Warhammer 40,000 rules

DatasheetsCodex: Orks

Weirdboy 65 pts #

Orks

M T SV W LD OC
6" 5 5+ 4 7+ 1

InfantryCharacterPsykerWeirdboy

Wargear

Ranged Weapons
WeaponRangeABSSAPD
’Eadbanger [PRECISION] [PSYCHIC]24"14+6-31
Melee Weapons
WeaponRangeAWSSAPD
Weirdboy staff [PSYCHIC]Melee33+8-1D3
Deadly Demise D3
Leader
Waaagh!
Waaagh! Energy

While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability.

Da Jump

Once per turn, at the end of your Movement phase, one WEIRDBOY from your army can use this ability. If it does, roll one D6: on a 1, that WEIRDBOY’s unit suffers D6 mortal wounds; on a 2+, remove that WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 8" horizontally away from all enemy models.

Leader

This model can be attached to the following units:

BOYZ
BREAKA BOYZ

Unit Composition

1 Weirdboy

This model is equipped with: ’Eadbanger; weirdboy staff.

Base size: 40mm

FAQ

Errata Weirdboy, Da Jump Ability

Change 9" to 8".

in the full FAQ