Switch Theme:

Madboyz as psykers  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Fresh-Faced New User




Madboyz
WS4 BS2 S3 T4 I2 A3 W1 Ld5 Sv6+

Brotherhood of psykers (Level 1), Random powers

1) Madboyz suffer D3 wounds + morale check
2) Waaagh!
3) Brain Bullets: 24" S4 AP4 Assault1, Gets hot! (Per model)
or madboyz get +1 strength in melee
4) Mork's luck: All attacks against madboyz have Gets hot!
5) Gork's breath: 12" Target unit is initiative 1
6) Da Greenest: Madboyz gain Sv 5++, Feel no Pain

Madboyz aren't so much mad as confused by their burgeoning psychic powers. Their imagination frequently manifests into reality, causing other Orks to believe they are mad.
   
Made in us
Nasty Nob




Cary, NC

Don't care for it. I like madboyz, but it's a huge shift from longstanding orky fluff for them to be psychic.

I would prefer:

Madboys: As normal boys, with no option for special weapons, heavy armor, or nobs.

Madboys are mad: While a wide variety of distressing and amusing (to orks) mental disorders can plague madboys during periods of relative quiet (catatonia, depression, etc.), during the excitement of battle, madboys manifest many different, violent, manias. Roll a d6 at the start of the game, and again immediately before making any Morale check with a madboyz unit. Consult the chart and apply the resultant madness immediately:

1)Paranoids: The madboyz have the Interceptor special rule, as they are on the lookout for enemies, real or imaginary.

2)Frantiks: The madboys have the Fleet special rule, as they are uncontrollably excited.

3)Deliriaks: The madboys have the Fearless special rule, as they are cackling insanely with laughter, regardless of the situation.

4)Melankoliks: The madboys have the Stubborn special rule, as they are consumed with memories of the past glories and wonders of the orks in battle.

5)Phobic: The madboys have the Hit and Run special rule, as they have just developed a violent fear of whoever they are fighting.

6)Maniks: The madboys have the Hatred special rule, as they have just suddenly developed an all-consuming, irrational hatred of something about the enemy (maybe their hats).

However, Madboys do seem to enjoy the company of weirdboys, so that any unit of madboyz which is joined by a weirdboy (or warphead) can reroll the roll on the madness chart if desired, as the weirdboy seems to be able to subtly influence the manias of his madboy followers in interesting and useful ways.

 
   
Made in gb
Lieutenant Colonel




I agree with Da Butcha.

Madboyz behavior table is more in keeping with established background.(Although I would prefer more penalties as well as bonuses .)
And having them give a bonus to an near by (NOT leading them! ) Weirdboy would be cool.

   
 
Forum Index » 40K Proposed Rules
Go to: