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Orks · Datasheet

Weirdboy

Characters65 pts40mmOrks
M
6"
T
5
Sv
5+
Inv
-+
W
4
Ld
7+
OC
1
Ranged Weapons1 profile
  • ’Eadbanger
    precision, psychic
    Rng
    24
    A
    1
    BS
    4+
    S
    6
    AP
    -3
    D
    1
Melee Weapons1 profile
  • Weirdboy staff
    psychic
    Rng
    Melee
    A
    3
    WS
    3+
    S
    8
    AP
    -1
    D
    D3
Abilities5 abilities
Core
Core
Faction
DatasheetWaaagh! 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.
DatasheetDa Jump (Psychic)Movement
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 9" horizontally away from all enemy models.
Leader

Can be attached to

Legend
Weirdboyz channel the Waaagh! energy that builds up around battling Orks, unleashing it before it causes their heads to literally explode. This they do with gusto, whether vomiting blasts of devastating green ectoplasm at the enemy or teleporting Orks madly about the place.