Anybody run a all Ork game yet?

By DigitalRedneck, in Rogue Trader Gamemasters

Wife and I are talking about a game that's all Orks. I have Into the storm arriving in mail on Monday. What else do I need to get er done right asside from Navis Primer which we will order this week. Also, any thoughts or suggestions? Thanks a ton in advance.

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

HappyDaze said:

DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.

Stars of Inequity sounds like a must get for me as we are wanting to have at least one Ork Mek who builds and modifies all kinds of stuff. And we might just go full out and play Evil Sunz, in the Kult of Speed. My book collection seems to be lacking in stats for ground vehicles but I am sure I can wing up some good stuff from the ship build rules.

I am having a bit of trouble making our Ork Warband be of comparable starting power to a Rogue Trader and crew. I am having trouble comparing and quantifying the value of the Warrent vs what a Ork crew should be like in comparison to a more typical PC party with a Warrent and such… Any suggestions?

I am specifically curious as to what ships and war gear Pluss number of Ork boyz and such would you see as making a PC Ork Warband or Freebooters crew equal in power and clout to a starting RT and crew. (I fear I am being far too stingy here…)

Scratch my last question. I'm going to have the Wife play a Rank 4 Mekboy who is a Privateer working for a Navagator house in the expanse. I received into the storm and her pc will be Rank four (Mekboy) with a rank 4 Wierdboy to navigate the ship (if they are any good at it. -Navis primer to arive this week). And the ship will be filled with Ork Boyz from Mark of Xenos.

Later she can improve the weapons of her Krew and add crazy **** to the ship that's supplied by her patron Nav house. (ship is not decided yet). Cuz she is a Mek. Thinking of going Evil Sunz, Kult of Speed…

also planning to let her take some Trader advances as elite advances Kuz She'z da Kaptain!

So what do you guys think? Any comments and suggestions welcome!!

HappyDaze said:
DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.

Cryhavok said:

HappyDaze said:
DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.

Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.

Great point. I'll have to hurry up and get CA (again..lol)before my wife's PC starts trying to build a suit. :) .

Was thinking of having a Nav house provide their Ork "Privateers" with a Cobra Class Destroyer. I figure it's just been given to the Orks so it's going to be all Imperial tech to start except for a Red Paint Job. But I am a but fuzzy on how many Orks and Gretchin it would take to run the thing and also leave enough available Orks for boarding actions and raids. I'm leaning towards 5000 Orks and 10000 Gretchin to start. Any suggestions or thoughts?

Really, running an all-ork game should work fine as long as you get some stuff. Also, be **** careful with any Weirdboy in your party, because he's gonna kick some serious ass… if he succedes in not getting his head blown apart by 'eadbangas. See the Navis Primer for such lulz.

Also, neccesary reading for anybody really, but especially anybody planning an all-ork game is the wonderful http://1d4chan.org/wiki/Deffwotch , which is a party of orks posing as a Deathwatch kill-team with a stolen Imperial ship. Yes, it is as amusing as it sounds.

Oh … Wow dude. I am so going to check that out. Orks masquerading as Space Marines should be awesome! Huge thanks bro.

A cobra class destroyer hull stats appears on pg. 152 of into the storm, and takes aprox. 15000 human crew. Dont know how many orkish types that would be.

Cryhavok said:

HappyDaze said:
DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.

Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.

Xenos Construction/Ramshackle/Armour: This armour is incredibly bulky and festooned with absurdly thick armour plates, whirring motors, and smoke-belching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer's Strength Bonus by +2. It also imposes a -30 penalty on all Agility-based Tests. (Stars of Inequity, page 88)

That'll be pretty **** close, and remember that it can still have a Craftsmanship modifier (Best on Power Armour will give AP 12 - close enough to Terminator Armour) and a Quirk (ranging from useful to bothersome, but always colourful).

SirFrog said:

Really, running an all-ork game should work fine as long as you get some stuff. Also, be **** careful with any Weirdboy in your party, because he's gonna kick some serious ass… if he succedes in not getting his head blown apart by 'eadbangas. See the Navis Primer for such lulz.

Also, neccesary reading for anybody really, but especially anybody planning an all-ork game is the wonderful http://1d4chan.org/wiki/Deffwotch , which is a party of orks posing as a Deathwatch kill-team with a stolen Imperial ship. Yes, it is as amusing as it sounds.

That Deffwatch Ork link leads to pure GOLD! I've been reading and laughing all evening. Huge thanks for suggesting I give 'er a read.

Cryhavok said:

A cobra class destroyer hull stats appears on pg. 152 of into the storm, and takes aprox. 15000 human crew. Dont know how many orkish types that would be.

HappyDaze said:

Cryhavok said:

HappyDaze said:

DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.

Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.

