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Custom Faction Concept: Weirdhedz Orruks


HiddenElephant

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I legitimately have more ideas than is healthy.  I've spent the last two hours tossing this together.  I had to put this faction sheet out there, because it's out there.  Basically, it's a faction of 'Ork Elementals', as in, these Orruks are pushing the possibilities of the Waagh to the limit, and each one is a crackling, shifting mass of pure raw Orkyness.

 

Why Play Da Weirdhedz?

Because orruks overflowing with Waagh! Energy sounds like a great idea.

Because you want to make the enemy go boom.

Ork Wizards sound hilarious.

 

Weirdhedz General Outline:

Magic-Heavy Orruks - like Tzeentch mixed with Greenskinz.

Horde-Styled army full of bonuses for each other.

 

Orruks primal and chaotic in a way not even the Bonesplitterz can match.  They often wear torn pants or just a loincloth, eschewing armor or decoration - or being too chaotic to even put such things on.  They’re prone to shifting bodily proportions in battle, and their weapons often look like scavenged weaponry that has been… pulled into a new shape.  Lightning and energy crackles and fires off of them randomly, and sometimes parts of their bodies turn into energy.

The Weidhedz are orruks pushed to the edges of the realms, where the land itself is fragile but dangerous.  These orruks have mutated over time due to the presence of such fragile reality, resulting in erratic orruks even wilder than normal that spit magic like a dragon with fire.  Indeed, the innate powers of the orruk Waagh! Have expanded and almost completely enveloped these orruks. With them, anything is possible, but their limited minds and short attention spans typically turn it into ‘Smash’.

 

Faction Allegiance Abilities:

Rampage Incarnate:  You get to reroll all failed charges for this faction, and if you have to reroll in order for the charge to be successful, every orruk in that unit gets +1 to hit.

Storm of Da WAAAAAAAGH!:  The more turns the battle rages on, the more Waagh! Energy builds up.  Gain the effect of turn number, plus the bonuses of previous turns.

Turn 1:  All units gain +2 to Move.

Turn 2:  All units gain +1 to hit.

Turn 3:  Your wizards gain +1 to their casting rolls.

Turn 4:  Your wizards gain +2 to their casting rolls.

Turn 5:  All spells you attempt to cast are automatically successful, but the wizard that casts them takes a mortal wound.

 

Unit Concepts:

Weirdhedz Warboss:  Hero Leader: Kit A Model:  A large Orruk Warboss who attacks with his Big Choppa or dual Choppas.  Has a table attached to him that gives him stacking bonuses depending on how many Weirdhedz Orruks are within a certain radius of him, generally boosting To-Wound and Damage of his weapons, but also boosting his move.  His innate command ability lets a wizard in the army cast another spell, even if they’ve already cast all the spells they can for the turn.

Big Storm Shaman:  Wizard Hero Leader:  Kit B Model: A large orruk shaman crackling with energy and attacks with his Oddcrusha in melee.  The Oddcrusha deals random amounts of damage with each hit. He can cast and unbind 2 spells on his turn.  His innate spell selects several different enemy units and zaps them with Waagh! Lightning for mortal wounds.

Wildspark Shaman:  Wizard Hero: Kit C Model:  An orruk shaman who attacks with his Oddstik in melee.  He can cast one spell a turn, but can’t unbind. What spell this unit casts is completely random; you assign a number (1 through 6) to each spell this hero knows and roll a die before casting.  If he somehow knows 7 or more spells, you get to choose which spells get a number. The number you roll is the spell this hero will cast, regardless of if you’ve cast it this turn already or not.  He knows the two basic spells, but does not have a unique spell of his own.

Luck-Seer:  Wizard Hero:  Kit D Model: A shaman that attacks with his Oddstick and Slicer in melee.  He can cast and unbind one spell per turn. Once per hero phase, you can have any 1 die be rerolled while you have at least 1 Luck-Seer in your army.  His innate spell is ‘Da Foocher’; It has no casting cost, so your roll only needs to be beaten by your enemy to unbind it. After you cast it, you choose one of the dice you rolled and set its result aside.  During that turn, you can spend that die’s result once to act as any roll for any 1 die, and it goes away at the end of the turn if you don’t spend.

