Ork Warboss
A major ork leader built for direct violence.
Threat File — Ork Warboss
TR 12 · OrksSaves: Toughness +11, Strength +11, Willpower +7
Proficiencies: Intimidation +9, Command +8
Might Makes Right. All orks in the encounter fight as if led and make no Morale checks while the warboss lives. When it dies, every ork unit on the field checks Morale at once.
Too Big to Fail. The warboss ignores its first two wound-level penalties and any single hit that deals 6 or less damage.
Trophy Terror. Enemies who can see the warboss's trophy rack make fear checks at Disadvantage. The trophies are recognizable.
Multiattack. The warboss makes two Warboss Klaw attacks. They may target different creatures.
Warboss Klaw. Melee Attack: +9 to hit, reach 10 ft., one target. Hit: 3d10 + 7 rending damage, and the target makes a Strength Save DC 15 or is hurled 10 feet and knocked Prone. This attack ignores armor-based Defense bonuses.
WAAAGH!. Once per encounter: every allied ork on the field immediately moves up to its Movement and makes one melee attack, in a single green surge.
Kunnin' Callout. When the party commits to a plan the warboss can see — a flank, a charge, a retreat — it may immediately redeploy one ork mob or war engine up to that unit's Movement to answer it.
Morale: Makes no Morale checks; a warboss losing badly does not flee — it escalates, and its bodyguard dies to the last making the escalation possible.
Tactics: Build this as a set-piece with phases: bodyguard screen, Waaagh surge, personal duel. It holds one genuinely cunning stratagem in reserve per encounter — an ambush, a collapse, a vehicle arrival — spent when the party feels safe. The party may need to kill it publicly, before witnesses, or the Waaagh finds a new head within the week.
Loot / Evidence / Hooks: Its klaw, its banner, and its skull-plate are Waaagh-ending proof of death; whoever carries them off the field owns the story, and every ork in the sector knows it.
Enemy Dossier
GM ReferenceA warboss is the apex of ork ambition: a creature grown huge on victory, armored in scrap and trophies, commanding a Waaagh because no ork alive nearby can argue otherwise. It is a strategic problem wearing a tactical one as armor.
Use this threat as the climax of an ork campaign arc — a boss fight the party earns after cutting through everything it built.
Threat Profile: Boss-grade durability, devastating melee, army-wide morale command, crude but genuine strategy, killing it is the objective that ends the Waaagh.
Might Makes Right. All orks in the encounter fight as if led and check no Morale while the warboss lives; its death checks everything at once.
Too Big to Fail. Ignores the first two wound-level penalties and any single hit below a damage threshold.
Da Plan. Has one genuinely cunning stratagem prepared per encounter: an ambush, a collapse, a vehicle arrival. Spend it when the party feels safe.
Trophy Terror. Enemies who can see its trophy rack make fear checks at Disadvantage; the trophies are recognizable.
Warboss Klaw. Catastrophic melee attack; a hit target makes a Strength Save or is hurled 10 feet and knocked prone.
WAAAGH!. Once per encounter: every ork acts immediately, moving and attacking in a single green surge.
Kunnin' Callout. Redeploys one mob or war engine as a reaction to the party's plan.
Da Boss Duels. Challenges the party's obvious champion; orks disengage from that target to watch.
Morale: No Morale; a warboss losing badly does not flee — it escalates, and its bodyguard dies to the last making the escalation possible.
Tactics: Encounter note: build this as a set-piece with phases — bodyguard screen, Waaagh surge, personal duel. The warboss should spend its mobs like ammunition and arrive personally at the worst moment. Objective framing matters: the party may need to kill it publicly, before witnesses, or the Waaagh finds a new head within the week.
Full Stat Block Priority: Boss