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
| M | T | SV | W | LD | OC |
|---|---|---|---|---|---|
| 6" | 5 | 5+ | 4 | 7+ | 1 |
Ranged weapons
’Eadbanger
| Range | A | BS | S | AP | D |
|---|---|---|---|---|---|
| 24" | 1 | 4+ | 6 | -3 | 1 |
Keywords: Precision, Psychic
Melee weapons
Weirdboy staff
| Range | A | WS | S | AP | D |
|---|---|---|---|---|---|
| Melee | 3 | 3+ | 8 | -1 | D3 |
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