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		<title><![CDATA[Latest posts for the thread "New Psychic Powers for Orks"]]></title>
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				<title>New Psychic Powers for Orks</title>
				<description><![CDATA[ This isn't me saying the psychic rules are broken for orks I just thought of something funny and I went with it. <br /> <br /> Orkology: Orkology takes the place of Daemonology for orks. <br /> <br /> <br /> Primaris Power: "<i>C'mer lads</i>"  Warp Charge 3<br /> C'mer Ladz is a conjuration with a range of 3 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> Scatter (Will always Scatter) that pulls a squad of boyz (10+<span class="glossaryitem" onmouseover='gp(24);'>D6</span>) through the warp and onto the battle field.  <br /> <br /> SPECIAL RULE (Where da heck are we): When arriving the unit of boyz will be unable to move, shoot or assault unless their is a character within 12'.  <br /> <br /> 1: Eavy Boyz: Warp Charge 1<br /> Eavy Boyz is a blessing that targets the psyker and his unit giving them a 6++ for the turn.<br /> <br /> 2: Dakka Boyz: Warp Charge 1<br /> The psyker hurls a boy at the speed of waaagh directly into the enemy.  <br /> <br /> Dakka Boyz RANGE: 12 S5 <span class="glossaryitem" onmouseover='gp(6);'>AP</span>- Assault 1 Torrent<br /> (when using this power the unit the psyker is attached to suffers 1 casualty, no saves of any kind allowed)<br /> <br /> 3: Psycho Boyz: Warp Charge 1<br /> Psycho boyz is a blessing that targets the psyker and his unit.  The Psyker and his unit gain fearless and fear for 1 turn. <br /> <br /> 4: Meaner and Greener:  Warp Charge 1<br /> meaner and greener is a conjuration with range of 3 <span class="glossaryitem" onmouseover='gp(24);'>D6</span> Scatter (Will Always Scatter) that creates a Warboss with up to 25pts of upgrades allowed. If this power is successfully manifested, one friendly model within 6' of the psyker (or the psyker himself) immediately suffers a single wound with n o saves of any kind allowed.  <br /> <br /> SPECIAL RULES: <i>You ladz listen to me</i>:  If the Warboss appears within 18' of your Warlord he will try to attack the warlord every turn until one or the other is killed.  <br /> <br /> 5: Here come da bosses: Warp Charge 3<br /> "Here comes Da Bosses: is a conjuration with a range of <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> scatter (Will always scatter) that drags a unit of 5 Eavy armor Nobz through the warp and onto the battlefield. <br /> <br /> SPECIAL RULE (Get stukk in Ladz): When arriving the unit of nobz will immediately start to move in the direction of the nearest enemy unit and will not stop doing this until the nobz are wiped out.  '<br /> <br /> 6:   WAAAAAGH GHAZGHKUUL!: Warp Charge 3<br /> WAAAAAGH Ghazghkull is a conjuration with a range of <span class="glossaryitem" onmouseover='gp(2);'>3D6</span> Scatter (Will always scatter) that drags Ghazghkull through the warp and explodes in the Weird Boyz head causing Instant Death, No saves of any kind allowed.  If the psyker was part of a unit then Ghazghkull will immediately join that unit and be unable to leave unless he is the last model left.  <br /> <br /> SPECIAL RULE: WAAAAAGH ETERNAL, For the rest of the game, the Ork player may Waaaagh Every turn. <br /> <br /> <br /> <br /> <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> I thought it was rather funny that Orks could summon demonz so I thought I would twist it to make it seem as if the Weird Boy is literally pulling orks through the warp.  What do you guys think?  <br /> <br /> SIDE NOTE:  any conjuration spell used in this was basically the demon rule turned into an ork rule and I kept the points value of the summoned/conjured unit the same except in the case of the nobz and ghazghkull, both of which the orks took a hit on.<br /> ]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2015 15:13:08]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>New Psychic Powers for Orks</title>
				<description><![CDATA[ I'd probably change 1 so Da Boyz gain +1 Toughness/Slow & Purposeful, and #3 to Madboyz: The Weirdboy has Zealot. Alternately, bring back Zogwort's Squig Polymorph.<br /> <br /> Otherwise, its quite funny. You should probably make #6 Aporkalypse though, summoning Wazdakka's Ghost.]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2015 16:22:41]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>New Psychic Powers for Orks</title>
