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Old 04-06-2010, 05:04 PM   #13
Sam Baughn
 
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Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
Default Re: Help to design - Weirdboy Power.

Wow, it comes to a lot of points... I guess being able to melt tanks with your brain is never going to be cheap.

Weirdboy: Burning Attack 6dx5 (Armor Divisor (10), +200%, Surge, +20%; Costs Fatigue, 20 FP, -100%) [330]; Burning Attack 6dx3 (Area Effect, 4 Yards, +100%; Armor Divisor (2), +50%; Surge, +20%; Bombardment, 12, -10%; Costs Fatigue, 16 FP, -80%; Uncontrollable, -30%; Alternate Attack) [27]; Energy Reserve 5 [15]; Energy Reserve 10 (Accessibility, only with orks nearby, -10%; Nuisance Effect, Severe Pain, -30%) [18]; Energy Reserve 20 (Accessibility, only with lots of orks fighting nearby, -40%; Cardiac Stress, 1 roll per minute, -40%) [12]; Fast Regeneration (Energy Reserve Only, +0%; Accessibility, only with lots of orks fighting nearby, -40%) [30]; Warp (Extra Carrying Capacity, Extra Heavy, +50%; Tunnel, +40%; Costs Fatigue, 16 FP, -80%; Alternate Ability) [22]; Word of Power (Waaagh!) [10]. 434 points.

I think I'll treat the head exploding instead of a heart attack as a special effect - it has a downside (you are even less likely to survive) but some advantages as well (you might take some gits with you).

Word of Power (Waaagh!) invokes the raw power of orkyness, causing nearby orks to suddenly become stronger, faster and even more aggressive in an unpredictable fashion.
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