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Old 11-19-2006   #22 (permalink)
DeAd_cOmMaNdO
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weirdboys (normal psykers) and warpheads (uber psykers)

their power (fluffwise) comes from the amount of orks nearby as well as the amount of combats.

translating old rule sinto 4th edition id give him something like a zoanthrope warp blast wit ha different profile depending on the amount ofunits nearby
so:

no squads within 12" = range 24" Str4 Ap5 Assault1d6
1-2 ork squads within 12" = range 36" Str5 Ap4 Assault 1d6
3-4 ork squads within 12" = range 48" str 6 Ap3 assault 1d6 (also makes a chance of perils of the warp more likely and more deadly)
5+ ork units within 12" = range 48" str7 Ap3 Heavy1d6 (also makes a chance of perils of the arp more likely and more deadly still)

or something along those lines
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