Weirdboy

model • 65 pts

Composition

1 model

Wargear

Default equipment and optional replacements per model role.

  • Weirdboy

    • Wargear — may be replaced with: ’Eadbanger, Weirdboy staff

Unit profile

Weirdboy

MTSVWLDOC
6"55+47+1

Ranged weapons

’Eadbanger

RangeABSSAPD
24"14+6-31

Keywords: Precision, Psychic

Melee weapons

Weirdboy staff

RangeAWSSAPD
Melee33+8-1D3

Keywords: Psychic

Abilities

Da Jump (Psychic)

Description
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 9" horizontally away from all enemy models.

Keywords

WeirdboyCharacterInfantryPsykerFaction: OrksPsychic WeaponRanged WeaponMelee WeaponDamage Dx Weapon