikes and shock them with the big damage a witch blade can do w/o a tpk. For a straight up fight, 3 - 4 warlocks would have been fine.

I didn't have a Painboy in the mix, so I let them use 'umie medikits as if they were trained, then added the +20% on top. That kept them rolling. With more Orks, a Painboy would help.

When making the orks up, I decided on some core purchases they all would take so I could make them faster. Everyone got 2 advances to WS, S, & T.

Since Orks get a lot of traits/talents off the bat, I added very few (weapon training, all had Burnas), and focused on a single skill for each. The rest of the points went into characteristic advances. Extra points went into Sound Constitution.

Anyway, I thought it a good test of the Freebooter. And I've kept those 3 ork character sheets. My RT players will meet them when they least expect it. :)

For a full campaign, you'd have to make up a lot more careers.