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So, I Posted My Thoughts On Caster Classes On The Chaos Forum, But Realized I Don't Know Orks Well

Discussion in 'Orks' started by Daedra, Dec 3, 2013.

  1. Daedra Daedra Curator

    enough to form a good opinion on the matter. That's why I'm here. How do you guys feel Ork Weirdboyz should work? I'd say they should be more powerful but have the downside of being volatile, but while I feel that would be cool in gameplay, it may get to be a bit unbalanced, or inexperienced players will end up leveling their own forces (Whether accidentally or purposely, since we all know there are plenty of people that are like that).

    So, what do you guys feel would make the Weirdboyz interesting, different, and also fun?
  2. Slurpeeking Slurpeeking Active Member

    I would say the same but rather than damage allied units maybe damage yourself instead. Have it be " the cost of power".
    Mekboss Grimcog and Stompy like this.
  3. Fireeye Fireeye Well-Known Member

    The problem with Ork psykers (just as with Orks in general) is that they are very random in nature. So a normal Weirdboy may summon a psychic projection of the foot of Gork (or Mork) to flatten an enemy formation, but said Weirdboy also may end up blowing his own head up instead (Demonic Possession are exceedingly rare thanks to the Orks' small minds and stubborn nature) or have his ability backfire in another catastrophic way.
    There also are Warp'eadz, which basically are veteran Ork Psykers who have slightly more control over their ablities than regular Weirdboyz but are much rarer.

    Personally, I believe that Ork Psykers should have a "higher rate of fire", so to speak, but also should suffer from a higher chance of their abilities going horribly wrong. A problem with this (as with all other Psykers) is that this brings in enormous griefing potential, as said griefers you play a psyker to intentionally harm their own faction. As such, I believe that the risks that come with being a psyker should ideally only affect the psyker itself, or at least be non-lethal for his Allies.
  4. Cappn Cappn Subordinate

    Randomness is the bane of a good system. In small tabletop doses it can be fun to laugh at, when an entire game / class is created around the premise of random effects happening it quickly erodes any basis of strategy.

    If a weird boy class did exist; its power should ebb and flow with the orks around it. The more orky events that occur, the weird boy becomes temporarily super charged based upon their magnitude. Think of it this way, if all the Orks generally used their "WAAAAGH" ability to buff themselves and each other, the Werid Boyz power level would essentially go over 9,000 temporarily.

    This will allow him to use that power to buff surrounding orks or unleash a blast of energy of various effects. Should space marines be turned inside out by the blast? Heads explode? Maybe if it managed to finish off the rest of their health, but it shouldn't be a free one shot. Rather the class should be more about affecting both friends and enemies around it.

    Example: A foot of Gork power that knocked all enemies down and damaged them.

    It would also be badass.
    Mekboss Grimcog and Fireeye like this.
  5. Stompy New Member

    Great answers you boyz! You must be da finking type!

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