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Made in ca
Waaagh! Warbiker




I really like the ork wierdboy, but I feel he doesn't really bring anything good to the board that other psykers can. So, i decided to make up my own rules for one and I am just wondering if they seem OK for the game.

The main stat line of the wierdboy remain the same with the exception of the powers and upgrades.

First and only upgrade.....

Warphead - 35pt - Upgrades the wierdboy to mastery level 2

The psyker power are generally from all the games I have seen a wierdboy in such as DOW-Retribution, Space Marine, and Warhammer - Kill Team.

I have 7 made up...and I can't decide which could be the primaris power without being to over-powered.

Wierdboy - Psyker Powers

1. Psychic Forcefield (probablly could be a better name)
Friendly Ork models withen 12" get 4+ invul against shooting further than 12" away.

3. Over Dere!
Warps the Wierdboy and unit 24" away

4. Warp Vomit
Strength 5 AP 4 - Flamer Template (counts as power weapon in CC) - I feel it should cause Soul Blaze

5. Zzap
Strength 10 AP1 Melta 1 24" (counts as power weapon in CC)

6. Warpath
Squad gains +1 to attack

7. Call da Boyz!
Generate D6+6 Ork Boyz to deep-strike onto the board

and of course, by being an ork you cant have him not explode.

If he gets double 1's he takes a perils of the warp as normal.
If he gets double 6's you center a template over him that deals "strength 3 ap - (Blast Pinning)" but, for every 5 boyz withen 12" the AP goes down 1, and strenght goes up 1 (ie 24 boyz is strength 7 ap 3)
If he dies by perils the blast scatters 2d6

That is what I have so far, if anyone else has some input that would be awesome.

When life give you lemons keep them, because hey, free lemons 
   
Made in nz
Disguised Speculo





I wholeheartedly agree, the Weirdboy is wasted potential with the current rules. I'll give my two cents on some of what you put up.

Hazard30 wrote:


Wierdboy - Psyker Powers

1. Psychic Forcefield (probablly could be a better name)
Friendly Ork models withen 12" get 4+ invul against shooting further than 12" away.


Too similar to Kustom Force Field.

3. Over Dere!
Warps the Wierdboy and unit 24" away


I'd say make it a random distance. The catch - you *must* travel that exact distance, no more and no less. If you appear inside another squad or a vehicle or something all sorts of shenanigans occur. Chance of Orks rematerializing inside one another and being killed. Most importantly - can goddamn assault after the teleportation! (and perhaps ignore overwatch if they teleport behind an enermy unit)

Warp Vomit, Zzap, Warpath


I have no real opinion on any of these, except to ask where Frazzle has gotten to.

7. Call da Boyz!
Generate D6+6 Ork Boyz to deep-strike onto the board


This is great! Perhaps unbalanced I don't know, but the concept is fantastic. You could limit it by making that only destroyed models can be brought back. Alternatively the boyz could simply appear as reinforcements to a current mob, bolstering its numbers and being overall easier to implement (of course, with 'rematerialize inside another Ork' goodness)

If he gets double 1's he takes a perils of the warp as normal.
If he gets double 6's you center a template over him that deals "strength 3 ap - (Blast Pinning)" but, for every 5 boyz withen 12" the AP goes down 1, and strenght goes up 1 (ie 24 boyz is strength 7 ap 3)
If he dies by perils the blast scatters 2d6


I approve wholeheartedly of this.
   
Made in ca
Waaagh! Warbiker




Although the forcefield is nice, I do suppose your right...

how about dropping the force-field and making frazzle the primaris power?

When life give you lemons keep them, because hey, free lemons 
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

I like all these options, they sound grand. I'm trying to remember what options and rules they used to have back in the day, in case any of them might update nicely.

I think your rules for heads bursting on double sixes is very cool.
   
Made in us
Stealthy Grot Snipa






New England

I approve of these rules.
I also agree that frazzle should be the primaris power. (If you do not do frazzle, rip off somethign from the IG primaris psyker or eldar farseer)

   
Made in au
Daring Dark Eldar Raider Rider




Rematerialize rolls, roll a d3, on a
1, the ork squad and the squad that they have rematerialized into (friend or foe) must take a str test or are removed from the game, all models that pass are automatically engaged in combat with the squad in which it rematerialized into unless the unit in question is destroyed.
2- the squad is automatically treated as having made a multi-charge on the unit it materializes into and must resolve the assault in the assault phase.
3- the weirdboy has made a terrible mistake, and has gotten lost in the warp, the entire unit is destroyed.

Not sure if worded well, but hey I think it would be hilarious having 30 work by rematerialize out of a 10 man marine squad

"Your friends can't save you now, they are hanging from the spires, just as you will be, should you fail."- kabal of the broken blade. 
   
Made in us
Sneaky Lictor




Wherever they tell me

I love the new powers, especially the teleport and warping in Boyz.

My only objection, is please make it random every turn. That's one of my favorite things about Ork Psykers, and it makes sense. They're probably the strongest manipulators of the warp, they just don't know it or what they're doing with it


Tyranids 10000 points
Orks 3500 points
Raven Guard 3000 points
 
   
 
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