Weirdboy
Version 963
This model has the psychic abilities listed in the Psychic Abilities section.
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].
Previous
This model has the psychic abilities listed in the Psychic Abilities section (see left).
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].
Version 946
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.
See Attached Units (19).
This model has the psychic abilities listed in the Psychic Abilities section (see left).
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].
This model can be attached to the following units:
- BEAST SNAGGA BOYZ
- BOYZ
Version 931
This ability always takes the form Deadly Demise X. Each time a model with this ability 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").
Previous
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.