Waagh-Raiser:  Totem Hero: Kit E Model:  An Orruk armed with Clubbin’ Stikks and a big drum.  He attacks with his Clubbin’ Stikks in melee. He greatly raises Bravery around him, and can ‘add’ another 10 orruks to a nearby unit for the purpose of model-count dependent abilities.

Zottchoppa Boys:  Battleline Troops:  Kit F Model: Orruk Boys armed with Zottchoppas that crackle with energy.  The Zottchoppas deal D2 damage each. They give +1 to the casting rolls of Wizards within a certain distance of the unit’s leader for every ten orruks in the unit, but if the wizard rolls doubles, then the unit takes d3 mortal wounds from WAAAGH energy feedback.  You can only have 1 unit Zottchoppa Boys contributing in this way. Comes in swarms of 10 to 50, and the leader gets an extra attack along with being the focal points for the unit’s abilities.

Zottbow Boys:  Ranged Troops: Kit F Model:  Orruk Boys armed with bows n’ arrers.  Wizards close to the unit’s leader gains +2 inches to the ranges of their spells for every 10 Zottbow Boys in the unit, but again, if that wizard rolls doubles, the unit takes d3 mortal wounds.  You can only have 1 unit of Zottbow Boys contribute in this way. Comes in swarms of 10 to 50, and the leader has more attacks in addition to being the focal point of the unit’s ability.

Zquig Chargers:  Battleline Cavalry Troops:  Kit G Model: Orruk Boys riding mutant wolf-like squigs that crackle with energy.  They attack with the Boys’ Zottspears and the Zquigs’ Shocking Teeth and Claws, both d2 damage.  After charging successfully, roll to see if the unit they charged suffers d3 mortal wounds. They are very, very fast, and come in mobs of 5 to 20, of which the leader gets an additional attack.

Shockboys:  Elite Troops:  Kit H Model: Big Orruks that are completely crazy; they’re actually former Warbosses that got too much of that Waaagh Energy!  Their movement is random, and they count as wizards. They can cast and unbind one spell a turn, but only know the two basic spells.  Interestingly, if they roll doubles on casting a spell, the unit closest to them suffers D3 Mortal Wounds from excess Waagh Energy. They attack in melee with Energy-Infused Slams, which deal mortal wounds on a to-wound of 6+.  Comes in angry mobs of 3 to 9, of which the leader gets an additional attack.

Avatar of Gork:  Behemoth Monster:  Kit I Model: A giant orruky monster made out of concentrated Waagh! Energy, and is very chaotic.  Da Smashy One. Attacks with Mighy Slams and an echoing ‘Eadbutt. When the ‘Eadbutt hits, energy arcs to the closest enemy unit and deals d3 mortal wounds to them.  Cannot begin the game on the field, and instead must be summoned by your wizards! Summoning an avatar counts as a spell, and you get +1 for every wizard in your army plus an addition +1 for every 10 non-Wizardy Orruks in your army.  In addition, gives every wizard in the army access to two new spells while he’s out on the field. One spell heals the Avatar of Gork, while the other spell makes a friendly Weirdhedz unit immediately pile in and attack in the Hero Phase.

Avatar of Mork:  Behemoth Monster:  Kit I Model: A giant orruky monster made out of concentrated Waagh! Energy, and is very chaotic.  Da Cunnin’ One. Attacks with mighty slams and Waagh! Lightning. Waagh! Lightning has a better chance to hit against Heroes.  Cannot begin the game on the field, and instead must be summoned by your wizards! Summoning an avatar counts as a spell, and you get +1 for every wizard in your army plus an addition +1 for every 10 non-Wizardy Orruks in your army.    In addition, gives every wizard in the army access to two new spells while he’s out on the field. One spell heals the Avatar of Gork, while the other spell teleports a unit to somewhere at least 9 inches away from an enemy.

Avatar of GorkaMorka:  Behemoth Monster: Kit I Model:  A giant two-headed orruky monster made out of concentrated Waagh! Energy that gets summoned if you blow past the Casting Roll while attempting to summon an Avatar of Gork or Mork.  In addition to more Hitpoints, can Slam many times in melee and ‘Eadbutts like the Avatar of Gork AND shoots Waagh! Lightning like the Avatar of Mork. Can’t begin the game normally, like the weaker avatars.  Either you can try and blow past the casting roll for the weaker avatars, which does not need for you to have the Avatar of GorkaMorka as points spent in your army, or you can try to summon ‘im like the weaker avatars, albeit with a higher casting roll.  This second option requires that you have spent points on the Avatar of Gorkamorka. In addition, he gives all Weirdhedz Orruk Wizards in the battle access to four spells while he’s in the battle: One spell heals the Avatar of Gork, the second makes a friendly Weirdhedz unit immediately pile in and attack in the Hero Phase, the third spell teleports a unit to somewhere at least 9 inches away from an enemy, and fourth spell adds 2d6 wounds worth of Orruks to a unit of your choice.  Kind of a big deal.

