Ork Toughness bonus

By Centurion, in Rogue Trader Gamemasters

Hello all,

One of my players is playing an Ork, he has a toughness in the 60's. which means (unnatural toughness x2) a TB of 12.

His armour is 4 and not very likely to increase anytime soon (why would he with a TB like that :) )

Quickmath

armour: 4

TB: 12

Total damage needed to inflict one(!) damage: 17

That is a lot of damage to pour out.....also considering the rest of the party is "merely" human.

Does anyone have some suggestions how i can make him feel "mortal" in combat. what i mean is, I'm able to up the penetration of certain weapons but I would like to refrain from that simply because I do not want everybody to walk around with high-end high penetration weapons.

A scum (for example) has a shotgun and a chainsword at best, but anything more "powerfull" than that is reserved for "higher ranking" NPC's

If there are fellow GM's out there that have had a simular situation i would appreciate to see how you have handeled it.

A final note that might be of interest, the Ork is rank 2 and we've just started with Lure of the Expanse.

Weapons with the Felling trait from Deathwatch - ignores a level of Unnatural Toughness per Rank of Felling. Deathwatch Hordes of enemies swamping him. Snipers. Psychic powers that force him to use his Willpower Bonus to resist damage. Force weapons, for a similar effect.

Ork PCs are VERY tough. It's just something you get used to after a while. Present him with targets that need to be kept away from the squishier PCs while presenting the rest of them with additional opponents that they need to deal with. One of the nicer things about this is that this is the sort of thing that an Ork loves. Keeping the biggest fight all for himself while the humies occupy themselves with the less interesting fight!

Don't forget that Orkz are always hulking, which means an automatic +10 to any attempts to shoot him. A full auto burst should do the trick.

Orks are not always hulking. At least PC orks are not. It's an option they get a rank 4, they have to pay XP on, and leads to several commander abilities in higher ranks as the ork becomes more of a nob.

As for the toughness bonus, the PC ork in our group is prone to solve many situations with a violent charge, and a power klaw to the face. This leads to him being shot a lot, often by both sides. So he needs that high Toughness bonus to do his role.

It's really very similar to how a tech priest can have an insanely high Tech use score with the right implants and skill selections, or the Void master can be one heck of a ship pilot. That's their gig, and thus they can specialize in it.

If it's really a problem ,and the opponent has time to prepare then just have them use flamethrowers (it'll at least slow him down a tad), or things like plasma and melta weapons if they're of a similar stature to the Rogue Trader in terms of resources. Can also use the horde rules form deathwatch to give a pack of squishies a chancer to annoy him.

Centurion said:

His armour is 4 and not very likely to increase anytime soon (why would he with a TB like that :) )

Because they can increase it.

Creatures Anathema - Page 103 - Mega Armour: +30 Strength when worn, 6 Armour to the head, 10 to arms and legs, 14 to the body. 1d5 hour fuel supply. If you fall over while wearing it, you need help to stand up again.

Basically, Ork Power Armour. gran_risa.gif

Centurion said:

A final note that might be of interest, the Ork is rank 2 and we've just started with Lure of the Expanse.

Look at the selection of eldar weapons avaliable in into the storm have them use them on him. He will start feeling mortal almost instantly.

Rak'Gol are also good, and slaugh (spelling?) are nasty.

Bilateralrope said:

Centurion said:

His armour is 4 and not very likely to increase anytime soon (why would he with a TB like that :) )

Because they can increase it.

Creatures Anathema - Page 103 - Mega Armour: +30 Strength when worn, 6 Armour to the head, 10 to arms and legs, 14 to the body. 1d5 hour fuel supply. If you fall over while wearing it, you need help to stand up again.

Basically, Ork Power Armour. gran_risa.gif

Mega Armour is more like Terminator armour really.

llsoth said:

Look at the selection of eldar weapons avaliable in into the storm have them use them on him. He will start feeling mortal almost instantly.

Rak'Gol are also good, and slaugh (spelling?) are nasty.

These are good, but make sure they're present in limited numbers, most slaugh weapons will one shot your softer PCs.

Aether lances ignore both toughness and armor, but have limited damage. They're a stryxis weapon found in Edge of The Abyss. Just have to remember that it's 1d5+Strength and maybe best quality and you can see the potential for doing away with high toughness baddies.

Oh man I almost forgot the toxin grenades from into the storm demonio.gif

Good toughness or not at the sight of one everyone not in a void sealed suit (I rule that their sealed armor and void sealed are different) goes pale and starts counting their available fate points. gran_risa.gif