This is an idea that kind of popped up in my head while I was taking a dump this morning. Let's see if I can refine it in this thread: Waaaagh! Field Orks are an entire race of latently psychic beings. While the attunement of most Orks to their potential is not high enough for them to actively manifest their powers, when gathered in large numbers, their psychic potential combines into a subtle yet potent psychic field that can allow Orks to subconsciously perform the impossible. All Ork units with the "Waaaagh! Field special rule generate at least one warp charge; note that the Waaaagh! Field does not bestow the "psyker" rule onto a unit unless specifically noted otherwise within the unit's profile. There are some units that generate more than one warp charge, these are listed below: Ork Boyz: Boyz generate two additional warp charges, one at 11+ models and one more at 21+ models, for a maximum of 3 warp charges. Stormboyz: Stormboyz generate an additional warp charge at 11+ models, for a maximum of 2 warp charges. Kommandos, Lootas, Tankbustas and Burna Boyz: These units generate an additional warp charge at 8+ models for a maximum of 2 warp charges. Nobz, Meganobz and Flash Gitz: These units generate 2 warp charges. Wierdboy: Wierdboyz generate two warpcharges. Old Zogwart: Old Zogwort generates D3+1 warp charges. All units in the Ork codex have the Waaaagh! Field special rule with these exceptions: Gretchin Killa Kanz Big Gunz Please note that the warp charges generated by the Waaagh! Field may not be used by any units that are not from Codex: Orks. Waaagh! Field Powers The Waaaagh! Field manifests itself on the tabletop as a variety of blessings that buff ork units. These blessings may be cast on any unit with the Waaagh! Field special rule. Waaagh! Field blessings must be cast during the psychic phase, and are not cast from any specific unit, meaning they can not cause perils, do not require LoS and have unlimited range. Each blessing may be cast an unlimited number of times, so long as you have the warp charges for it, but their effects do not stack. Each blessing lasts until the start of your next psychic phase. These blessings may be denied by your opponent as normal. Let's get Choppin'! (4 WC): The selected unit has the rending special rule. Last one 'ehres a grot! (3WC): The selected unit has the fleet special rule. Non-walker units move an additional 2'' (this stacks with red paint job). Made ta' fight! (4WC): The selected unit re-rolls failed to-hits. 'ave another go! (5WC): The selected unit has the Feel No Pain special rule. One successful armor penetration roll made by your opponent on a vehicle under the effect of this blessing must be re-rolled. In the case of multiple penetrating hits, you must select which penetrating hit you want re-rolled before your opponent rolls on the damage chart. Waaagh! Once per game, at the start of your turn, you may perform a Waaagh! When the Waaagh! is used, until the start of your next psychic phase all units belonging to Codex: Orks on the battlefield gain a 5+ invulnerable save (this does not stack with other invulnerable saves, units which already have one must use the better one). Furthermore, when generating warp charges for that turn, all units with the Waaaagh! Field special rule generate one additional warp charge. This additional warp charge may take a unit above their warp charge limit (Eg: A 30-man boyz mob under the effect of the Waaagh!" generates 4 warp charges). A Waaaagh! may not be cast on your first turn. Wierdboyz and Old Zogwort It should be noted that in addition to their rules for generating warp charges above, Wierdboyz and Zogwort are psykers, but do not possess a mastery level. - Wierdboyz generate three powers, and have access to the biomancy, pryomancy and telekinesis disciplines. They may cast the three powers they know an unlimited number of times, so long as they have the warp charges to do so. - Old Zogwort knows all of the powers in the biomancy, pryomancy and telekinesis disciplines. He may cast any of these powers an unlimited number of times, so long as he has the warp charges to do so. Due to his powerful but erratic psychic nature, the warp charge cost of any power he tries to cast from biomancy, pyromancy and telekinesis is doubled. However, so long as he is on the board, the warp charge cost of all Waaagh! Field powers are lowered by one. Automatically Appended Next Post: That's all I have for now. Further ideas may be added in the future. Opinions? Criticisms?
|