 

Command Traits:  Your commander gets one of these:

Commander gains the ability to heal d3 wounds a turn.

Commander adds 5 to a nearby unit for the purposes of any model-count based abilities.

Commander, if a wizard, gets to choose an additional spell from ‘Even Moar Spellz’ (see below.

If the Commander destroys any unit completely, they get to pile in and attack again.

Any wizard close to the Commander gets +1 to cast a spell.

When the Commander rolls a 6 on the to-Wound roll, he gets to roll a die to see if the closest enemy unit gets a free mortal wound, courtesy of the Waagh! Energies.

 

Shiny Gubbinz (Artifacts):  1 hero, +1 for every battalion, gets one of these.

Strange Choppas:  One of this hero’s weapons gets to deal d2 more damage.

Someone Else’s Skull:  Once per game, when this hero would be reduced to 0 wounds, ignore the wounds from the attacks of the unit that would have done this.

Annuver Me (Magic Mirror):  Allows the hero to teleport up to 6 inches away after moving (but can’t teleport closer than 9 inches to the enemy unit).

Explody Crystals:  Once per game, can be tossed for mortal wounds against an enemy unit a certain distance away.

Anti-Arrow Amulet:  Ranged attacks targeting this hero get -1 to hit.

Totem of Directin’:  This hero can voluntarily give up his attacks for the round to give another unit the ability to reroll ‘1’s on melee attacks for their attacks.

 

Even Moar Spellz:  For one of your wizards, +1 for every battalion.

Da Stompin’ Of Gork:  The wizard casting this moves his full movement plus a bonus from a die.  He can move through enemy units while doing so, and any enemy units he moves over will take some mortal wounds.

Da Plannin’ Of Mork:  Your next roll to disband a spell automatically succeeds, but it still takes up a dispanding slot.

Crushinator:  Deals mortal wounds to an enemy unit.  Roll a die, on a 6, do it again. Rinse and repeat.

When Zquigs Fly:  Give a friendly unit flight and a bonus to move.

Da Best Spell:  Select one target friendly unit; it gains a bonus to movement and +1 to wound for the rest of the game.

Raw Magick:  Select any spell known by any wizard on the battle and immediately attempt to cast it (this spell has no normal casting value).  Alternatively, you get to activate a Predatory Spell now.

 

Battalions:

Waagh! Band:  1 Waagh-Raiser + 2-6 units of Zottchoppa Boys:  Every unit part of this battalion within a radius of the Waagh-raiser get a +1 to hit.

Winds of Waagh!:  1 Wildspark Shaman + 2-6 units of Zottchoppa Boys:  You may reroll the die roll for the Wildspark Shaman’s casting once.

Yer Basic Waagh!:  1 Weirdhedz Warboss + 2-6 units of Zottchoppa Bous + 1-4 units of Zottbow Boys + 0-4 units of Zquig Chargers:  Units that are part of this battalion get to reroll ‘1’s on the ‘to-wound’ roll.

Circle of Power:  1 Big Storm Shaman + 1-3 Wildspark Shaman + 1 Luck-Seer:  Spells cast from units part of this battalion do not count against what kinds of spells you’ve already cast this turn.

Portals to Power:  1 Avatar of Gork OR 1 Avatar of Mork OR 1 Avatar of Gorkamorka + 1 - 3 units of Shockboys:  For the purpose of summoning the Avatar (whichever one it is), every 3 Shockboys who are part of this battalion give +1 to the casting roll, but do not contribute to the model count for non-Wizard Weirdhedz Orruks.

 

Original Document:  https://docs.google.com/document/d/1NQaEOfJOkND3BZMaibEx2MwTuUqa1u_Viv1NqEWTaoQ/edit?usp=sharing

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1 hour ago, HiddenElephant said:

I legitimately have more ideas than is healthy.  I've spent the last two hours tossing this together.  I had to put this faction sheet out there, because it's out there.  Basically, it's a faction of 'Ork Elementals', as in, these Orruks are pushing the possibilities of the Waagh to the limit, and each one is a crackling, shifting mass of pure raw Orkyness.

