Hello all. I have been a long time 'lurker' on this forum, but this is my first time posting, so here goes.
I was inspired to post because I am just beginning to GM 'The Frozen Reaches', where one fights orks in very large numbers. We have fought orks before of course (like in the adventure coming in the rulebook), but this if the first time they have been the major antagonist…and I for one find them far too tough. An ork with unnatural toughness is very, very difficult to kill with small arms fire. When I think back to 40K (which I haven't played since I was around 15, in the early 2000s), an Ork was tough, but not that tough.
I seem to recall that a common human soldier killed an ork around 1/6 of the time (well, 5/36 of the time, but near enough - 1/2 shots hit, 1/3 shots wounded, and the ork should pass 1/6 of his armour saves). An ork shooting at an average Imperial guardsman would kill 5/27, I think (1/3 hit, 2/3 wound and the human would pass 1/3 of his armour saves).
Now I know RT is a different system, and that 'one shot' in 40K might not equate to 'one shot' in RT (which follows a quicker time frame, whereby one shot is quite probably one shot, whilst in 40K a 'shot' might equate to a whole volley). However, I feel the ratios should be more-or-less similar - i.e, that is a human fights an ork, the ork is only at a slight advantage (I seem to recall in 40K the cheapest guardman was 6 points, whilst a basic ork was 8 or 9 points, depending on whether he was equipped for shooting or melee). Or, to put it another way, three average guardsmen should be a fair fight for 2 average orks - but, when thinking about the Frozen Reaches, I would back the orks to massacre the Damaris levy on those odds; an average RT human with a lasgun doesn't stand much chance against an ork - around 1/3 shots hit, and less than half of hits do any damage at all !
In short, an ork with a toughness modifier of 8 (or more) wearing a bit of armour is at least as hard to wound as an un-augmented human in power armour (say, TB 4 and 8 points of armour); when one considers that high AP weapons are fairly common, I would say the ork was better protected than someone in power armour. Which, when one considers the wargame, which in my opinion should be the inspiration, is bordering on absurd.
Anyway, these de facto power armoured orks got me thinking. Because though their very high TB was hugely useful in combat, it has relatively few benefits outside of it, certainly not enough to illustrate an ork's extraordinary toughness in the literature (or rather the literature 10 years ago, but I doubt things have changed much).
I then thought of the poor old Eldar, with their unnatural agility - it does have its uses for concealment and such like, but is not overly helpful for dodging, which is the single biggest use it is put to, in the games I have been involved in anyway.
In short, I feel an Ork should be very tough in all situations, rather than extremely hard to hurt in melee and only marginally tougher than a human outside of it, whilst an Eldar should be staggeringly agile, rather than more agile than most humans, but with crazy agility benefits in some situations.
What I am going to try so as to remedy this (which I see as a problem, but others, I concede, might not) is experiement with doing away entirely with unnatural characteristics, and simply give those who have it a boost to that characteristic. I thought that simply adding 5 to the characteristic for every 'ten' of the unnatural bonus would be fair - so an unnatural characteristic bonus of 6 (double 3), would garner a +15 to that characteristic. So an ork would get a toughness boost of +20 (giving a total of 65), whilst an Eldar would get +25 for a total agility of 77. A Kroot would gain +15 to strength, for a total 50 and a +20 perception, giving a total of 64. And so forth.
This means that the basic characteristic score is likely impossible for an un-augmented human to reach, which I approve of (I do not think that any normal human should be tougher than an ork or swifter than an eldar etc), whilst giving the alien/antagonist in question a more rounded advantage - less powerful in a situation where one needs that characteristic bonus (most commonly used for SB and TB), whilst giving a meaningful boost to other checks on that ability.
Personally, I am happy with very high charactersitic scores (I am also happy for them to go over 100, as one still has a 5% chance of failure, and means that extremely powerful characters can cope with penalties better).
Anyway, I will see how these play in the coming couple of weeks, and maybe report back.
I am sorry for a really long-winded post; I didn't mean it to get this long…
All best, and many thanks in advance,
David.