Weirdboy

Models
M
T
SV
W
LD
OC
Weirdboy
6"
5
5+
4
7+
1
Ranged Weapons
RNG
A
BS
S
AP
D
’Eadbanger
Precision
Psychic
24"
1
4+
6
-3
1
Melee Weapons
RNG
A
BS
S
AP
D
Weirdboy staff
Psychic
Melee
3
3+
8
-1
D3
Costs
1 model
65 pts
Core
Deadly Demise D3
Faction
Waaagh!
Keywords
Weirdboy
Character
Infantry
Psyker
Faction: Orks
Abilities
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.

Leader

This model can be attached to the following unit:

- BOYZ

Waaagh! Energy

While this model is leading a unit, add 1 to the Strength and Damage characteristics of this model’s ’Eadbanger weapon for every 5 models in that unit (rounding down), but while that unit contains 10 or more models, that weapon has the [HAZARDOUS] ability.

Game Version1 model
PointsChange
Version 1.12
65 pts
Version 1.11
65 pts
+10 pts
Version 1.10
55 pts
Version 1.9
55 pts
Version 1.8
55 pts
Version 1.7
55 pts
Version 1.6
55 pts
Version 1.5
55 pts
Version 1.4
55 pts
Version 1.3
55 pts
Version 1.2
55 pts
Version 1.1
55 pts
Version 1.0
55 pts