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Yes, you can over time get fancy new gear, collect resources, gain experience and favours or just loot things off corpses. but if your question is, 'by the time this is done will I be a meganob', probably not.

The problem with something like a kommando is it works best if everyone else was making a kommando as well. I don't like splitting the party and having to keep track of people as they run off in a dozen different directions. I'd greatly prefer the party stay together whenever possible. Also I can't garuntee that every possible scene and adventure will be geared perfectly equally to each player's specialities,

This may not end up being an advanced game, I might shift it over to Casual as I personally don't like advanced all that much and it ends up being a barrier to many potential players.

If the players decide to elect a leader amongst themselves that is up to them. I would say it's usually a good idea, and something I tend to encourage in my games, especially for really minor decisions that just need quick responses. As long as the player in question knows they still have to get their groups opinion for larger decisions, the group is ok with the decision, and the elected nob isn't being a dick. And by definition any ork if they were placed in charge they would become a nob.
Alright, that's the basics out of the way. Now, to go a bit more in-depth.

What version of orks are we going for here? Will these orks be the grim-dark war mongers of death and destruction type, or the goofy, dumb-funny joking type of orks? Are we going to be monsters like a large percentage of the cannon would describe orks as, or the joke that their codex makes them out to be?


As far as i'm concerned those are two halves of the same coin. This won't be a comedy game, but at the same time orks and their schemes to have an inherent degree of silliness which is what makes them so appealing. You're orks, your not nice people, you're cunning and evil and you will undoubtedly do some bad shit, at the same time your not all mega geniuses with IQs of 180+, the occasional laugh or stupid moment isn't a bad thing.

As a group, will we have worked together before? Are we an existing mob that has been together for a while, or will we be just random boyz who decided to group up because we could?


The second, a random mob that's formed together from those who haven't picked a side.

How important will we be to the overall plot? Are we meant to be 'heroes' who are sent on missions that the bosses need done, and thus our final decision of who to back will carry weight? Or, do the bosses themselves each have a preset destiny in store for them, and who we pick just decides what kind of game we play near the end?


You are PC's so it's a given that you will have an effect on the plot. As for your effect on the overall story and the fate of the bosses, well you're just going to have to play and find out wont you. i'm not revealing anything this early.

You might do work for bosses, curry favour, earn some shiny gubbinz from doing so, that's all up to you.

How are we going to handle group equipment? For example, if our mob has a truk, who gets to drive? Who gets to use the guns? Will we decide as a group what kind of equipment is on the truk, or will the one designated the driver be considered the 'owner' who gets to make the final decision on what happens to it? Or, will there just always be an NPC driving us where we need to go in whatever the plot demands we be riding in?


This is up to the group. Something like a trukk I imagine will be a collective property. I don't want to give total control over to one person. Same with upgrading and pimping it out, talk amongst yourselves. If everyone is involved everyone will have a reason to be interested and care.

I'd rather have you guys work this kind of thing out on your own as deciding who drives and who shoots is ultimately pretty minor.

What about in-fighting? Orks are well known for vying for power, especially within their own groups. Will we be depicting the typical ork traits, and thus constantly sparing with each other? Will our group be special, and more effective because of a surprising level of co-operation? Or will there just be a nob among us who keeps us in line, and if so who?


I don't want this to game to derail or otherwise break apart because the PC's start stabbing eachother in the neck the moment the game starts. Yes orks are rowdy, and if the players want to get into a fistfight now and again I wont complain. But if people start trying to off each other just for the hell of it than ya, ill put the brakes on it. Nothing kills a game faster than the PC infighting. So I hope you guys are going to be a group with an above average level of co-operation.

Or will there just be a nob among us who keeps us in line, and if so who?


My question for you and any other interested player is this, are you going to force my hand and make an NPC like that a necessity? i'd rather not need to have such a character as it just feels like i'm holding you all on a leash.

How about the planet we're landing on? What kind of terrain should we expect? Who will we be fighting? It would be quite annoying to create a mek who specializes in looting enemy war gear, only to find out we're fighting tyrannids the majority of the time.


No, i'm not making you fight nids. The system your floating into is an Imperial one. So a good deal of opportunity for scrap collecting. As for the specifics of the planet your landing on, that will be explained in the OOC
@Necroes Ok, Some good questions here. Lets break this down point by point.

