Weirdboy
Leader65 pts
Characteristics
M6"
T5
Sv5+
W4
LD7+
OC1
Ranged WeaponsRangeABSSAPD
- ’Eadbanger[Precision, Psychic]24"14+6-31
Melee WeaponsRangeAWSSAPD
- Weirdboy staff[Psychic]Melee33+8-1D3
Abilities
- 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**
- Deadly Demise D3
- This ability always takes the form **Deadly Demise X**. Each time a model in this unit is **destroyed**, after the units embarked within it (if any) have made their **emergency disembark moves**, roll one D6. On a 6, that model suffers a **deadly demise**; each unit within 6" of that model suffers a number of **mortal wounds** denoted by **X** (if this is a random number, roll separately for each unit within 6"). ***Example:** An Impulsor with a unit of Intercessors embarked within it is **destroyed** by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Th
- Hazardous
- Each time a unit is **selected to shoot** or **selected to fight**, after that unit has resolved all of its attacks, make a number of **hazard rolls** (06.03) for that unit equal to the number of **[HAZARDOUS]** weapons you selected in the Select Weapons step.
Points
- 1 model65 pts
Keywords
CharacterInfantryPsykerOrksLeaderOrks