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i was wodering if the orks have access to the warp, and if they do do they have, well, shamans, who have psykick powers? that would be cool if they did
Orks don't have access to the Warp in the same way that humans or Eldar do. Instead, they generate a sort of gestalt psychic field, a sort of communal psychic pool which influences how they develop and grants them certain unique abilities (the Power of the Waaagh! and their ability to create technology that, theoretically, should not work). When Orkoid spores are growing into new Orks, the strength of the "Waaaagh! Field" in the area determines what kind of Orkoid they will grow into. If it's very weak, then the spores will probably develop into Squigs, then Gretchins to herd those Squigs, then finally the Orks themselves so that there will already be a ready-made ecosystem for them when they emerge. Then, more specialised Orks like Mekboyz and Mad Doks start developing, and then finally the Warboss himself. Then the tribe goes to war.
There are Ork shamans called Weirdboyz (or Wyrdboyz, as the case may be) who can tap into the "Waaaagh! Field" in order to use psychic powers but such power is difficult to control and if they accumulate too much energy, their heads explode, hence why they try to stay away from battles as these tend to amplify the "Waaaagh! Field" considerably.
thats heavy man
ok thanks, just was curious, since they seem to get to planets relatively quickly, less than several light years
Orks also have a tendency to use Space hulks for transportation. Since they can literally pop out of the warp anywhere, it gives the orks using them a chance to cause some havoc wherever they pop up. A hulk is bound to the warp and cannot actually be controlled so well. This is one of the many ways orks travel the known galaxy.
Gargrimz Green Deff
W:10 D:4 L:5
I wanna know what happened to those poor orks who got teleported to a daemon planet of Tzeentch this week for Medusa V. Poor buggers are stuck there 'til the demons get em.
Ask me something about Warhammer: Age of Reckoning.
so how hard would it ve to make an ork shaman a special character, i was hoping to use one
adn i knew about the hulks, there is one involved in th emedusa campaign
There havn't been any rules (that I kow of) for Wyrdboys since second edition, where they were quite funny.
I'm hoping for new rules for them when the new Ork 'dex is released.
Is the Feral Ork list a carry-over from 2nd Edition, then? Because that list has an entry for Wyrdboyz - it's probably not as funny as the original but still - Ork psykers is an interesting concept and you rarely ever hear about them getting possessed, perhaps because their heads explode too often.
I think so. Not that 'in' to the Chapter Approved-rules. Wyrdboyz are supposed to be more common in Feral Ork-cultures becuase that it is not as dangerous as for space-faring Wyrdboyz.Originally Posted by NiteRabbit
Simply because they have less contact with the Warp I think and becuase Feral
Orks generally don't create a very powerful Waaagh-field that often.
And there are Wyrdboyz in the Feral Ork-Epic list now that I think about it.
Where can you find the rules for the Feral Orks? I know I have seen them some time ago, but I do not know where.
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