No | NAME | M | WS | BS | S | T | W | A | Ld | Sv | Base |
70 Weirdboy (base: 40mm) |
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1 | 70 Weirdboy |
5" | 3+ | 5+ | 5 | 5 | 5 | 3 | 6 | 6+ | 40mm |
WEAPON | RANGE | TYPE | S | AP | D | ABILITIES |
Weirdboy staff | ||||||
Weirdboy staff | Melee | Melee | +3 | -1 | D3 | - |
ABILITIES | |
ABILITIES |
’Ere We Go, Waaagh! Waaagh! Energy: While there are 20 or more ORKS models (excluding GRETCHIN) within 12" of this model, this model can attempt to manifest one additional psychic power in your Psychic phase.
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This model can attempt to manifest one psychic power in your Psychic phase and attempt to deny one psychic power in your opponent’s Psychic phase. It knows Smite and two psychic powers from the Power of the Waaagh! discipline. | |
FACTION KEYWORDS: ORK, | |
KEYWORDS: CHARACTER, INFANTRY, PSYKER, WEIRDBOY |
When Orks gather in large numbers, their sheer impetus carries them into the foe, destroying everything in their path.
Orks live tough lives, their hardy greenskin constitutions pushed to extremes by the danger they surround themselves with. As a result, even the lowliest Ork can take a tremendous amount of punishment before being slain.
When Goffs get stuck into the foe, the carnage is wonderful to behold, at least for other Orks.
A Bad Moon’s prodigious wealth allows him to spray bullets with abandon, in the knowledge he can always afford more.
It can take a long time for an Ork to grasp the fact that it has been mortally wounded, especially if its enjoying a good fight.
So resilient is Ork physiology - and so slow are Orks on the uptake - that even killing wounds can take a while to register.
Some lucky gits get more than their fair share of shiny gubbinz.
The greatest Warbosses keep a few lieutenants around to reinforce their rule. This has the dual effect of ensuring commands are disseminated effectively, and that the Warboss is kept fighting fit.
Nothing shocks the enemy like an angry mob of Orks suddenly appearing in a blast of green lightning!
Orks react to the sudden availability of a good scrap with immediate and enthusiastic aggression.
Deathskulls instinctively know just where to hit an enemy vehicle in order to knock loose the best scrap.
Blood Axes are adept at closing with the enemy unseen, which is often the last thing the foe suspects.
Very few things are able to stand between a Freebooter and something valuable.
Grots have a variety of uses, from fetching more ammunition to herding loose squigs, and even - despite their protestations - acting as surprisingly effective bullet shields.
Nothing shocks the enemy like an angry mob of Boyz, or a looming war effigy suddenly appearing in a blast of green lightning!
2CP | ||
HOLD ON, BOYZ! Orks Stratagem The Warboss shouts at his ladz to grab onto the Battlewagon and hitch a ride across the battlefield. Use this Stratagem during your Movement phase before you move a BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON, and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn. | ||
D6 | PSYCHIC POWER |
1 | ’EADBANGER A bolt of raw power erupts from the Weirdboy’s sloping forehead and rockets across the battlefield, causing the head of the first unfortunate victim caught in its path to explode in a shower of brains and gore. Witchfire: ’Eadbanger has a warp charge value of 5. If manifested, select one enemy unit within 18" of this PSYKER and roll one D6; if the result is higher than the selected unit’s Toughness characteristic, that unit suffers D6 mortal wounds. No more than one model can be destroyed as a result of these mortal wounds (any excess damage is lost). |
2 | WARPATH The Weirdboy disperses the Waaagh! energy coursing through his frame into the Ork warriors around him, stoking their already bellicose nature to a roaring fever pitch. Blessing: Warpath has a warp charge value of 6. If manifested, select one friendly CORE or CHARACTER unit that is within 18" of this PSYKER. Until the start of your next Psychic phase, add 1 to the Attacks characteristic of models in that unit. |
3 | DA JUMP The Weirdboy closes his eyes tight and, in a storm of flashing green light, teleports a mass of confused greenskins to another part of the battlefield. Blessing: Da Jump has a warp charge value of 7. If manifested, select one friendly CORE unit that is within 12" of this PSYKER. Remove that unit from the battlefield and set them up anywhere on the battlefield more than 9" from any enemy models. |
