I always said that that particular thread was going to empathize the story of war of the worlds so therefore there was actually very little room for player decisions. If I do create another thread though it will feature a lot more player choice and this time a far more deadly set of rules for combat. I devised a rudimentary system that can judge your chances based on what odds you had against any such opponent or opponents. This has been tailored for use in an Imperial guard RP but has not yet been perfected or even optimized for that matter. Lets say you have a natural 6 to roll if you are to be wounded by your opponent If there are two opponents this goes down to 5 or more If there are three this goes down to 4 or more If there are four then it is 3 or more To make large numbers of enemies not imminent death this goes to no more than a -4 modifier to wound. Also the type of enemy you fight also determines the modifier Space marines will get a -2 Orks, Eldar will get a -1 (Orks because they are slower, Eldar because they are the same strength but faster) Regular human enemies get no modifier This modifier will stack with the number of enemies but will not stack with there being more than one Space marine, Ork, Eldar in an enemy force. If there is a type of enemy with a modifier in a group of human enemies than the modifier still applies, just assume the space marine per say is inspiring/terrifying his surrounding allies to fight harder. Also to wound you have a natural roll of 6 to wound but you can apply the following modifiers to better your chances, bare in mind you can only use one weapon in a post in which you attack an enemy A close combat weapon of any description will give a -1 modifier (Knives, blunt objects, random debris) Laspistols, Lasguns, autoguns, autopistols etc will give a -2 modifier Special weapons for example Melta, plasma, grenade launcher etc will give a -3 modifier Heavy weapons like the heavy bolter or autocannon will give -4 The list of weapons will be expanded upon if this idea actually goes anywhere but in the meantime I will leave it up for discussion. You do share the numbers advantage with the enemies you fight with the amount of players fighting alongside you also determining the chances of a successful wound roll. If you go in alone you get no modifier to rolls If you brought a friend you get -1 modifier to wound If you brought two you get a -2 modifier to wound If you brought three you get a -3 modifier to wound Up to a max of four which earns you a -4 to wound but no more To judge how wounds are allocated I also have a system of enemy attention to any one character in the group, using a set of dice I will roll a number for each character in the group, the character that ends up with the lowest number has the enemies attention and is thus liable to be wounded by enemy fire. If the lowest number is shared by two or more characters than both or more characters will suffer enemy attention with no difference to modifiers or outcome.
You know it's funny RPing an Ork is like the simplest thing You have so much creative freedom as too how your Ork thinks, acts, fights, etc. etc. It's mainly just about having fun, because Orks are inherently whacky and goofy, almost anything goes. But if there was any guidelines it'd have to be something like 1. The fight is number one priority. Not even the goal of the fight really. Because goals are-usually- just placed to have an excuse to go fight somewhere. And any goals worth actually achieving would be like, Loot a Titan so you can hijack it and go nuts, take some important whatever so: A. Whoever wants it back has too fight you for it. This is a win on your part. B. Use the fancy whatever to fight. This is also a win. Not to say Orks can't have elaborate plans I.E. Ghazghkull Thrakka, they just usually don't. Or they're so simplistic it could boil down too, take important shiny thing and use it to fight someone. 2. Orks don't make treaties. They make deals, they break deals, but they don't make peace. A Peaceful Galaxy would kill the Orks faster then one at War. Orks need to fight like humans need food to live. But Orks are predisposed to loving the fight so it doesn't bother them. Because fighting is fun. And fun makes them happy. And Orks want to be happy all the time. So they fight all the time. The more they fight, the more enjoyment they're getting, the stronger and bigger they get. Fighting is life, and life is fun. 3. Orks have an instinctual established hierarchy. The biggest Ork leads, no questions asked. Orks can fight each other for power and control-and this is what happens all the time/how such a hierarchy was formed in the first place. A Warboss got where he got by being the biggest and baddest, and stomping any Ork that said otherwise. As such, all the Orks under the Warboss follow him-almost-unquestionably. This is usually why WAAAGHS! break apart at the death of a Warboss. Not because the leader dieing demoralized them -granted that could be a factor, leg it to fight another day is characteristic too Orks- but because all the Orks are now confused as too who is the boss now and are now quarreling against themselves for position as new Warboss. 4. Orks are not too be played seriously. It's just not how they function. Death is a laugh. Seeing your buddies head explode is a joke. War and Death is equally as hysterical. Playing with your food is permitted. Orks are comic relief. If you want a serious character to RP then it's not an Ork. An Ork is all about having fun, and laughing at misfortune. Things that should be taken seriously like loss, or destruction of something valuable is taken as hilarious. Orks are played too have fun, and just that really. They don't do serious well, or at all even. So remember the tone of Orks -and what might be a requirement- is a dark sense of humor too properly enjoy enjoy them. Aside from all that, an Ork does what he wants, keeping the limitations of his "class" in mind. The Bigger you are, the more freedom you have. And if you're wondering how to type out all Orkish it's essentially broken English, and it's not universal as too how you type it. If you want to know how my way works then I could go into more detail if you want. Otherwise don't even worry about it really, it's not too important of a detail. Their are some things characteristic to Ork speak, but it's whatever. But essentially, everyone smaller then you/not an Ork is a git/grot/runt/etc. Every race is nicknamed by the Orks. Here are the ones I at least remember Eldar (both types) are Panzees/Poncy L'dar/point'ee earz Humans-space marine or otherwise- are 'ummies/pink skinz but space marines do get called Space Mahreenz, Space Moronz, Poncy Mahreen gitz Tyranids are Gribblies and they make 'clicky clacky' sounds Necrons are Tinnies/ Tin Boyz Chaos Spacemarines are also called 'ummies from time to time but they're also called spikey gitz because they're all edgy and they have spikes on everything Tau are called grey skinz/blu' berries Squats were called runt'ees when they were around And yeah, any other questions, I could try to answer you. I'm certainly no expert, but I can try to fill in with what I know.