Ork Nob
A bigger ork who proves authority by hitting things.
Threat File — Ork Nob
TR 6 · OrksSaves: Toughness +7, Strength +7
Proficiencies: Intimidation +5, Athletics +6
Boss of the Mob. Allied orks within 30 feet do not make Morale checks while the nob is standing.
Big Enough to Argue. The nob ignores its first wound-level penalty and cannot be knocked Prone by anything man-sized or smaller.
Big Choppa. Melee Attack: +6 to hit, reach 5 ft., one target. Hit: 2d10 + 4 slashing damage, and the target makes a Strength Save DC 13 or is knocked back 5 feet.
Krump the Slacker. The nob strikes an allied ork within reach for 1d6 bludgeoning damage. The mob's next Morale check automatically passes; discipline has been restored.
Get Stuck In. Every allied ork within 30 feet may immediately move up to half its Movement toward the nearest enemy.
Keep 'Em Keen. When an allied ork within 30 feet is reduced to 0 Vitality, the nob bellows: one other allied ork may immediately move up to its Movement toward the enemy.
Morale: Does not break while any of its boys are watching; alone and bloodied, it withdraws only to return with a bigger mob and a grudge.
Tactics: Keep the nob in the mob's center where its no-Morale aura does the work, then commit it personally at whoever is ruining the charge. Killing the nob is how the party breaks the mob; make that visibly true.
Loot / Evidence / Hooks: Its big choppa, back banner, and trophy chain mark it as a mob boss; presenting them to another mob starts either a recruitment or a brawl.
Enemy Dossier
GM ReferenceA nob is an ork that got bigger than its peers and understood the implications immediately. It leads by demonstration: the demonstration is violence, and attendance is mandatory.
Use this enemy to stiffen a mob into a real threat, or alone as a brute the party's front line cannot simply hold.
Threat Profile: High durability, heavy melee damage, mob-steadying leadership, crude but real tactical sense, dangerous even after the mob dies.
Boss of the Mob. Allied orks within 30 feet do not check Morale while the nob stands.
Big Enough to Argue. Ignores the first wound-level penalty and cannot be knocked prone by anything man-sized.
Keep 'Em Keen. Once per round, one allied ork may immediately move toward the enemy as the nob bellows.
Big Choppa. Massive melee attack; a hit target makes a Strength Save or is knocked back 5 feet.
Krump the Slacker. Strikes an allied ork to restore the mob's discipline; the mob's next Morale check automatically passes.
Get Stuck In. Orders every ork in earshot to charge the nearest enemy now.
Morale: Does not break while any of its boys are watching; alone and bloodied, it withdraws only to return with a bigger mob and a grudge.
Tactics: Keep the nob in the mob's center where its no-Morale aura does the work, then commit it personally at whoever is ruining the charge. It is smart enough to kill the heavy gunner first and honest enough to enjoy it. Killing the nob is how the party breaks the mob — make that visibly true.
Full Stat Block Priority: High