Wanting some critique on the Psychic powers the Feral Orks shall have in my House rule codex. They're essentially adaptions from the 7th Ed Orcs & Goblins "Spells of the Big Waagh!" list.
Feral Orks Psychic PowersPrimaris Power = The Waaagh! (1 Warp Charge) – This is a
Blessing that targets the Psyker and his unit. They are treated to be under the effects of the Waaagh! special rule until the start of the following friendly Feral Ork turn. This is not limited by whether or not the Feral Ork army has called a Waaagh! or not.
1. = Gaze of Mork (1 Warp Charge) - This is a
Witchfire psychic power with the following profile:
Range | Strength | AP | Type |
24" | 4 | - | Assault D6 |
2. = 'Eadbutt (1 Warp Charge) - This is a
Malediction Psychic Power. Select a single enemy model with the Character unit type within 24” and within line of sight to the Psyker. If the enemy Deny the Witch roll fails, the enemy character suffers a single Str5 AP2 hit.
3. = Mork's strategy (1 Warp Charge) - This is a
Blessing Psychic Power. Select a single friendly Ork unit that is within 18” of the Psyker. The selected unit gains a single special rule until the start of the next friendly Feral Ork turn. No unit may be targeted by Mork’s Strategy more than once per player turn. The special rule is randomly generated from the table below:
D6 | Result |
1 | Mork gives the Orks some pointers on how to fight the foe. The target unit gains the Counter-Attack special rule |
2 | Mork wants to mess with the enemy stategists for a while The target unit gains the Hit & Run |
3 | And Mork spoke unto the Ork "See those bushes over ther? Yeah, they're easier to get through than that razor wire." The target unit gains the Move through Cover special rule |
4 | Mork has suddenly taken a particular dislike to the enemy Psykers, or at least he thinks there are enemy psykers to dislike..... The target unit gains the Adamantium Will special rule |
5 | "Before you start chopping, pick up some dirt and throw it in their face." - Sage Words of Mork. The target unit gains the Blind special rule on close combat attacks |
6 | Mork whispers dark truths to the Orks, secrets he knows they'll forget all too soon. The target unit gains the And They Shall Know No Fear special rule |
4. = Bash 'Em Ladz (1 Warp Charge) - This is a
Blessing Psychic Power. Select a single friendly Ork unit that is locked in close combat within 18” of the Psyker. The selected unit doubles their Initiative (after modifiers) until the start of the next friendly Feral Ork turn.
5. = Fists of Gork (1 Warp Charge) - This is a
Malediction Psychic Power. Select a single enemy unit or model within 18” and within line of sight to the Psyker. If the enemy Deny the Witch roll fails each model in the unit is hit on a 4+, with successful hits inflicting a Str4 AP- wound.
6. = Gork's Warpath (2 Warp Charge) - This is a
Malediction Psychic Power. Select a single enemy unit or model within 18” and within line of sight to the Psyker. If the enemy Deny the Witch roll fails each model in the unit is struck a Str4 AP- hit. After the unit has made its saves, the Feral Ork player rolls a Scatter dice. If it rolls a scatter, draw a line from the center of the first selected unit in the direction the arrow points. The closest unit to the line and to the first target unit suffers a Str4 AP- hit for each model in the unit. If the scatter dice rolls a direct hit, the Psychic power stops. Gork’s Warpath may only be used once per Feral Ork turn.
Mork's Strategy is 100% me, so I won't be surprised if its OP
