Mega-Armored Nob
A heavily armored brute with ugly weapons.
Threat File — Mega-Armored Nob
TR 9 · OrksSaves: Toughness +9, Strength +9
Mega Armor. The mega-armored nob ignores any single hit that deals 5 or less damage. Small arms are weather.
Slow an' Steady. The nob cannot run, cannot be pushed, and cannot be knocked Prone by anything short of a vehicle. It advances through Suppression, difficult terrain, and barricades without slowing.
Walking Cover. Ork units advancing directly behind the nob gain Heavy Cover against ranged attacks.
Power Klaw Crush. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 3d10 + 6 rending damage. This attack ignores armor-based Defense bonuses, and any creature that watches an ally take it makes its next Morale check at Disadvantage.
Kombi-Weapon Blast. Ranged Attack: +6 to hit, range 40/120 ft., one target. Hit: 2d8 + 3 ballistic damage. For targets rude enough to stay away.
Insulted. When a ranged attack fails to damage the nob because of Mega Armor, it may advance 10 feet toward the shooter.
Morale: Does not break; if the armor fails catastrophically, the nob inside continues the argument on foot, insulted.
Tactics: Walk it up the middle with a mob sheltering behind, and let the party discover their standard damage does not matter. Every round it forces the same decision: retreat and give ground, or spend the heavy weapons here. Its weakness is pace — reward parties who refuse to be where it is arriving.
Loot / Evidence / Hooks: The mega armor is a mek's masterwork of pistons and plate; salvaged intact, it is worth a small vehicle to the right Adeptus Mechanicus contact, who will ask no questions.
Enemy Dossier
GM ReferenceA mega-armored nob is a nob sealed inside a walking scrap-forge of pistons and plate, trading speed for the ability to ignore nearly everything the party brought. It arrives slowly, and that is the horror of it.
Use this enemy as a slow, unstoppable spearpoint — the thing that walks through the kill zone the party built and stands in it.
Threat Profile: Extreme durability, crushing melee damage, very slow, immune to small-arms attrition, vulnerable mainly to anti-armor and mobility.
Mega Armor. Ignores any single hit below a damage threshold; small arms are weather.
Slow an' Steady. Cannot run, cannot be pushed, cannot be knocked prone by anything short of a vehicle.
Walking Cover. Ork mobs advancing behind it gain Heavy Cover against ranged attacks.
Power Klaw Crush. Enormous melee attack that ruins armor-based Defense bonuses and the morale of onlookers.
Kombi-Weapon Blast. Short-range shooting for targets rude enough to stay away.
Just Keep Walkin'. Advances through Suppression, difficult terrain, and barricades without slowing.
Morale: Does not break; if the armor fails catastrophically the nob inside continues the argument on foot, insulted.
Tactics: Walk it up the middle with a mob sheltering behind, and let the party discover their standard damage does not matter. It forces a decision every round: retreat and give ground, or spend the heavy weapons here. Its weakness is pace — reward parties who simply refuse to be where it is arriving.
Full Stat Block Priority: High