Weirdboy

(Entry)
Type: model
EntryId: afc1cb29-943c-0d32-a5c4-109a03c0f48e
Hidden: false
Costs: 45 pts

Constraints:

min: 1
max: 1
Options (3)
Rules (7)
Furious Charge
In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
Mob Rule
If every model in a unit has this special rule, and the unit fails a Morale check or Pinning test (after any re-rolls they may have), roll immediately on the following table:

D6	Result
1: 	If the unit is locked in combat, it is treated as if it had passed the Morale check or Pinning test. If the unit is not locked in combat, it fails the Morale check or Pinning test.

2-3:	If the unit includes one or more Ork characters (including Independent Characters), it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Moral check or Pinning test. These hits are Randomly Allocate, but cannot be allocated to Ork characters (any excess hits are lost). If the unit does not include any Ork characters, it fails the Morale check or Pinning test.

4-6:	If the unit has 10 or more models, it suffers D6 Strength 4 AP- hits, and is then treated as if it had passed the Moral check or Pinning test. The hits are Randomly Allocated. If the unit has fewer than 10 models, it fails the Moral check or Pinning test.
Waaagh! Energy
A Weirdboy generates a bonus +1 Warp Charge point if, at the start of your Psychic phase, there are ten or more models with the 'Ere We Go! special rule within 12" of him. If a Weirdboy generates a bonus Warp Charge point in this manner, he must pass at least one Psychic test during that phase or suffer a single Strength 2 hit at the end of that Psychic phase with no saves allowed. This special rule does not apply if the Weirdboy is embarked inside a Transport or Building
Independent Character
Independent characters can join other units.  They cannot, however, join units that contain vehicles or Monstrous Creatures.  They can join other Independent Characters, though, to form a powerful multi-character unit!  Independent Characters pass Look Out, Sir rolls on a 2+. A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 25% of its starting numbres, but instead tests as if it had at least 25% remaining.

Full details in BRB. Rule too long to copy verbatim.
Psychic Discipline: Daemonology
'Ere We Go!
If every model in a unit has this special rule, the unit can re-roll a single dice when determining its charge range.
Psychic Discipline: Power of the Waaagh!

Profiles:

Unit Unit TypeWSBSSTWIALdSave
Weirdboy

Infantry (Character)

4

2

4

4

2

3

3

7

6+