WS | BS | S | T | Ag | Int | Per | WP | Fel |
---|---|---|---|---|---|---|---|---|
45 | 20 | 80 | 49 | 39 | 30 | 30 | 35 | 35 |
Movement: 4/8/12/– Wounds: 25
Armour: Mega-armour (Body 14, Arms and Legs 9, Head 5).
Total TB: 9
Skills: Athletics (S), Command (Fel) +10, Intimidate (S) +10.
Talents: Air of Authority, Bulging Biceps, Crushing Blow, Furious Assault, Hardy, Iron Discipline, Iron Jaw, Lightning Reflexes, Street Fighting, True Grit.
Traits: Auto-Stabilised, Brutal Charge (3), fear (1), Make it Work, Mob Rule, Size (5), Sturdy, Unnatural Strength (4), Unnatural Toughness (5).
Weapons
Power klaw (Melee; 2d10+22 R; Pen 7; Power Field, Unwieldy),
twin-linked big shoota (Heavy; 80m; S/3/10; 1d10+6 I; Pen 1; Clip 40; Reload 2 Full; Inaccurate, Twin-linked, Unreliable).
Gear: 1d10+5 Ork teeth (“teef ”), shiny gubbinz, spiky bitz.
Things to Remember when Using Meganobs
Does not need to brace to fire heavy weapons without a penalty. (Bulging Biceps, Auto-stablised)
Add half weapon skill to melee damage, already factored into Power Klaw stat line. (Crushing Blow)
If he hits with the all-out attack action he can spend his reaction to make another attack. (Furious Assault)
Deals an extra 3 damage on his charge attack. (Brutal Charge)
If stunned, can make a Toughness test to shake it off. (Iron Jaw)
Rolls twice for initiative and takes higher dice. (Lightning Reflexes)
If unarmed or using a knife or small weapon, add half W.S. bonus to critical damage. (Street Fighting)
When suffers critical damage, after subtracting toughness and armour, reduce amount by his toughness bonus!!! (True Grit)
Mega-Armour
The most powerful Orks sometimes don mega-armour, the most potent personal defence in the Orky arsenal. Bashed together from thick steel plates, scavenged power-exoskeletons, powerful hydraulic rams, and other bits and gubbins of military and industrial detritus, mega-armour is one of the heights of the Mek’s craft. Each suit is custom built for its wearer, typically a flashy, domineering Nob, but oftentimes a Boss or other high-ranking Ork. These ponderous, clanking, smoke-belching suits of armour allow an Ork Warboss or Nob to stand toe to toe against even a Space Marine in Tactical Dreadnought Armour, and make them nigh unassailable by Imperial Guard troopers armed with anything less than potent antitank weaponry. At the GM’s discretion, any Warboss can wear a suit of Mega-armour.
Mega-armour has the following profile: Body 14, Arms and Legs 9, Head 5
Mega-armour increases its wearer’s Strength Characteristic by +30 (included in the Nob profile). However, it also imposes a –20 penalty on all Agility Tests the wearer makes, and he cannot take the Run Action while wearing it; though he can still charge as normal.
GM Advice: Using Nobz
Nobz are able to rule over most other Orks with their brute might. As such, a Nob outclasses an Imperial Guard trooper by a frightening margin in terms of raw strength and resilience, and any squad that wishes to kill even one of these hulking creatures must use their wits and skill to lay it low.
Engagement
Once they sight battle, most Nobz rush forward, enthusiastically (if inaccurately) firing at their foes. This is largely true whether or not the Nobz were prepared to fight before the violence ensues. Nobz in Meganob armour are hard-pressed to ambush anyone, given their massive, clanking, smoke-spewing armour. Nobz in ‘ard armour can be more stealthy in their attacks, though different clans have different opinions on what constitutes proper Orky behaviour. (See Bad Moons, Blood Axes, Deathskulls, Evil Sunz, Goffs and Snakebites for Clan behaviors.)
Tactics
Nobz in Meganob armour tend to plow into their foes, crushing the biggest foes underfoot or with hammering blows from their weapons. Depending on their clan affiliation (see page 60), Nobz in ‘ard armour are sometimes more careful (so much as that term can ever be applied in Ork warfare) in battle, choosing targets of opportunity and working together to fell the most deadly enemies.