Battle Mode

Weirdboy

Mork’s Kunnin’

Orks model only. When both players have deployed their armies, you can redeploy up to three friendly Orks Infantry units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves.

Models
M
T
SV
W
LD
OC
Weirdboy 40mm
6"
5
5+
4
7+
1
Ranged weapons
RNG
A
BS
S
AP
D
’Eadbanger (Eadbanger)
Precision
Psychic
24"
1
4+
6
-3
1
Melee weapons
RNG
A
WS
S
AP
D
Weirdboy staff
Psychic
Melee
3
3+
8
-1
D3
Keywords
Character
Infantry
Psyker
Weirdboy
Attachment
Attached to
Core abilities
Deadly Demise D3
Leader
Faction abilities
Waaagh!
Unit abilities
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.

Da Jump

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 that WEIRDBOY’s unit from the battlefield and set it up again anywhere on the battlefield that is more than 8" horizontally away from all enemy models.