Description: Must remain in base contact with the Weirdboy at all times. If they are killed, the Warphead will make a run move towards the biggest group of Orks he can find, trying to get within 12" of the best source of Waaagh! power.
In the psychic phase, a Warphead without any Minderz will always fire off a psychic power picked at random. If you have other WEirdboyz in your force you can only use psyhic powers from them after the Waprhead has used one of his powers. If you don't have enough warp cards to make the randomly chosen power work there is no further effect and you can play powers from other Weirdboyz freely.