Xenos Construction/Ramshackle/Armour: This armour is incredibly bulky and festooned with absurdly thick armour plates, whirring motors, and smoke-belching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer's Strength Bonus by +2. It also imposes a -30 penalty on all Agility-based Tests. (Stars of Inequity, page 88)

That'll be pretty **** close, and remember that it can still have a Craftsmanship modifier (Best on Power Armour will give AP 12 - close enough to Terminator Armour) and a Quirk (ranging from useful to bothersome, but always colourful).

HappyDaze said:

Cryhavok said:

HappyDaze said:

DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.

Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.

Xenos Construction/Ramshackle/Armour: This armour is incredibly bulky and festooned with absurdly thick armour plates, whirring motors, and smoke-belching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer's Strength Bonus by +2. It also imposes a -30 penalty on all Agility-based Tests. (Stars of Inequity, page 88)

That'll be pretty **** close, and remember that it can still have a Craftsmanship modifier (Best on Power Armour will give AP 12 - close enough to Terminator Armour) and a Quirk (ranging from useful to bothersome, but always colourful).

HappyDaze said:

Cryhavok said:

HappyDaze said:

DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.

Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.

Xenos Construction/Ramshackle/Armour: This armour is incredibly bulky and festooned with absurdly thick armour plates, whirring motors, and smoke-belching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer's Strength Bonus by +2. It also imposes a -30 penalty on all Agility-based Tests. (Stars of Inequity, page 88)

That'll be pretty **** close, and remember that it can still have a Craftsmanship modifier (Best on Power Armour will give AP 12 - close enough to Terminator Armour) and a Quirk (ranging from useful to bothersome, but always colourful).

HappyDaze said:

Cryhavok said:

HappyDaze said:
DigitalRedneck said:

Cryhavok said:

The creatures anathema book for dark heresy is the only place I recall finding the stats for ork mega armor. Battlefleet kronus has additional ork vessels. Ive heard stars of iniquity has rules for making a thing more racially aligned to one of the races, among them orks, so it might be worthwile to check it out as well.

Thanks! I'll have to get them. I used to have Creatures Anathama but it got loaned (apparently permanently.). I definitely will be needing those stats for the Mega Armor. Its been a favorite mini of mine for years.

If you get stars of Inequity you won't need it. Just take Ramshackle Construction Xenos Power Armour and you're there.

Co.nsidering mega armor is close to terminator armor in strength and AP, I have my doubts that orkified power armor would be quite the same, but I dont have the book to look for myself.

Xenos Construction/Ramshackle/Armour: This armour is incredibly bulky and festooned with absurdly thick armour plates, whirring motors, and smoke-belching engines. Double its weight, and increase all Armour Points it provides by 3. If it is Power Armour or Light Power Armour, it increases the wearer's Strength Bonus by +2. It also imposes a -30 penalty on all Agility-based Tests. (Stars of Inequity, page 88)

That'll be pretty **** close, and remember that it can still have a Craftsmanship modifier (Best on Power Armour will give AP 12 - close enough to Terminator Armour) and a Quirk (ranging from useful to bothersome, but always colourful).

I reported my screwed up posts to the mods and asked them to clean the ones that are just quotes with no replies. Sorry for those guys, my iPhone flipped out last night.

Cryhavok, I'm going to keep all the Wierdboys as NPCs for now. So no worries. All pcs will start at rank four so we can have Kommandos and whatnot. Also to explain why a ship full of Orks listens to pcs. All Orks other than pcs will start at rank one or two. My wife is the only player who can make all the proposed game sessions to date so she get to be Da Boss!! She is doing the Meckboy advanced package. So Shea's Mekboss. The entire ship will be comprised of only the Evil Sunz Klan. So lots of Mekboy origines with an even mix of the rest except Wierdboys. Only a dozen of them, led by my pet NPC who is rank four like PCs. All other Wierdboys are rank one or two.

We will likely have at least one PC Kommando who hopes to eventually create a mob of Kommandos but right now he is going to lead the Hunter Origin types he is "trainin' to foight kunnin'"

Going to give the PCs about 500 speeder bikes of various looks/designs with the same stats as the bike in into the storm. All pcs get one. Plus most of the rank two boyz I'm hoping the PCs start modifying te hell out of em.

All the rank two Boyz (using freebooter stats) are part of the PCs original "Krew" - 1000 of them. The other rank one Boyz are going to be either modified Ork Boyz from mark of the Xenos with modifications to reflect they are evil Sunz from an advanced feral Ork world or rank one freebooters with those same mods. Depends how they stat out. Can't have the rank one Boyz tougher than the rank two freebooters..

im thinking that I may include up to one hundred buggies to go with the bikes as these guys are Evil Sunz. but I'm found to hold back on any kind of aircraft other than something for a landing party or three… I want the PCs to aquire flyers of various types in game.

