Ork Boss Nob
A large squad leader who keeps the mob aggressive.
Threat File — Ork Boss Nob
TR 8 · OrksSaves: Toughness +8, Strength +8, Willpower +5
Proficiencies: Intimidation +7, Command +5
Da Boss Is Watchin'. All ork mobs in the encounter fight as if led, and do not make Morale checks, while the boss nob has line of sight to them.
Thick Skull. Once per scene, the boss nob ignores one effect that would Stun, Pin, or knock it Prone, out of sheer refusal.
Kunnin' But Brutal. At the start of each of its turns, the GM chooses: the boss nob acts with real tactics or pure aggression. The party cannot safely predict which.
Power Klaw. Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 2d10 + 5 rending damage. This attack ignores armor-based Defense bonuses.
WAAAGH! Roar. All allied orks within 60 feet immediately move up to half their Movement toward the enemy and gain +1 to melee attacks until the start of the boss nob's next turn.
Pick Yer Target. The boss nob names one visible party member. Every ork mob in the encounter prioritizes that target until it drops or the boss nob names another.
Get Back In It. When an allied ork mob within line of sight would break, the boss nob roars it back into line: that mob's Morale check is rerolled.
Morale: Never breaks; if the fight is truly lost it fights a loud rearguard so the story survives, because the story is next time's recruiting.
Tactics: Run it as a commander who leads from six feet in front: direct mobs with roars and pointing, then personally charge whatever is bravest. Its death Morale-checks every ork mob on the field at once, so stage the duel accordingly.
Loot / Evidence / Hooks: Its power klaw is a genuine prize for any armory, and its trophy rack identifies every unit it has beaten, some of them Imperial.
Enemy Dossier
GM ReferenceA boss nob is a nob on the cusp of warboss-hood: big enough that other nobs take orders, cunning enough to know a Waaagh needs feeding. It runs whole warband detachments through volume, violence, and occasional flashes of real strategy.
Use this enemy as the field commander of an ork encounter or raid — the mind, loosely speaking, behind the green tide.
Threat Profile: Very high durability, brutal melee output, multi-mob command effects, crude battlefield cunning, killing it decapitates the assault.
Da Boss Is Watchin'. All ork mobs in the encounter fight as if led while the boss nob has line of sight to them.
Thick Skull. Once per scene, ignores an effect that would stun, Pin, or fell it, out of sheer refusal.
Kunnin' But Brutal. Alternates real tactics with pure aggression; the party cannot safely predict which.
Power Klaw. Devastating melee attack that crushes armor-based Defense bonuses.
WAAAGH! Roar. All allied orks immediately move toward the enemy and gain +1 to melee attacks this round.
Pick Yer Target. Names one party member; every ork mob prioritizes that target until it drops.
Morale: Never breaks; if the fight is truly lost it fights a loud rearguard so the story survives, because the story is next time's recruiting.
Tactics: Run the boss nob as a commander who leads from six feet in front. It directs mobs with roars and pointing, then personally charges whatever is bravest. Its death check-rolls every ork mob on the field at once — stage the duel accordingly.
Full Stat Block Priority: High