  

Why Play Da Weirdhedz?

Because orruks overflowing with Waagh! Energy sounds like a great idea.

Because you want to make the enemy go boom.

Ork Wizards sound hilarious.

 

Weirdhedz General Outline:

Magic-Heavy Orruks - like Tzeentch mixed with Greenskinz.

Horde-Styled army full of bonuses for each other.

 

Orruks primal and chaotic in a way not even the Bonesplitterz can match.  They often wear torn pants or just a loincloth, eschewing armor or decoration - or being too chaotic to even put such things on.  They’re prone to shifting bodily proportions in battle, and their weapons often look like scavenged weaponry that has been… pulled into a new shape.  Lightning and energy crackles and fires off of them randomly, and sometimes parts of their bodies turn into energy.

The Weidhedz are orruks pushed to the edges of the realms, where the land itself is fragile but dangerous.  These orruks have mutated over time due to the presence of such fragile reality, resulting in erratic orruks even wilder than normal that spit magic like a dragon with fire.  Indeed, the innate powers of the orruk Waagh! Have expanded and almost completely enveloped these orruks. With them, anything is possible, but their limited minds and short attention spans typically turn it into ‘Smash’.

 

Faction Allegiance Abilities:

Rampage Incarnate:  You get to reroll all failed charges for this faction, and if you have to reroll in order for the charge to be successful, every orruk in that unit gets +1 to hit.

Storm of Da WAAAAAAAGH!:  The more turns the battle rages on, the more Waagh! Energy builds up.  Gain the effect of turn number, plus the bonuses of previous turns.

Turn 1:  All units gain +2 to Move.

Turn 2:  All units gain +1 to hit.

Turn 3:  Your wizards gain +1 to their casting rolls.

Turn 4:  Your wizards gain +2 to their casting rolls.

Turn 5:  All spells you attempt to cast are automatically successful, but the wizard that casts them takes a mortal wound.

 

Unit Concepts:

Weirdhedz Warboss:  Hero Leader: Kit A Model:  A large Orruk Warboss who attacks with his Big Choppa or dual Choppas.  Has a table attached to him that gives him stacking bonuses depending on how many Weirdhedz Orruks are within a certain radius of him, generally boosting To-Wound and Damage of his weapons, but also boosting his move.  His innate command ability lets a wizard in the army cast another spell, even if they’ve already cast all the spells they can for the turn.

Big Storm Shaman:  Wizard Hero Leader:  Kit B Model: A large orruk shaman crackling with energy and attacks with his Oddcrusha in melee.  The Oddcrusha deals random amounts of damage with each hit. He can cast and unbind 2 spells on his turn.  His innate spell selects several different enemy units and zaps them with Waagh! Lightning for mortal wounds.

Wildspark Shaman:  Wizard Hero: Kit C Model:  An orruk shaman who attacks with his Oddstik in melee.  He can cast one spell a turn, but can’t unbind. What spell this unit casts is completely random; you assign a number (1 through 6) to each spell this hero knows and roll a die before casting.  If he somehow knows 7 or more spells, you get to choose which spells get a number. The number you roll is the spell this hero will cast, regardless of if you’ve cast it this turn already or not.  He knows the two basic spells, but does not have a unique spell of his own.

Luck-Seer:  Wizard Hero:  Kit D Model: A shaman that attacks with his Oddstick and Slicer in melee.  He can cast and unbind one spell per turn. Once per hero phase, you can have any 1 die be rerolled while you have at least 1 Luck-Seer in your army.  His innate spell is ‘Da Foocher’; It has no casting cost, so your roll only needs to be beaten by your enemy to unbind it. After you cast it, you choose one of the dice you rolled and set its result aside.  During that turn, you can spend that die’s result once to act as any roll for any 1 die, and it goes away at the end of the turn if you don’t spend.

Waagh-Raiser:  Totem Hero: Kit E Model:  An Orruk armed with Clubbin’ Stikks and a big drum.  He attacks with his Clubbin’ Stikks in melee. He greatly raises Bravery around him, and can ‘add’ another 10 orruks to a nearby unit for the purpose of model-count dependent abilities.

