Weirdboy

(Unit)
Type:

model

Category:

Character

Categories:

Weirdboy, Character, Infantry, Psyker, Faction: Orks, Support

LinkId:

fe9e-86a2-ca17-27f1

Hidden:

false

Costs: 60 pts

Constraints:

max(self): 0
max(self): 6
max(self): 1
max(force): 3
Options (4)
Enhancements:
Breaching Operation Enhancements:
Bully Boyz Enhancements:
Da Big Hunt Enhancements:
Dread Mob Enhancements:
Green Tide Enhancements:
Kaptin Killers Enhancements:
Kult of Speed Enhancements:
Madcap Meks Enhancements:
Ramship Raiders Enhancements:
Shoota Boyz Enhancements:
Taktikal Brigade Enhancements:
Wreckas Enhancements:
Wurrband Enhancements:
Enhancements - Upgrades:
Blitz Brigade Enhancements:
Bully Boyz Enhancements:
Flyboyz Enhancements:
Green Tide Enhancements:
Kult of Speed Enhancements:
Madcap Meks Enhancements:
Runt Swarm Enhancements:
Taktikal Brigade Enhancements:
Wreckas Enhancements:
Rules (4)
Deadly Demise
This ability always takes the form **Deadly Demise X**. Each time a model in this unit is **destroyed**, after the units embarked within it (if any) have made their **emergency disembark moves**, roll one D6. On a 6, that model suffers a **deadly demise**; each unit within 6" of that model suffers a number of **mortal wounds** denoted by **X** (if this is a random number, roll separately for each unit within 6"). 
***Example:** An Impulsor with a unit of Intercessors embarked within it is **destroyed** by ranged attacks. First, any unresolved attacks made by the attacking unit are resolved. Then the Intercessors make an **emergency disembark move**. Then the roll is made for the **Deadly Demise** ability, and on a 6, that ability is resolved. Finally, the Impulsor is removed from the battlefield.*
Unstable Energies
**ORKS PSYKER** units with this ability have a **psyker level** of 1 or higher, specified in that unit's abilities. Each **psychic ability** has a **psychic level** of 1 or higher, specified in that ability's name.
In a battle round, a friendly **ORKS PSYKER** unit can use a number of **psychic abilities** whose total **psychic level** does not exceed that **PSYKER** unit's **psyker level**.
Support
Before the battle, in the Muster Armies step, for each **leader** and **support** unit in your army, you can select one friendly **bodyguard** unit that unit can lead. That unit will then lead that **bodyguard** unit for the battle and form an **attached** unit with it. 
Unless otherwise stated, each **bodyguard** unit can only have one **leader** unit and one **support** unit attached to it.
Waaagh!
Friendly **ORKS** with this ability can:
- Re-roll **advance rolls**.
- Become **riled up**, as stated in other rules.
While a unit is **riled up**:
    - That unit has 5+ **InSv**.
    - That unit's ranged attacks have **[ASSAULT]**.
    - When that unit is selected to make an **advance move**, that **advance move** does not prevent that unit from being **eligible to declare a charge**.

Profiles:

Unit MTSvWLDOCInSvBase
Weirdboy

6"

5

5+

4

7+

1

40mm

Psychic Abilities
Da Jump (psychic level 1, once per army, per battle round):

In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Place this unit in strategic reserves.
  • This unit has Deep Strike.
Warpath (psychic level 1):

In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit's melee attacks can re-roll wound rolls of 1.
  • This unit's melee attacks have [PSYCHIC].
Roar of Mork (psychic level 1):

In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • Select one enemy unit (excluding MONSTER/VEHICLE units) within 12" of this unit. That enemy unit makes a battle-shock roll, with -1 from that battle-shock roll for every 10 models in this unit.
Visions of Violence (psychic level 1):

At the start of the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do:

  • On a 1, this unit is battle-shocked.
  • This unit has Fights First.
Abilities
Waaagh! Energy (psyker level 1):

This model has the psychic abilities listed in the Psychic Abilities section.

Support:

This model can be attached to the following unit:

  • BEAST SNAGGA BOYZ

  • BOYZ

Modifiers:

append Keywords ASSAULT unless ASSAULT in self.entries.recursive.profiles.Ranged Weapons
1+ selections of Shoota Boyz in force (recursive)
append annotation Dakka! Dakka! Dakka! unless Dakka! Dakka! Dakka! in self.entries.recursive.profiles.Ranged Weapons
1+ selections of Shoota Boyz in force (recursive)
append annotation Powers of Da Waaagh! unless Powers of Da Waaagh! in self.entries.recursive.Psychic Weapon.profiles.Melee Weapons
1+ selections of Wurrband in force (recursive)
append annotation Powers of Da Waaagh! unless Powers of Da Waaagh! in self.entries.recursive.Psychic Weapon.profiles.Ranged Weapons
1+ selections of Wurrband in force (recursive)
append name (Battle-hardened)
and
16+ selections of Experience Points in self (recursive)
30- selections of Experience Points in self (recursive)
append name (Battle-ready)
and
5- selections of Experience Points in self (recursive)
1+ forces of Crusade Force in roster (recursive)
append name (Blooded)
and
6+ selections of Experience Points in self (recursive)
15- selections of Experience Points in self (recursive)
append name (Heroic)
and
31+ selections of Experience Points in self (recursive)
50- selections of Experience Points in self (recursive)
append name (Legendary)
51+ selections of Experience Points in self (recursive)
increment S 1 in self.entries.recursive.Psychic Weapon.profiles.Ranged Weapons
1+ selections of Wurrband in force (recursive)
increment S 1 in self.entries.recursive.Psychic Weapon.profiles.Ranged Weapons
1+ selections of Wurrband in force (recursive)
repeat for every 5 selections of model in self (recursive)
increment S 1 in self.entries.recursive.Psychic Weapon.profiles.Melee Weapons
1+ selections of Wurrband in force (recursive)
increment S 1 in self.entries.recursive.Psychic Weapon.profiles.Melee Weapons
1+ selections of Wurrband in force (recursive)
repeat for every 5 selections of model in self (recursive)
increment max Crusade: Weapon Modifications(self) 2
repeat for every 1 selections of Weapon Modifications in self (recursive)
increment min Crusade: Weapon Modifications(self) 2
repeat for every 1 selections of Weapon Modifications in self (recursive)
set max(force) 2
1+ selections of 1. Incursion (1000 Point limit) in roster (recursive)
Used By (1)
Xenos - Orks(Catalogue)

Building an army? Create, validate and share your list with New Recruit, army builder for Warhammer 40,000 11th Edition and many more games.

Try the builder