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Psychic powers suggestions for da Orks

Discussion in 'Orks' started by Gryzzanthal, Dec 4, 2015.

  1. Being a Painboy and all, I'z try ta stay away from dem Weirdboyz.
    But I'z wonts ta know what all ya other boyz fink about dem weird powaz dey got.

    *what kind of powers should weirdboys have in game?
  2. Roll a 1

    Head explodes
  3. Sloggah Morbid New Member

    Sumtim tah mak da shootas an burnas an choppas betta.
  4. Sigvald Darthy Curator

    Roll a 2, your enemies head explodes.

    Roll a 3, both your heads explode.

    Roll a 4, every Orks head explodes.

    Roll a 5, every enemies head explodes.

    Roll a 6, everything just explodes.
  5. Teleporting

    Belching Fire

    Making people explode

    Accidentally summoning a daemon intent on destroying everything and everyone

    Summoning Gork's/Mork's Fist and Foot

    Psychic Choppa

    Get creative with the weridboyz
  6. Transform an enemy into a baby squig.
    OR
    A chance to turn yourself into a baby squig.
    Rokdakgut-rippa likes this.
  7. I like the way this guy thinks
  8. Sgtteddybear59 Sgtteddybear59 Arkhona Vanguard

    Honestly, I was just thinking about this after watching a video on Orkz. MOST Orkz don't have psychic abilities, but if an entire green tide believes in something, they can actually shape reality itself. For example, Red Trukz go fasta! Or gold bombs explode bigga, and purple is sneakiest.

    So instead of having individual abilities, A WAAAGH could gain perks with more orks. Such as faster truks and bigger explosives. The list could go on and should no doubt implemented in the game.
  9. Basically all orks are psychers but they don't know it
    That's why we can have strange Boni and even cooler waaarghboni

    Anyway
    We know that our wyrdboy will be a hero
    That's why he ca be super powerful

    First his resource of power should be orks around him
    Means the more boys are around the stronger the wyrdboy is

    So the wyrdboy has certain power thresholds
    No boys around = 1 spell, his basic ranged combat AoE attack (basically a plasmacannonshot)
    Some boys around = 2nd spell unlocked and his first spell increases in AoE (besides the first spell all other spells are free to pick and depending in which slot you put the spell the more powerful it will be if you unlock it)
    More boys around = 3rd spell unlocked and first spell increases in power
    A waaargh is happening = 4th spell unlocked and first spell increases in AoE, power and flyspeed

    Sometimes bad things happen when the wyrdboy casts to much spells
    He has an overheat bar. At a certain trashold bad thing as can happen and the further he is behind that thashold the more likely it is to happen

    So I know lore tells that heads start to explode
    But seeing you die by a random chance is frustrating

    So it's more like if a spell fails the spell explodes right in the hand of the wyrdboy
    Which is simply like having an EC meltabomb exploding in your hand
    But instead of dealing dmg the wyrdboy gets knocked away
    Same happens to the nearest boys
    The ones who are further away just getting knocked down or staggering

    So then there is another bad fing which can happen (but by lower chance)
    The wyrdboy transforms itself to a time bomb
    He starts to glow and after some seconds he will explode
    Causing dmg, knock aways, knock downs or staggering in a wide area


    That's how I would like to see my wyrdboy ^^
    Erk likes this.
  10. Thanks everyone for your posts. Really enjoyed reading all your suggestions.

    I'd love to see a weirdboy just lobbing green waaagh! energy everywhere.
    And the boyz proximity tiers are a great idea.

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