Zottchoppa Boys:  Battleline Troops:  Kit F Model: Orruk Boys armed with Zottchoppas that crackle with energy.  The Zottchoppas deal D2 damage each. They give +1 to the casting rolls of Wizards within a certain distance of the unit’s leader for every ten orruks in the unit, but if the wizard rolls doubles, then the unit takes d3 mortal wounds from WAAAGH energy feedback.  You can only have 1 unit Zottchoppa Boys contributing in this way. Comes in swarms of 10 to 50, and the leader gets an extra attack along with being the focal points for the unit’s abilities.

Zottbow Boys:  Ranged Troops: Kit F Model:  Orruk Boys armed with bows n’ arrers.  Wizards close to the unit’s leader gains +2 inches to the ranges of their spells for every 10 Zottbow Boys in the unit, but again, if that wizard rolls doubles, the unit takes d3 mortal wounds.  You can only have 1 unit of Zottbow Boys contribute in this way. Comes in swarms of 10 to 50, and the leader has more attacks in addition to being the focal point of the unit’s ability.

Zquig Chargers:  Battleline Cavalry Troops:  Kit G Model: Orruk Boys riding mutant wolf-like squigs that crackle with energy.  They attack with the Boys’ Zottspears and the Zquigs’ Shocking Teeth and Claws, both d2 damage.  After charging successfully, roll to see if the unit they charged suffers d3 mortal wounds. They are very, very fast, and come in mobs of 5 to 20, of which the leader gets an additional attack.

Shockboys:  Elite Troops:  Kit H Model: Big Orruks that are completely crazy; they’re actually former Warbosses that got too much of that Waaagh Energy!  Their movement is random, and they count as wizards. They can cast and unbind one spell a turn, but only know the two basic spells.  Interestingly, if they roll doubles on casting a spell, the unit closest to them suffers D3 Mortal Wounds from excess Waagh Energy. They attack in melee with Energy-Infused Slams, which deal mortal wounds on a to-wound of 6+.  Comes in angry mobs of 3 to 9, of which the leader gets an additional attack.

Avatar of Gork:  Behemoth Monster:  Kit I Model: A giant orruky monster made out of concentrated Waagh! Energy, and is very chaotic.  Da Smashy One. Attacks with Mighy Slams and an echoing ‘Eadbutt. When the ‘Eadbutt hits, energy arcs to the closest enemy unit and deals d3 mortal wounds to them.  Cannot begin the game on the field, and instead must be summoned by your wizards! Summoning an avatar counts as a spell, and you get +1 for every wizard in your army plus an addition +1 for every 10 non-Wizardy Orruks in your army.  In addition, gives every wizard in the army access to two new spells while he’s out on the field. One spell heals the Avatar of Gork, while the other spell makes a friendly Weirdhedz unit immediately pile in and attack in the Hero Phase.

Avatar of Mork:  Behemoth Monster:  Kit I Model: A giant orruky monster made out of concentrated Waagh! Energy, and is very chaotic.  Da Cunnin’ One. Attacks with mighty slams and Waagh! Lightning. Waagh! Lightning has a better chance to hit against Heroes.  Cannot begin the game on the field, and instead must be summoned by your wizards! Summoning an avatar counts as a spell, and you get +1 for every wizard in your army plus an addition +1 for every 10 non-Wizardy Orruks in your army.    In addition, gives every wizard in the army access to two new spells while he’s out on the field. One spell heals the Avatar of Gork, while the other spell teleports a unit to somewhere at least 9 inches away from an enemy.

Avatar of GorkaMorka:  Behemoth Monster: Kit I Model:  A giant two-headed orruky monster made out of concentrated Waagh! Energy that gets summoned if you blow past the Casting Roll while attempting to summon an Avatar of Gork or Mork.  In addition to more Hitpoints, can Slam many times in melee and ‘Eadbutts like the Avatar of Gork AND shoots Waagh! Lightning like the Avatar of Mork. Can’t begin the game normally, like the weaker avatars.  Either you can try and blow past the casting roll for the weaker avatars, which does not need for you to have the Avatar of GorkaMorka as points spent in your army, or you can try to summon ‘im like the weaker avatars, albeit with a higher casting roll.  This second option requires that you have spent points on the Avatar of Gorkamorka. In addition, he gives all Weirdhedz Orruk Wizards in the battle access to four spells while he’s in the battle: One spell heals the Avatar of Gork, the second makes a friendly Weirdhedz unit immediately pile in and attack in the Hero Phase, the third spell teleports a unit to somewhere at least 9 inches away from an enemy, and fourth spell adds 2d6 wounds worth of Orruks to a unit of your choice.  Kind of a big deal.

