Skip to main content

Orksvent 2016 Part 7: Krork Blood Magic



Krork Blood Magic is a new psychic discipline that can be chosen for any Ork psykers selected with the Detachments and Formations in this supplement.

Primaris: Blood of the WAAGH! - Warp Charge 1

Ork physiology is designed to embody the power of the Warp. It courses through every Ork and becomes even stronger as the Ork fights. The more desperate the battle, the more pronounced this is.

Blood of the WAAGH! is a Blessing which targets the psyker manifesting the power. Remove from play d6 models of the controlling player's choice in the unit the Psyker has joined. For however many models were removed in this way, add that many Warp Charge points to your Warp Charge pool. In addition, the Psyker harnesses Warp Charges on a 3+ instead of a 4+ until the end of the phase. The unit is also Fearless for the duration of the Blessing.

1. Anuvver Go - Warp Charge 2

In the presence of a Weirdboy flogging them into a frothing frenzy, Orks become insatiable for battle, persisting even unto death.

Annuver Go is a Blessing which targets the Psyker and the unit he has joined. If any models in the unit were killed during the assault phase, those models may attack at Initiative 0 whether they already got their attacks that phase or not. If the Psyker's unit charged that turn, then these models count as having charged as well.

2. Krumpin Time - Warp Charge 2

Even a group of Madboyz want nothing more than to crush their foes in battle. A huge gang of Orks revels in the brazen assault of many foes in one go. This kind of disordered charge tends to reduce their impact upon the enemy. That is, of course, unless there's a Weirdboy in the mob.

Krumpin Time is a Blessing which targets the Psyker and the unit he has joined. All models in the unit gain the Hammer of Wrath special rule and +2 Strength. In this case, the Strength is conferred to the Hammer of Wrath hits.

3. Inhuman Bellow - Warp Charge 1

An Ork Weirdboy is the embodiment of the Orks' presence in the Warp. Some say they directly channel Mork (or possibly Gork) himself. When a Weirdboy is at the crescendo of his power, he is a terrifying sight on the battlefield and morale tends to crumble before his advance.

Inhuman Bellow is a Malediction with a range of 24". The targeted unit must make an immediate morale check. If the Weirdboy harnessed at least 2 Warp Charges, then the morale check is made at a -1. If the Weirdboy harnessed at least 3 Warp Charges, then the morale check is made at a -2 instead.

4. Moar Dakka - Warp Charge 2

An Ork's connection to the warp extends to their technology. Indeed, some equipment doesn't work in the hands of other species. Indeed, much of it shouldn't even work at all.

Moar Dakka is a blessing that targets a friendly Orks unit within 18". All of that unit's ranged weapons may fire twice that turn. Resolve all of the unit's weapons once, then resolve all of them again. The second group of weapons fire may target a different unit than the first.

5. Stuck In -  Warp Charge 1

An army facing any Ork force can feel very much on their back foot as they mash on the triggers of their weapons in an effort to thin the ranks of the enemy as they approach. In the presence of a Weirdboy, however, becoming overwhelmed is inevitable.

Stuck In is a power with two different profiles. The controlling player must choose one before manifesting it, though they may do a different version in their subsequent Psychic phase if they wish.

Blessing: Stuck In targets a friendly Orks unit within 18". Models may not fire Overwatch against this unit. In addition, instead of making the normal charge moves, simply check to see if the unit is within range of the unit(s) they are assaulting. If they are, the controlling player may move all of the models in the charging unit into base contact with any models in the unit(s) they are assaulting. The assaulting models must still maintain unit coherency. If the controlling player can't fit more models in base contact but still has more models to move, then the models are simply placed in base contact with another model in their unit. The unit still counts as having charged that turn.

Malediction: In this case, Stuck In targets a single friendly unit of Gretchin. These models are removed from play. Then, resolve a ranged attack from the Psyker against any enemy unit using the Shokk Attack Gun profile and rules. A Psyker which harnesses 2 Warp Charge may roll 3 dice for the weapon's strength instead of 2 and keep whichever 2 dice they want for the result. A Psyker which harnesses 3 Warp Charge may roll 4 dice instead. If the unit of Gretchin had 20 or more models in it, replace the Large Blast with an Apocalyptic Blast.

6. Da Big Boss - Warp Charge 3

When it comes to victory, Orks inherently know it can all hang on the guile, strength, and endurance of their warlord. Without him, the WAAGH! can devolve into bitter squabbling. This is something which the Weirdboyz and other Oddboyz in a Paragon WAAGH! tend to understand from a somewhat logical perspective.

Da Big Boss is a Blessing which targets any friendly Ork Character within 18". The Character gains Eternal Warrior special rule, a 4+ invulnerable save, and may re-roll their attacks in close combat that turn. In addition, all successful saves made against wounds or hull point damage caused by this Character must re-roll all successful saves.




Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.


Comments

Popular posts from this blog

How Did it Come to This? 10,000 Points of Painted Orks

One can only make so many milestone posts before people eventually get soul-crushingly bored of them.  However, I'm going to make an exception here because with my Vengeance Batteries, I've reached a total of 10,000 points painted with my Orks.  These points include reasonable upgrades, but not ridiculous add-ons like Kill Kannons for the Battlewagons.  Let's not be silly . Here's a video of the army.  Unlike the one I did for 7,000, this does not include a running commentary of each unit.  I simply cannot find the time to do that.  However, at the end of the post, please find a complete army list. Please try to view in YouTube instead of this embed because I uploaded it at full resolution and it took me forever.  You won't be disappointed! I started playing this game in 2010 when some friends and I suddenly realized that we finally had grown-up jobs and could actually afford it.  I'd always danced around the idea of collecting Orks either for F

Joke Armies - an Editorial

Ponies and Smurfs and Gundams! Oh my! Sometimes someone posts a joke army they've built and painted on the internet and the internet lashes out against it, sometimes quite vociferously. I have a problem with the strong objections to these armies, with caveats. Please note that, throughout this article, I will refer to armies which break the 4th wall and are incongruous to the 40k fluff as "joke armies".  Of course, I do realize many hobbyists who choose to build their armies in this way do not mean them as a joke and take it very seriously, but I need some kind of general term for the article. Shannon's Smurf Drop Pod Army Hobbyist Reasoning The hobbyists who choose this kind of path for their army express four-ish common reasons for doing so, sometimes citing two or three of them simultaneously. Cost:  Cost can be a big driver towards building this kind of army. A lot of the time, it's quite a bit cheaper to use toys to stand in for 40k models.  An

Loopy Paints Unto Others - Space Marines (Brown)

I've completed another commission for Frontline Gaming.  For this one, the customer chose a brown scheme using the Ravenwing iconography for a generic chapter or chapter of his own devising.  This was a LEVEL 1 commission which means just one highlight. This was the first time I'd ever done Edge Highlighting which is the preferred method for doing this level of commission.  I know it may seem strange that someone doing commission work hasn't done edge highlighting, but it's just not my preferred method.  I prefer to wet blend everything or just do blocked highlights over darker colors and washes. The first go-around they looked terrible.  I tried really hard to keep the edge highlights thin and vague, but instead they came out kind of sloppy.  Because of that, I had to spend an additional 4 hours on making the highlight heavier and more pronounced.  The good thing is, I know what I'm doing now and won't make the same mistake again; therefore an army lik