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Orks

Weirdboy

1 model

Characteristics

These numbers are the same for every model in the unit.

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
  1. Weirdboy

    Ranged
    WeaponRangeABSSAPD
    ’EadbangerPrecisionPsychic24"14+6-31
    Melee
    WeaponAWSSAPD
    Weirdboy staffPsychic33+8-1D3

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