 

Command Traits:  Your commander gets one of these:

Commander gains the ability to heal d3 wounds a turn.

Commander adds 5 to a nearby unit for the purposes of any model-count based abilities.

Commander, if a wizard, gets to choose an additional spell from ‘Even Moar Spellz’ (see below.

If the Commander destroys any unit completely, they get to pile in and attack again.

Any wizard close to the Commander gets +1 to cast a spell.

When the Commander rolls a 6 on the to-Wound roll, he gets to roll a die to see if the closest enemy unit gets a free mortal wound, courtesy of the Waagh! Energies.

 

Shiny Gubbinz (Artifacts):  1 hero, +1 for every battalion, gets one of these.

Strange Choppas:  One of this hero’s weapons gets to deal d2 more damage.

Someone Else’s Skull:  Once per game, when this hero would be reduced to 0 wounds, ignore the wounds from the attacks of the unit that would have done this.

Annuver Me (Magic Mirror):  Allows the hero to teleport up to 6 inches away after moving (but can’t teleport closer than 9 inches to the enemy unit).

Explody Crystals:  Once per game, can be tossed for mortal wounds against an enemy unit a certain distance away.

Anti-Arrow Amulet:  Ranged attacks targeting this hero get -1 to hit.

Totem of Directin’:  This hero can voluntarily give up his attacks for the round to give another unit the ability to reroll ‘1’s on melee attacks for their attacks.

 

Even Moar Spellz:  For one of your wizards, +1 for every battalion.

Da Stompin’ Of Gork:  The wizard casting this moves his full movement plus a bonus from a die.  He can move through enemy units while doing so, and any enemy units he moves over will take some mortal wounds.

Da Plannin’ Of Mork:  Your next roll to disband a spell automatically succeeds, but it still takes up a dispanding slot.

Crushinator:  Deals mortal wounds to an enemy unit.  Roll a die, on a 6, do it again. Rinse and repeat.

When Zquigs Fly:  Give a friendly unit flight and a bonus to move.

Da Best Spell:  Select one target friendly unit; it gains a bonus to movement and +1 to wound for the rest of the game.

Raw Magick:  Select any spell known by any wizard on the battle and immediately attempt to cast it (this spell has no normal casting value).  Alternatively, you get to activate a Predatory Spell now.

 

Battalions:

Waagh! Band:  1 Waagh-Raiser + 2-6 units of Zottchoppa Boys:  Every unit part of this battalion within a radius of the Waagh-raiser get a +1 to hit.

Winds of Waagh!:  1 Wildspark Shaman + 2-6 units of Zottchoppa Boys:  You may reroll the die roll for the Wildspark Shaman’s casting once.

Yer Basic Waagh!:  1 Weirdhedz Warboss + 2-6 units of Zottchoppa Bous + 1-4 units of Zottbow Boys + 0-4 units of Zquig Chargers:  Units that are part of this battalion get to reroll ‘1’s on the ‘to-wound’ roll.

Circle of Power:  1 Big Storm Shaman + 1-3 Wildspark Shaman + 1 Luck-Seer:  Spells cast from units part of this battalion do not count against what kinds of spells you’ve already cast this turn.

Portals to Power:  1 Avatar of Gork OR 1 Avatar of Mork OR 1 Avatar of Gorkamorka + 1 - 3 units of Shockboys:  For the purpose of summoning the Avatar (whichever one it is), every 3 Shockboys who are part of this battalion give +1 to the casting roll, but do not contribute to the model count for non-Wizard Weirdhedz Orruks.

 

Original Document:  https://docs.google.com/document/d/1NQaEOfJOkND3BZMaibEx2MwTuUqa1u_Viv1NqEWTaoQ/edit?usp=sharing

You had me at work wizards.

WAAAAAAAAAAGH!