				<description><![CDATA[ I'm a little unclear on how the <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> range is supposed to work for these. do you scatter off of the psyker and then have the conjured unit appear there? I get that you're going for a mirror of the conjuration table though. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2015 16:28:51]]> GMT</pubDate>
				<author><![CDATA[ Wyldhunt]]></author>
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				<title>New Psychic Powers for Orks</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/802d004651d846e4bb021e72ba052379.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/639333/7657730.page"><b>MagicJuggler wrote:</b></a><br/>I'd probably change 1 so Da Boyz gain +1 Toughness/Slow & Purposeful, and #3 to Madboyz: The Weirdboy has Zealot. Alternately, bring back Zogwort's Squig Polymorph.<br /> <br /> Otherwise, its quite funny. You should probably make #6 Aporkalypse though, summoning Wazdakka's Ghost.</div></blockquote><br /> <br /> Slow and purposeful doesn't make any sense for orks because none have heavy weapons except a very select few. (IE Lootas)  and you usually plop a weirdboy into a boyz squad anyway.  What are madboyz? theyve been gone so long I can't remember their rules <span class="glossaryitem" onmouseover='gp(482);'>AT</span> ALL!  <br /> <br /> Zogworts polymoph was fun but people complained so hard and long about it that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> finally got rid of it.  Turning a 200+ point model into a squig with no saves allowed tends to annoy people.<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> <blockquote><div><a href="/dakkaforum/posts/preList/639333/7657745.page"><b>Wyldhunt wrote:</b></a><br/>I'm a little unclear on how the <span class="glossaryitem" onmouseover='gp(2);'>3d6</span> range is supposed to work for these. do you scatter off of the psyker and then have the conjured unit appear there? I get that you're going for a mirror of the conjuration table though. <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"></div></blockquote><br /> <br /> Yeah i should have made that more clear.  So it has the 12' range of other conjuration spells and summoning spells and then it scatters <span class="glossaryitem" onmouseover='gp(2);'>3D6</span>  and it HAS to scatter so you use the little arrow on the dice or reroll until you get an arrow.  The purpose for this is that I want the boyz/nobz to show up and be useless unless by a miracle they end up near another ork unit.  ]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2015 16:38:57]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>New Psychic Powers for Orks</title>
				<description><![CDATA[ S&P would be the drawback for +1 Toughness. Means no running/overwatch (though you would get Ere We Go still). Having a mob of 30+ T5 models is a tough trade though (I am a fan of "risk-vs-reward" powers vs "no-brainer" ones).<br /> <br /> Madboyz used to have Lots Of Random Tables that are the <span class="glossaryitem" onmouseover='gp(50);'>GW</span> specialty. Zealot is cleaner (plus that's what the Necron Warlord Trait "Eternal Madness" grants. "Madness? THIS! IS! WAAAGH!")]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2015 17:01:51]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>New Psychic Powers for Orks</title>
				<description><![CDATA[ The point of the spell is a buff not a buff + a nerf.  <br /> <br /> I wish they would bring back something like madboyz if for no other reason then flavor.]]></description>
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				<pubDate><![CDATA[Tue, 10 Mar 2015 23:11:04]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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				<title>New Psychic Powers for Orks</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4a51b74a9b53943ecdd9dfab72a7e6a2.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/639333/7658984.page"><b>Ghazkuul wrote:</b></a><br/>The point of the spell is a buff not a buff + a nerf.  <br /> <br /> I wish they would bring back something like madboyz if for no other reason then flavor.</div></blockquote><br /> <br /> Ironflesh in Warmachine says hi. ]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2015 00:45:34]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>New Psychic Powers for Orks</title>
				<description><![CDATA[ ?]]></description>
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				<pubDate><![CDATA[Wed, 11 Mar 2015 00:52:50]]> GMT</pubDate>
				<author><![CDATA[ Ghazkuul]]></author>
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