Do we have to be orks? Could we instead be grots?


For the time being i'll say ok.

If so, do we have to be basic grots, or can we have special gear? Examples in order of potency: mortars, grot tanks, killa kans.


Short answer is no, You can't have your own tank, killa kan, or mortar. The mortar is only used at a great distance and wouldn't be useful as I want to keep the group together as much as possible. It's the same problem with tanks and killa kanz.

Would we be allowed to be stealth boyz? How about an odd boy? Loota?


As I said in the OP, oddboyz are allowed to an extent. Painboy and mekboys are no problem. I don't have an issue with a loota boy and by stealth boy I assume you mean a kommado type. To that i'm also ok with as long as your sticking with the group and not always slinking off in different directions.

Orks come in a wide variety of shapes and sizes on the table top, but truth be told they're like most other races. Most variants of ork are just boyz with different varieties of shooty/stabby kit. So, what are we allowed in our selection of weapons/wargear?


I'm aware of the variety inherent to ork kit. Yes you can select your own wargear, I don't care if you have a choppa or a slasha, or a basha. Nor do I care if your shoota is single barrelled or double. Or if you run around with a rokkit launcha. You can customize the look of your equipment, no skin of my nose.

However, if your thinking of taking a shokk attack gun, power claw, power stabba, extensive cybork parts, etc, than that is another matter entirely. Run those kinds of requests by me first.
@Skwint Right, I should clarify that. I say mob as a general term here. In true ork fashion the mob you're part of isn't going to be so rigidly structured as saying, everyone must be equipped with 'X'

You aren't restricted to just slugga or shoota boyz, though you are more than welcome to pick either of those. Basically the main restriction is that no one is going to be the equivalent of an elite unit, like a nob, mega nob or a big mek. You can still be a mek if you want, just a regular (little) mek, painboy, burna, etc For the most part we're looking at basic types of boyz. But you still have options.

Alrighty, for anyone who doesn't understand what was just said in the Opening post, don't worry, the short answer is.... ORKS!!!! this is an rp set in the Warhammer 40k universe where players take on the roll of orks, caught up in the middle of a quasi civil war. Your warboss is dead, and your warband needs a new leader, rather than continuing to fight amongst themselves until every ork was dead a new competition was put forward. Whatever kaptin could rally more boys to their side and secure the shiniest loot would become the new warboss of this flotilla. Even with the recent inter-conflict being brought to a close there are still plenty of boyz alive in the fleet to do some serious damage to whatever unfortunate world they set their eyes on.

But what the four kaptins know that most boyz don't is that this competition needs to be quick. Space marines (The 'beakies' for anyone that doesn't know ork lingo) aren't ones to simply give up the chase. They were pushed back for now but they will return and the fleet may not survive a second battle in it's current state. No one knows how much time they have but no kaptin wants to be left behind to fight the humans when they catch up.

As far as the players themselves are concerned, you are all going to be playing a small mob of boyz as they make planetfell, get stuck in for some epic scraps and decide which of the four kaptins to throw their lot in. It's a tough call and doesn't need to be made early on in the game. But eventually you will need to pick a side.

Please let me know if your interested, or even if you just think this idea is the shittiest idea ever to be posted on RPG. I'm open to ideas, let me know what you think of the game or any concerns you may have about the game.
Alrighty, for anyone who doesn't understand what was just said in the Opening post, don't worry, the short answer is.... ORKS!!!! this is an rp set in the Warhammer 40k universe where players take on the roll of orks, caught up in the middle of a quasi civil war. Your warboss is dead, and your warband needs a new leader, rather than continuing to fight amongst themselves until every ork was dead a new competition was put forward. Whatever kaptin could rally more boys to their side and secure the shiniest loot would become the new warboss of this flotilla. Even with the recent inter-conflict being brought to a close there are still plenty of boyz alive in the fleet to do some serious damage to whatever unfortunate world they set their eyes on.

But what the four kaptins know that most boyz don't is that this competition needs to be quick. Space marines (The 'beakies' for anyone that doesn't know ork lingo) aren't ones to simply give up after getting a bloody nose. They were pushed back for now but they will return and the fleet may not survive a second battle in it's current state. No one knows how much time they have but no kaptin wants to be left behind to fight the humans when they do finally catch up.

