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Although not as fundamentally important to the strategy laid out by Drillteef and his generals, Weirdboyz have been, more and more, an important addition to the WAAGH! The Weirdboyz of WAAGH! Drillteef have become convinced that they can (and will) eventually summon forth the quasi-Daemonic forces of the lost Warboss, Tuska. Of course, Drillteef is personally wary of such a move considering that, if Tuska were to ever breach the boundaries of the immaterium, he might have some hefty competition to contend with. On the other hand, an ally of Tuska’s strength and fame could make his WAAGH! unsoppable. For this reason, Drillteef has granted the Weirdboyz of his WAAGH! a bit of autonomy that other bosses are, quite frankly, afraid to. Of course, Drillteef is no fool; he assigns to these wild characters large coteries of assistants whose sole purpose is to keep the Weirdboyz under control and safe.
1 Weirdboy
1 unit of Boyz
Most Orks believe Weirdboyz and their Madboy bodyguards to be highly dangerous and refuse to be anywhere near them. This unittreats other Orks who are not in Madboyz formations or who are not Weirdboyz as Allies of Convenience.
Special Kunning, Da Best Inventions
Strict Orders: The Weirdboy in this Formation must join the unit of Boyz in this Formation at the start of the game and they must stay together for the duration of the game.
Chains of Mork: If the Weirdboy from this Formation suffers a Perils of the Warp, he may ignore it on a 4+. If successful, 1d3+3 Orks in the unit from this Formation suffer Perils of the Warp instead. The controlling player may select the models so affected.
Overcharged: When the Weirdboy from this Formation dies, before removing the model, immediately roll a die. On a 4+, he explodes as if he were a vehicle. After wounds from the explosion are resolved, the controlling player picks a surviving model in the Boyz unit from this Formation. Replace that model with the Weirdboy with 1 wound remaining.
Note: These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com. This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights. All symbology and terminology is Copyright Games Workshop LLC. This has been created with Games Workshop’s fair use policy (available on their website) in mind.
Check out the rest of the Orksvent days!
Madboyz Formation
Although not as fundamentally important to the strategy laid out by Drillteef and his generals, Weirdboyz have been, more and more, an important addition to the WAAGH! The Weirdboyz of WAAGH! Drillteef have become convinced that they can (and will) eventually summon forth the quasi-Daemonic forces of the lost Warboss, Tuska. Of course, Drillteef is personally wary of such a move considering that, if Tuska were to ever breach the boundaries of the immaterium, he might have some hefty competition to contend with. On the other hand, an ally of Tuska’s strength and fame could make his WAAGH! unsoppable. For this reason, Drillteef has granted the Weirdboyz of his WAAGH! a bit of autonomy that other bosses are, quite frankly, afraid to. Of course, Drillteef is no fool; he assigns to these wild characters large coteries of assistants whose sole purpose is to keep the Weirdboyz under control and safe.
Formation:
1 Weirdboy
1 unit of Boyz
Restrictions:
Most Orks believe Weirdboyz and their Madboy bodyguards to be highly dangerous and refuse to be anywhere near them. This unittreats other Orks who are not in Madboyz formations or who are not Weirdboyz as Allies of Convenience.
Special Rules:
Special Kunning, Da Best Inventions
Strict Orders: The Weirdboy in this Formation must join the unit of Boyz in this Formation at the start of the game and they must stay together for the duration of the game.
Chains of Mork: If the Weirdboy from this Formation suffers a Perils of the Warp, he may ignore it on a 4+. If successful, 1d3+3 Orks in the unit from this Formation suffer Perils of the Warp instead. The controlling player may select the models so affected.
Overcharged: When the Weirdboy from this Formation dies, before removing the model, immediately roll a die. On a 4+, he explodes as if he were a vehicle. After wounds from the explosion are resolved, the controlling player picks a surviving model in the Boyz unit from this Formation. Replace that model with the Weirdboy with 1 wound remaining.
Note: These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com. This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights. All symbology and terminology is Copyright Games Workshop LLC. This has been created with Games Workshop’s fair use policy (available on their website) in mind.
I just noticed you named one Old Greg...I want to give him some Bailey's now in a boot. Good job
ReplyDeleteHehehe. Thanks! He's my counts-as for Old Zogwort. Or... he used to be. :(
ReplyDelete