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Lexicanum

Ork Boy Mob

A mob of orks whose numbers are the tactic.

Threat File — Ork Boy Mob

TR 5 · Orks
OrkHordeMeleeStat Block Priority: Medium
Ork Boy MobTR 5Xenos, Horde · Horde
OrkHordeMelee
Defense 12 · Vitality 80 · Move 30 ft. · Initiative +1
STR +4AGI +1TGH +4INT -1WIL +2PRS +0

Saves: Toughness +7, Strength +7

// Traits

Green Tide. The mob does not make Morale checks from casualties while above half Vitality, and never checks against fear. It takes double damage from area effects; below half Vitality its melee attacks lose one damage die.

Mob Momentum. Suppression cannot stop the mob's charge. A Pinned result slows it to half Movement for one turn instead.

Waaagh! Feedback. Each time the mob drops a party member, its melee damage returns to full dice until the end of its next turn, regardless of losses.

// Actions

The Charge. Melee Attack: +6 to hit, reach 5 ft., every enemy within reach. Hit: 2d8 + 4 slashing damage. Prone and Exposed targets take an extra 1d8.

Rolling Dakka. While advancing, the mob sprays a 15-foot zone within 60 feet. Each creature in the zone makes an Agility Save DC 13 or takes 2d6 ballistic damage and is Suppressed until the start of the mob's next turn.

Drag Down. The mob focuses on one creature within reach. The target makes a Strength Save DC 13 or is knocked Prone under bodies and Grappled until it escapes or the mob moves on.

Morale: Breaks only below half strength with no nob or boss present; broken boys scatter to regroup and re-mob, not to escape.

Tactics: March it straight at the party through whatever fire they offer, survivors stepping over the dead ones grinning. Make the party do horde math under pressure: fall back and shoot, or hold and drown.

Loot / Evidence / Hooks: The heap afterward yields choppas, sluggas, teef currency, and at least one trophy the boyz took from someone the party would rather not identify.

Enemy Dossier

GM Reference

An ork boy mob is the species' core argument: thirty choppas arriving at once, on foot, laughing. Its numbers are the tactic, the morale plan, and the ammunition.

// Battlefield Use

Use this enemy when the party's gun line needs to learn that killing a dozen orks and killing enough orks are different achievements.

// Threat Profile

Threat Profile: Horde-pattern unit, overwhelming melee pressure on contact, absorbs enormous fire, damage falls off below half strength, breaks only when truly gutted.

// Signature Traits

Green Tide. The mob does not check Morale from casualties while above half strength; it checks fear never.

Mob Momentum. Its charge cannot be stopped by Suppression alone; Pinned results slow it one turn instead.

Waaagh! Feedback. Every party member the mob drops restores its damage dice to full for a round.

// Signature Actions

The Charge. Mass melee attack against everything in reach on contact; prone and Exposed targets suffer worst.

Rolling Dakka. Wild suppressive fire across a zone while advancing.

Drag Down. Focuses the mob on one target; that target makes a Strength Save or is knocked prone under bodies.

Morale: Breaks only below half strength with no nob or boss present; broken boys scatter to regroup and re-mob, not to escape.

Tactics: March it straight at the party through whatever fire they offer, and narrate the survivors stepping over the dead ones grinning. Make the party do horde math under pressure: fall back and shoot, or hold and drown. A nob attached removes the mob's only real weakness.

// Variants
Nob-Led Mob'Ard Boy Mob (armored)Waaagh-Charged Mob (mid-campaign)

Full Stat Block Priority: Medium

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