Warhammer 40,000 rules

DatasheetsCodex: Orks

Weirdboy 65 pts #

Orks

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

CharacterInfantryPsyker

Wargear

Ranged Weapons
WeaponRangeABSSAPD
Power Vomit [BLAST 1] [HAZARDOUS] [PSYCHIC] [TORRENT]12"3-5-32
Melee Weapons
WeaponRangeAWSSAPD
Copper Staff [PSYCHIC]Melee33+8-12
Unstable Energies
Support
Waaagh! Energy (psyker level 1)

This model has the psychic abilities listed in the Psychic Abilities section (see left).

Da Jump (psychic level 1, once per army, per battle round)

In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Place this unit in strategic reserves.
  • This unit has Deep Strike.
Warpath (psychic level 1)

In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit's melee attacks can re-roll wound rolls of 1.
  • This unit’s melee attacks have [Psychic].
Waaagh!
Deadly Demise D3

Support

This model can be attached to the following units:

BEAST SNAGGA BOYZ
BOYZ

Unit Composition

  • 1 Weirdboy model

This model is equipped with: 1 Power Vomit; 1 Copper Staff.

Base size: 50mm