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This is my proposed fix for Weirboyz in 6th edition. (Note that they keep the same point cost, they're ridiculously expensive for what they do now so I think this would be an effective enough proposal. If you think the cost should go up, though, let me know.)
Stats stay the same. (Old Zogwort becomes BS1 to get rid of stupidity, though.)
Change a roll on the chart to 'Weirdboy counts as having an AP2 S+2 Close combat weapon.'
Every turn, roll a D6. On a roll of 1, you suffer an 'Eadbanger result and lose one warp charge.
Look Out, Sir! Cannot be taken against 'Eadbanger.
If possible, you must use any and all spells rolled.
Warphead Rules:
Warpheads count as Mastery Level 2 and use two powers instead of 1.
Warpheads may choose any psychic power chart as their second power chart, but must take the Ork power chart. (In other words, it's Ork chart + any other. The Ork chart may not be taken twice)
Instead of choosing a psychic power normally for a non-ork chart power, roll a D6 on the selected chart. This is your power for that turn. (You may never intentionally choose the Primaris Power.) If the caster gets a Warp Charge 2 spell, he automatically gets the Primaris Power instead.
Does this seem too OP? It certainly boosts effectiveness. Warpheads are slightly more likely to get an 'Eadbanger result now, but are also somewhat better in general. I tried to incorporate the normal power charts with the Orky rules for psykers, to demonstrate how completely random and out of control they are. I would have allowed two rolls on the Ork chart, but it's generally really powerful so I tried to avoid OPness.
Advice?
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