As far as the players themselves are concerned, you are all going to be playing a small mob of boyz as they make planetfell, get stuck in for some epic scraps and decide which of the four kaptins to throw their lot in. It's a tough call and doesn't need to be made early on in the game. But eventually you will need to pick a side.

Please let me know if your interested, or even if you just think this idea is the shittiest idea ever to be posted on RPG. I'm open to ideas, let me know what you think of the game or any concerns you may have about the game.


Space, da final frontier. Dese are da voyages of the warboss Grimmsmasha. 'iz mission, to fly frew space fasta den any ovva git. Ta find new worlds an civilizashuns, an kick da zog outta dem. To boldly go where no ork ‘as gone before!

"Warboss grimmsmasha was a dead gud boy, 'an at iz back was a fleet uv kroozaz ‘dat kould get stuck 'n wit' any ship da otha git races kould drow at us. Every planet we kame across we looted, an put da boot ta loads uv humies, chaos boyz an otha gits. Dat was until da warboss went an got himself kilt ‘n a propa gud fight wit' some beakiez. Da beakiez was driven off right propa' but da damage was done.

Wit' da warboss dead 'der were a lot uv orks 'oo kould step up an’ take his place. Problem was, all uv em wanted ta be da boss, an' none uv im wanted ta see any uv ‘da othaz 'n charge. A great fight broke out, all across da fleet, wit' every ork choos'n a boss dey wanted ta see as da new warboss an' join'n his mob. It was a gud fight, an lasted for a long time.

By 'da time 'da dust settled not many orks was left, an da fleet wasn't ‘n 'da best shape eitha. 'der were only four ork kaptins left, each kall'n himself warboss; shazz snaznabba, gakk blakteef, gorgutz redskull an kork sixfingas.

Lucky for us, ‘da boyz floated into a new system ripe for plunder'n. Although da boyz were still keen for a fight, da four kaptains agreed ta a ceasefire; 'der were otha fings out 'der worth fight'n'. Loot kould be used ta rebuild da grimmsmasha, an' it would take a while for more boyz ta stumble outta da mushroom groves ta repopulate da krew.

Each kaptain also knew dat ‘da kaptain 'oo got ‘da most loot would become ‘da grand kaptain an’ rule ‘da fleet. Da race was on
Space, da final frontier. Dese are da voyages of the warboss Grimmsmasha. 'iz mission, to fly frew space fasta den any ovva git. Ta find new worlds an civilizashuns, an kick da zog outta dem. To boldly go where no ork ‘as gone before!

"Warboss grimmsmasha was a dead gud boy, 'an at iz back was a fleet uv kroozaz ‘dat kould get stuck 'n wit' any ship da otha git races kould drow at us. Every planet we kame across we looted, an put da boot ta loads uv humies, chaos boyz an otha gits. Dat was until da warboss went an got himself kilt ‘n a propa gud fight wit' some beakiez. Da beakiez was driven off right propa' but da damage was done.

Wit' da warboss dead 'der were a lot uv orks 'oo kould step up an’ take his place. Problem was, all uv em wanted ta be da boss, an' none uv im wanted ta see any uv ‘da othaz 'n charge. A great fight broke out, all across da fleet, wit' every ork choos'n a boss dey wanted ta see as da new warboss an' join'n his mob. It was a gud fight, an lasted for a long time.

By 'da time 'da dust settled not many orks was left, an da fleet wasn't ‘n 'da best shape eitha. 'der were only four ork kaptins left, each kall'n himself warboss; shazz snaznabba, gakk blakteef, gorgutz redskull an kork sixfingas.

Lucky for us, ‘da boyz floated into a new system ripe for plunder'n. Although da boyz were still keen for a fight, da four kaptains agreed ta a ceasefire; 'der were otha fings out 'der worth fight'n'. Loot kould be used ta rebuild da grimmsmasha, an' it would take a while for more boyz ta stumble outta da mushroom groves ta repopulate da krew.

Each kaptain also knew dat ‘da kaptain 'oo got ‘da most loot would become ‘da grand kaptain an’ rule ‘da fleet. Da race was on!!
I really can't think of a character concept that I want to play
I think I am going to have to withdraw from this. I hope everyone has a good time.
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