Weirdboy

(Unit)
Type: model
Category: HQ
Categories: Character, HQ, Infantry, Psyker, Faction: Ork, Faction: , Weirdboy
LinkId: 43ed-f88f-fe67-90fd
Hidden: false
Costs: 62 pts3 PL
Options (8)
Rules (3)
'Ere We Go!
You can re-roll charge rolls for this unit.  When doing so, you can re-roll all or any of the dice.
Mob Rule
When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit, or the number of models in another friendly unit within 6" that has this ability.
Dakka Dakka Dakka
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon by a model in this unit, that hit roll succeeds regardless of modifiers.

In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate extra hit rolls. When firing a weapon with randomly determined characteristics (ie. Bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll.  This ability does not affect weapons that automatically hit their target.

Profiles:

Unit MWSBSSTWALdSave
Weirdboy

5"

3+

5+

5

4

4

3

6

6+

Psyker CastDenyPowers KnownOther
Psyker

1

1

1

See Waaagh! Energy

Abilities
Waaagh! Energy:

Add 1 to any Psychic test rolls made for this model for every 10 friendly ORK models excluding gretchin within 10" of it when the roll is made, to a maximum of +3. However, if result of the test is 12+, this model immediately suffers Perils of the Warp.

Psychic Power Warp ChargeRange
Smite

5

18"

Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds (pg 181). If the result of the Psychic test was more than 10 the target suffers D6 mortal wounds instead.

Used By (1)
Orks(Catalogue)