Battle Mode

Weirdboy

Models
M
T
SV
W
LD
OC
Weirdboy 50mm
6"
5
5+
4
7+
1
Ranged weapons
RNG
A
BS
S
AP
D
Power Vomit
BLAST 1
HAZARDOUS
PSYCHIC
TORRENT
12"
3
-
5
-3
2
Melee weapons
RNG
A
WS
S
AP
D
Copper Staff
PSYCHIC
Melee
3
3+
8
-1
2
Keywords
Character
Infantry
Psyker
Core abilities
Support
Deadly Demise D3
Faction abilities
Unstable Energies
Waaagh!
Unit abilities
Waaagh! Energy (psyker level 1)

This model has the psychic abilities listed in the Psychic Abilities section.

Psychic Abilities
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].