Weirdboy
Ranged Weapons
| Weapon | Range | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| ’Eadbanger | 24" | 1 | 4+ | 6 | -3 | 1 |
Melee Weapons
| Weapon | Range | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Weirdboy staff | Melee | 3 | 3+ | 8 | -1 | D3 |
Abilities
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 8" horizontally away from all enemy models.
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.
This model can be attached to the following unit: - BOYZ - BREAKA BOYZ
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.
If your Army Faction is ORKS, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, the Waaagh! is active for your army and: - Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. - Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. - Models from your army with this ability have a 5+ invulnerable save.
Each time a unit is selected to shoot or selected to fight, after that unit has resolved all of its attacks, make a number of hazard rolls (06.03) for that unit equal to the number of [HAZARDOUS] weapons you selected in the Select Weapons step.