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Lexicanum

Mega-Armored Nob

A heavily armored brute with ugly weapons.

Threat File — Mega-Armored Nob

TR 9 · Orks
OrkArmorHeavyStat Block Priority: High
Mega-Armored NobTR 9Xenos · Heavy Elite
OrkArmorHeavy
Defense 18 · Vitality 95 · Move 20 ft. · Initiative -1
STR +6AGI -1TGH +6INT +0WIL +3PRS +2

Saves: Toughness +9, Strength +9

// Traits

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.

// Actions

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.

// Reactions

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 Reference

A 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.

// Battlefield Use

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

Threat Profile: Extreme durability, crushing melee damage, very slow, immune to small-arms attrition, vulnerable mainly to anti-armor and mobility.

// Signature Traits

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.

// Signature Actions

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.

// Variants
Mega-Nob Retinue (warboss guard)Twin-Klaw Mega-NobKustom Force-Field Mega-Nob

Full Stat Block Priority: High

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