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Looking through it briefly (its late, blurry eyes) it looks like a cool factional concept, would need to make sure it doesnt stray too close to bone splittas in terms of tribal magicks theme to be both visually and thematicallly distinct but definately a cool start. Doing my usual breakdown of abilities these are just initial thoughts as wall of text takes time to process:

From turn 2 pretty much all your units are hitting on 2+ (assuming an orruk base of 4) on rerolled charges which could be seen as excessive as an across the board kind of thing. Might be worth changing either the +1 hit bonus from allegiance to a later turn, or changing the charge bonus.

Autocasting spells is...worrisome, especially heading into an edition with such a huge plethora of spells with massively potent effects on offer, Maybe work in one of your turns boosts your waagh construct units (they can run and charge in same turn etc)

I understand magic is the theme of the army but looking between your basic battleline and your allegiance ability from turn 4 you can get +6 to cast plus spit out extra spells because of the boss. 

The magick infused bezerker orruks and the boar riders both seem cool, would nice to see viable cavalry (most are underpowered)

I'm curious as to whether you intend to add points values for those waagh constructs as the above autopassing, many spells with a possible +6 to cast and no in faction "currency" needing to acrue in order to succesfully summon it seems potentially open to abuse in terms of just drowning the table in free behemoth constructs.

 

And the permenant +1 to wound spell is... interesting, I'd give some downside to permenant increases (with the above +2 to hit, and then this being given to a unit every turn till all the 50 man units are 2+2+ might be a little excessive. if its always on I'd suggest that it occupies one of the wizards casting slots for the rest of the game unless you chose to dispell it yourself.

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As I said, i did this in under two hours, I was boreing my brains out with music, and I was gleefully in love with the idea.  I was in love with the concept of orcs made out of Waagh Energy, and easily ran too far with it.  I'm not planning on doing anything else with this; if I work on any faction, it's going to be the Citycrusher Gargants.  I did have the idea of many of the spells being quite difficult to cast, with summoning the Avatars in particular being over 12 - more than you can naturally roll.  But again, I don't think I'm continuing the idea.

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4 hours ago, HiddenElephant said:

As I said, i did this in under two hours, I was boreing my brains out with music, and I was gleefully in love with the idea.  I was in love with the concept of orcs made out of Waagh Energy, and easily ran too far with it.  I'm not planning on doing anything else with this; if I work on any faction, it's going to be the Citycrusher Gargants.  I did have the idea of many of the spells being quite difficult to cast, with summoning the Avatars in particular being over 12 - more than you can naturally roll.  But again, I don't think I'm continuing the idea.

Sorry if the post came across as overly critical, usually when I look over an idea I run through the potential rules exploits first just to see what’s exploitable.

as a factional concept its really cool, especially the waaagh constructs (which could be expanded into orruk looking scarecrow troops inhabited by dead orruk souls) and the bezerker exwarbosses.

 

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This gives me a distinct 4th ed weirdnob vibes from 40k.

I personally loved the idea of orruks who were so attuned to the waaagh! They sometimes exploded from it.

So my take on the allegiance abilities would be.

 

Power of the Waaagh!

These orruks are more attuned with the waaagh! Magic of their gods than any others and it has extreme effects on them. While alone a weird orruk can almost pass as one of their more sane and intelligent cousins the bonesplitterz. However as they are exposed to more and more latent waaagh! Magics which all worshipers of Gorkamorka give off they descend into little more than rabid animals sometimes even exploding as they are overwhelmed by it.

 

Reroll all failed charges for weird perils. In addition weird orruks are immune to battleshock and any effects which target their bravery while there are 50 or more destruction models within 15" of them.

 

When a unit of weird orruks attacks in melee they gain +1 to hit and cast rolls for every 15 destruction models within 15". On a roll of a 8+ the attack inflicts a mortal wound instead of it's normal damage. On the roll of a 10+ the orruk is overwhelmed by the waaagh! Magic throwing themselves into the enemy before exploding in a violent display of raw magic. A model from your unit is instantly slain and the attack inflicts d3 mortal wounds instead of resolving normally.

 

Really captures the unstable power of the waaagh! supports a horde playstyle and pays homage to models from gw past. Plus who doesn't want an army of batshit orruks that sometimes randomly explode.

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7 hours ago, Melcavuk said:

which could be expanded into orruk looking scarecrow troops inhabited by dead orruk souls)

The scarecrow idea sound like a great death faction, but maybe that’s just me. As for this faction, I’ve only done a cursory look and so far it seems pretty unique.

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