Dumb Question from new guy

By Corradus, in Deathwatch Rules Questions

Hey guys;

So, I was looking for some stats to make an Orc Horde for my upcoming Deathwatch game and I am embarrassed to say that I cannot seem to find rules for Orcs - except for an Orkish freebooter in Rogue Trader.

I feel kinda silly. Could anyone point me to where I might find some Orcs I can use for Hordes? Better yet, has anyone cooked up any hordes themselves whose stats they could put here? The nastier the better, it's gonna be a huge game group so I have no fear of having them face enormous groups of enemies...

Thanks!

Not a silly question at all. For Ork stats look into Creatures Anathema (awesome supplement in general) from Dark Heresy line, as well as Rogue Trader core book. Note, a Horde made up of Orks is going to be very very hard to take down unless you tone down the base stats somewhat.

One key thing with hordes, is they can be of any magnitude reasonable to a GM. In other words, pick a size appropriate to the situation, and you are good. Creatures anathema has the base statline for ork boyz and nobz. A warboss would be a bigger tougher variant. As far as hordes go, the only thing that would be needed to the statline would be horde traits. Personally, I'm not entirely sure what would be good, but they would be easy enough to consider.

Since it sounds like the Orks have pretty tough stats, converting them to hordes just means don't make the Magnitude too high! I haven't looked at the stats, taking the wait and see approach to buying CA. Really need a comprehensive xenos book for all the WH40KRP games.

E

I wouldn't say orks are too rough. Boyz have like TB 8, and crap armour, so its easy enough for marines to deal the damage. And their melee attack isn't too powerful (regular boyz only have SB 4, and its like 1d10+5 damage in melee, which isn't any worse than say what nid's can toss out there), the key thing lies in what horde traits they should get, and generally just how massive their numbers can be (multiple large magnitude hordes).

KommissarK said:

I wouldn't say orks are too rough. Boyz have like TB 8, and crap armour, so its easy enough for marines to deal the damage. And their melee attack isn't too powerful (regular boyz only have SB 4, and its like 1d10+5 damage in melee, which isn't any worse than say what nid's can toss out there), the key thing lies in what horde traits they should get, and generally just how massive their numbers can be (multiple large magnitude hordes).

GIve them overwhelming, at least that's what they are in 40k if you bring enough of them into close combat. Also I think the Ork Freebooters can be used pretty much as-is. Brutal Charge, Mob Rule (+Overwhelming)... they will be a challenge. Their shooting can hurt a lot but their BS is low. Perhaps I would rule that their weapons are so inaccurate that they only gain +10 on full-auto and +0 on semi. :-) Still a good shot of a sizeable horde can kill - but they will probably try to charge anyway. Get into cover and waste them.

Alex

I wouldn't worry about bonus for stuff like single shots or semi auto orks. I see them firing wildly at full auto all the time. I would however give them some sort of impetuous ability so the guys not carrying the big shootas could run forward and still spray wildly like true orks.

E

I'd also like to point out that in Creatures Anathema they get the 'Mob Rule' which means they get +10 to willpower test to resist fear and pinning for each additional Ork within 10m. This means that decent size Ork hordes (20+) shouldn't break from losses/magnitude reductions unless they get reduced to less than 25% of their starting strength and automatically break as per DW horde breaking rules.

So they're not fearless, but just seem like it as long as there's a lot of them!