| Unit | M | T | Sv | W | LD | OC | InSv |
|---|---|---|---|---|---|---|---|
| Weirdboy | 6" | 5 | 5+ | 4 | 7+ | 1 |
| 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:
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