Im also planning on building the ship which is going to be a Cobra Destroyar. I'm sure it will get a lance tho. Because I just love ships with lances …

Think I'll include flamers and whatnot in the Krews arsonel as I just…, Can't imagine Evil Sunz not having made s bunch of toys while in space on an asteroid intended for Waaagh! But missing its mark by x. 100 years.. With the back story that they got a Rok and launched themselves at a planut an missed! Seeing opritunity a renegade Navigator House hired the Krew of 1000+ an asked them to foight der foight! Fer Proffit an glooery!!

Da Evil Sunz agreez to help da Navisvboyz in exchunge for da teck! An loot!

The Nav house asks 30% reg tech an 50% rare tech luke da Xeno stuffs! Butt da fix da ship good fer free! An provide places to land an trade da loot! An all we got ta do is foight fer em to fit da loot!

Recently day rescued som evil Sunz reedy fur da space from a backwater planut. Deyz da most of da Boyz!

I started stating out some of the Boyz and the ship last night. I noticed that the Mekboy origin does not seem to be as advantageous as the other origins. Especially when you see how often tech use becomes available as a Klan choice. So I decided to house rule that the Mekboy origin can take armorer as an untrained basic skill if they take tech use as their Klan skill. Otherwise they get tech use as per cannon.

While stating the ship I began wondering if an Orky crew would actually be negatively impacted by such things as pressed crew quarters and basic life support systems. I suspect that air that is laced with the smell of oil and whatnot would act like air freshened to the Evil Sunz at least.. Lol. As for now I'm using the rules as written but I may make adjustments and house rule that some components affect Ork moral differently than for hummies.

While stating ship an Krew I made some big changes to my plans. I realized that the PCs are not rank one beginning Traders but rather Rank four freebooterz. So I started being more free with the gear. And my plans. So now the ship is a orkified Cobra Class Destroyer that has a loooong history as a 'Humie pirate vessel. She was part of an ancient fleet that was destroyed a 1000 years ago and conglomerated into a good sized space hulk. This hulk drifted until a Rok with a bunch o' Evil Sunz Boyz crashed into it. After years of work and salvage of of an astounding number of ships the Evil Sunz were able to get the Cobra space worthy again.

Needing more Krew to fly da ting roight, the Evil Sunz invited a small band of Bad Moonz with deep connections to their klanmates in Da 'undred 'undred teef on board. Da Deth Skullz is just been hired cuz de friends with da 'hummies with da three eyes…(a nav house that's now hired the freebooterz to raid their enimies and act as their enforcers)

SirFrog said:

Really, running an all-ork game should work fine as long as you get some stuff. Also, be **** careful with any Weirdboy in your party, because he's gonna kick some serious ass… if he succedes in not getting his head blown apart by 'eadbangas. See the Navis Primer for such lulz.

Also, neccesary reading for anybody really, but especially anybody planning an all-ork game is the wonderful http://1d4chan.org/wiki/Deffwotch , which is a party of orks posing as a Deathwatch kill-team with a stolen Imperial ship. Yes, it is as amusing as it sounds.

Wow bro. Just started stating and deep reading the Wierdboyz an ****! They seem very powerful and volitile. From the perspective of an old school (dropout table player they really are inline either my imagined flavor-I love em!). But the wierdboy does seem to come with huge risks.

Glad you made me aware. Wife made a bid for a all adult RT game with intrigue and a dynasty flavor of particular note. (captive nobles like the Egyptians did to Isreal back on the day according to cool history channel show. Her PC is using thatvackground and a charter (were debating how she got a Warrent in a search for ultimate coolness in the flavor of one Noble dynasty fighting a more powerful one ..) and I'm throwing a connection to Bad Moonz Freebooterz Orks into the mix. (sort of a desperate,secret deal with the Devil made by her original noble house) and the freebooterz are a part of the Renegade/shrouded house Nav eaunterage the RT employes and then quickly appropriates into her elite inner Circle.

The good news is she (and the party) can rely on a small fleet of Bad Moonz freebooterz to help the party because of the Nav houses envolvement. Bad news is because of the desire for exploration and trade the Orks and House Novators have sent Six Young naves with a leader (seven total) with this RT. their guard consists of a number of human acolytes and thugs supported by a cadre (small mob) of Orks from the Freebooter crew. All BadMoonz Orks serving a Wierdboy who is able to get along with Humies somewhat. (stats of all Orks done. Our Wierdboy is best at Fellowship and also slightly buffer in comparison to the other Orks) so I see the Wierdboy taking charge and subordinating the Mekboy and painboy as well as controlling his Minderz pretty well. I threw in some extra Runtz cuz i love the mental image of standing between the legs of their Ork masters, etc.

i also see Wierdboyz as being more reliable in finding "whichever planet iz da closest to da ship!" wich will help immensely with exploring uncharted systems beyond the expanse. (not like anyone wants to let the Aliens drive the ship and discover this… LOL