Orks
Weirdboy
1 model
Characteristics
- MMovement
- 6"
- TToughness
- 5
- SvSave
- 5+
- WWounds
- 4
- LdLeadership
- 7+
- OCObjective Control
- 1
The models in this unit
One unit, several kinds of model. They fight together and are not picked separately.
What the abbreviations mean
- Range
- Range
- A
- Attacks
- BS
- Ballistic Skill
- WS
- Weapon Skill
- S
- Strength
- AP
- Armour Penetration
- D
- Damage
Weirdboy
Ranged Weapon Range A BS S AP D ’EadbangerPrecisionPsychic 24" 1 4+ 6 -3 1 Melee Weapon A WS S AP D Weirdboy staffPsychic 3 3+ 8 -1 D3
Special rules
- Da Jump (Psychic)
- 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 this 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.
- 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.
- Leader
- This model can be attached to the following unit: - **BOYZ** - **BREAKA BOYZ**
Points cost
- 65 pts for 1 models
The price goes by bracket: there is no per-model price.
Keywords
- Weirdboy
- Character
- Infantry
- Psyker
- Leader