4 | FISTS OF GORK The Weirdboy channels Waaagh! energy into his own fists or those of a nearby Ork, providing strength enough to punch through tank hulls. Blessing: Fists of Gork has a warp charge value of 6. If manifested, select one friendly ORKS CHARACTER model that is within 12" of this PSYKER and visible to them. Until the start of your next Psychic phase, add 2 to that model’s Strength and Attacks characteristics. If the result of the Psychic test was 11 or more, add 3 to that model’s Strength and Attacks characteristics instead. |
5 | DA KRUNCH Green energies erupt from the Weirdboy’s eyes and coalesce in a roiling cloud above the enemy. That cloud then solidifies into the vast green foot of Gork (or Mork) himself, which commences to repeatedly stamp down on the foe. Witchfire: Da Krunch has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of this PSYKER. Roll one D6 for each model in that unit; for each roll of 6, that enemy unit suffers 1 mortal wound. If the result of the Psychic test was 9 or more, add 1 to rolls when resolving this psychic power. |
6 | JABBIN’ FINGERZ The Weirdboy focuses his attention on a nearby enemy before jabbing his fingers into his own eyes. The unfortunate foe experiences an agonising pain before finding themselves temporarily blinded. Malediction: Jabbin’ Fingerz has a warp charge value of 6. If manifested, select one enemy unit that is within 18" of this PSYKER and visible to them. Until the start of your next Psychic phase, each time a model in that unit makes an attack, subtract 1 from that attack’s hit roll. |
Dakka weapons unleash a terrifying volume of shots. Whether these are effective or not depends on the proximity of the target.
Dakka weapons have two values for the number of attacks they make. When a model shoots a Dakka weapon, use the first value if the target is within half the weapon’s range. If the target is not within half the weapon’s range, use the second value instead.Even lumbering Orks can put on a surprising turn of speed when the promise of a good face-to-face fight is in the offing.
You can re-roll charge rolls made for units with this ability.The WARBOSS keyword is used in the following Orks datasheets:
The TRANSPORT keyword is used in the following Orks datasheets:
The SPEEDBOSS keyword is used in the following Orks datasheets:
The GHAZGHKULL THRAKA keyword is used in the following Orks datasheets:
The ORK and CORE keywords are used in the following Orks datasheets:
The ORK and CHARACTER keywords are used in the following Orks datasheets:
The ORK and VEHICLE keywords are used in the following Orks datasheets:
The ORK and BIKER keywords are used in the following Orks datasheets:
This infamous war cry is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.
Raising his weapons into the air before gesturing towards the enemy, the Warboss bellows his war cry. Every nearby Ork joins in before surging towards the enemy, blades ready in an overwhelming tide.
As the wind and the bullets of the foe whistle past his vehicle, the Speedboss throws back his head and roars his war cry, the call echoing from the ramshackle vehicles following in his wake as they surge forward ever faster.
The ORK keyword is used in the following Orks datasheets:
The INFANTRY keyword is used in the following Orks datasheets:
The GRETCHIN keyword is used in the following Orks datasheets:
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The GOFFS and CORE keywords are used in the following Orks datasheets:
The GOFFS and CHARACTER keywords are used in the following Orks datasheets:
The BAD MOONS and CORE keywords are used in the following Orks datasheets:
The BAD MOONS and CHARACTER keywords are used in the following Orks datasheets:
The ORK and INFANTRY keywords are used in the following Orks datasheets:
The GRETCHIN and INFANTRY keywords are used in the following Orks datasheets:
The FREEBOOTERZ and INFANTRY keywords are used in the following Orks datasheets:
The BLOOD AXES and INFANTRY keywords are used in the following Orks datasheets:
The MEGA ARMOUR keyword is used in the following Orks datasheets:
The DEATHSKULLS and CORE keywords are used in the following Orks datasheets:
The DEATHSKULLS and CHARACTER keywords are used in the following Orks datasheets:
The BATTLEWAGON keyword is used in the following Orks datasheets:
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The CHARACTER keyword is used in the following Orks datasheets:
This datasheet has HQ Battlefield Role. Full list of Orks units sharing same Battlefield Role follows:
The and CHARACTER keywords are used in the following Orks datasheets: