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ATTRITIO

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