Old Zogwort

(Unit)
Type: model
Category: HQ
Categories: HQ, Character
EntryId: 1e08-e4a3-92cf-633a
Hidden: false
Costs: 145 Points
Options (1)
Rules (5)
Warphead
Each turn, a Weirdboy that has been upgraded to a Warphead may re-roll the dice to see which psychic power he uses.
Psyker
Weirdboys cannot control their psychic powers. At the beginning of each Ork Shooting phase, a Weirdboy must roll on the following table to findout which psychic power he must use that turn.

Weirdboys must take a Psychic test before determining the power they use. If the test is failed, do not roll to determine which power he uses. Remember that a Weirdboy's Leadership is affected by Mob Rule. A Weirdboy using the Frazzle or Zzap power is coutned as having shot a weapon that phase. If the Weirdboy is in combat, do not apply any results of a 1, 2, or 3 - instead the Weirdboy is treated as having a power weapon for the duration of that turn.

D6 Result
1 - 'Eadbanger: Resolve the Frazzle psychic power detailed below with the template centred on the Weirdboy himself.
2 - Frazzle: Choose an enemy unit within line of sight. If in range, that unit is automatically hit. Frazzle has the related weapon profile.

3 - Zzap: Choose an enemy unit within line of sight. If in range, that unit is automatically hit. Zzap has the related weapon profile.
4 - Warpath: All Orks in the Weirdboy's unit have +1A until the beginning of the next Ork turn.
5 - 'Ere We Go: The Weirdboy and any unit he is with must be placed anywhere on the board as per the Deep Strike rules. This power must be used even if enemy models are in base contact; if so the enemy models stay in place.
6 - Waaagh!: A Waaagh! is automatically invoked this turn. This does not use up the normal Waaagh! available to the Ork player. Such is the power of the Weirdboy's energy discharge that this may even allow the Orks to use a Waaagh! on the first turn of the game. Note that multiple Waaaghs! have no cumulative effect.
Furious Charge
Models with this skill are known for the wild ferocity of their charges. In a player turn in which they charged into close combat they and +1 to both there Initiative and Strength characteristics. This ability does not affect sweeping advances.
Mob Rule
Ork mobs may always choose to substitute the number of Orks in their mob for their normal Leadership value. If an Ork mob numbers 11 or more models, it has the Fearless special rule.
Waaagh!
Once per game, the Ork player can declare a Waaagh! at the start of his Shooting phase. This may not normally be declared on the first turn as a proper Waaagh! needs some momentum behind it. For the duration of that turn, all friendly Ork infantry units have the 'fleet of foot' rule (not Gretchin units, they're far too weedy for a proper Waaagh!).

If a unit rolls a 1 when making this Waaagh! movement, the Orks start fighting before they get to the enemy. One model from that unit takes a single wound. Note that the unit may still move an inch, and assault as normal.

Profiles:

Unit WSBSSTWIALDSv
Old Zogwort

4

0

3

5

3

2

2

8

6+

Infantry, Character, Psyker

Psychic Power
Zogwort's Curse:

Zogwort may use his curse as a psychic power instead of rolling on the Weirdboy psychic power chart. Choose an Independent Character model that is in Zogwort's line of sight. If that model is within 18", both players roll a dice. If the Ork player scores higher, the target model is replaced with an angry Squig under the control of your opponent. You must provide the Squig model. It has the profile below and no wargear or special rules, but it is an Independent Character that counts as infantry.

Squig WS 4 BS 0 S 3 T 2 W 1 I 3 A 1 Ld 5 Sv -