Anyone play an all ork Crew?

By GorFrag, in Rogue Trader

Warboss captain, nob's and meks? A full crew of orks would be great fun! Anyone play that?

How would you devise Endeavors? "Go stomp sum 'umie gitz, take dere stuf'?

Drhoz said:

How would you devise Endeavors? "Go stomp sum 'umie gitz, take dere stuf'?

Yes.

Find 'Umies - Exploration 100

Stomp 'Ummies - Military 300

Take dere stuf' - Trade 100

Drhoz said:

How would you devise Endeavors? "Go stomp sum 'umie gitz, take dere stuf'?

I've toyed with the idea (I was inspired by the old "Deff Sqwadron" comic strip) and my platyers are keen but we've just not got around to it yet.

I think the Ork career(s) might need a little expansion first - and one of our players had the idea of playing a red shirted Gretchin (who would invaibly die horribly in each endeavour only to be replaced with an exact duplicate the next time...).

An all Ork crew would still need Navigator of some sort. Imagine Weirdboy as your Warp guide, I would like fight the 'nids if I can.

As an idea, treat profit factor more like BC's infamy. ie it ties more into reputation and power than assets and wealth. End goal for the party, build up over 100 "Ork-famy" and launch a WAAAAGH!. gran_risa.gif

Ork navigation can range from punching the big red button while chanting "Ere we go, ere we go, ere we go!" and turning up somewhere random, Wierdboyz, a Mekboy'z insane machine or my personal favourite, using Gretchin on poles as warp sensors. Remember that if an Ork warboss puts his mind to getting somewhere in particullar, he does seem to almost instinctively end up there... most of the time...

The red shirt Gretchin PC is a wonderful idea, love it!

Ships shouldn't need to much work, as mods to a base ship are more up to the mad-genius of individual Mekboyz than such petty constraints as power and space. In other words, the GM will (and should in the spirit of Orkiness) need to wing it.

As for classes, that would need some work. Possibly the best solution might be to make ork freebooter characters using RT rules, and then use the BC rules for spending XP, treating the orks as unaligned for the whole campaign. No need for a whole slew of extra alternate career ranks, and will allow a lot more variety between one ork boy and the next.

Wierdboyz will be a lot of work...

As for who I would like to fight, I would love to take a kill-kroozer into the Jericho reach and go hunting Tau... demonio.gif