You can probably steal some ideas off of the Dark Eldar witch drug powers, some good ones may be +1 to initiative, +1 to strength, mob check may be good to be put under the WAAGH!! rules
yea that would work, I have the DE codex right in front of me, ill see what I can do.
I'm not sure having a repetoire of different abilities feels especially orky; they're not 'praying' in the same way sisters are (ok, in a sense they are), theyre yelling really loudly and charging at stuff
orks don't have to pray, the more of them there are the more powerful they become. orks have latent psychic auras supposedly generated by gork and mork, they dont know how to harness this psychic advantage, they are just born with it, as is usually the case with all knowledge and power in ork society. this aura of psychic power could be subconsciously tapped during battle in the form of WAAAGH! powers giving orks little boosts to augment their need to get to grips with their foes. thier love of battle is so strong that it takes form in these powers. that was my thinking behind these powers, so they aren't actually zealously preying, but their lust for battle, fighting, destruction and gork and mork manifest into WAAAGH powers.
The trick is always going to be making any extra movement balanced for both mechanised and footslogging mobz...that's why I think that an extra move - or increase in assault range (I think that's a good idea, rather more Waaagh-esque) dependant on how much you passed a mob check by is a good idea.
Yes, a 10-strong trukk mob should pass its mob check - but only by two or three points, and 2-3" extra on the charge wont break them.
A footslogging mob of 20-30 orks, though, is all but garounateed to get whatever maximum move bonus you care to give them (6" seems as much as can reasonably be given to infantry)
that's a fantastic idea, im gonna use that one if you dont mind.
Maybe we could have a check roll on a D6 or a mob check when a unit enters the rapid-fire radius. This way it would represent the orks raging into combat. Maybe it could also be a fleet of foot move, but just before assault, not all the time
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good idea too. maybe we could make it a sustained charge. you use the power and roll 1 d6 as sort of a fleet move when the orks are a certain distance to the nearest enemy. to make this more orky, we could make a rolling table for this:
sustained charge: 1 - On a roll of one the orks in the mob using this power has spotted some pretty butterflies and stopped to stomp 'em dead. May not move in the movement phase for the rest of the turn.
2-5 - on a roll of 2-5 this is the amount of inches that the mob may move forward in addition to their infantry move.
6 - on a roll of 6 the ork mob has caught the scent of humies and suffers from insatiable blood lust. the mob will move an extra 6 inches in addition to the standard infantry move. if you roll a 6 the ork mob may roll again using this table as their blood lust carries them ever faster towards battle. keep rolling consecutive 6's until you get another result.
(this power can be used for orks moving towards a unit to mob up with)
there are still so many possibilities for orky powers, hardly know where to start.