Weirdboy
Character
65pts
| Unit | M | T | SV | W | LD | OC |
|---|---|---|---|---|---|---|
| Weirdboy | 6" | 5 | 5+ | 4 | 7+ | 1 |
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| ’Eadbanger PrecisionPsychic | 24" | 1 | 4+ | 6 | -3 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Weirdboy staff Psychic | Melee | 3 | 3+ | 8 | -1 | D3 |
Abilities
Deadly Demise
Da Jump (Psychic)
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.
Unit Composition
- 1 Weirdboy
- This model is equipped with: ’eadbanger, weirdboy staff.
Faction Keywords
Orks
Keywords
WeirdboyCharacterInfantryPsyker