
Orks detachment
Wurrband
<i>Surrounded by mobs of excitable Orks, Weirdboyz’ shamanic powers build to spectacular phenomena.</i>
Detachment ability
always on · no CP
Powers of da Waaagh!
Friendly <k>Orks Psyker</k> models’ <k>[Psychic]</k> attacks have:
<ul><li>+1 <b>S</b>.</li><li>+1 <b>S</b> for every 5 models in this unit (or embarked within this model).</li></ul>
Friendly <k>Orks Psyker</k> models have the following <b>psychic abilities</b>:
<b>Roar of Mork (psychic level 1):</b> In your Movement phase, if this unit is not <b>battle-shocked</b>, you can make a <b>psychic roll</b> for this unit by rolling one D6. If you do:
<ul><li>On a 1, this unit is <b>battle-shocked</b>.</li><li>Select one enemy unit (excluding <k>Monster/Vehicle</k> units) within 12" of this unit. That enemy unit makes a <b>battle-shock roll</b>, with -1 from that <b>battle-shock roll</b> for every 10 models in this unit.</li></ul>
<b>Visions of Violence (psychic level 1):</b> At the start of the Fight phase, if this unit is not <b>battle-shocked</b>, you can make a <b>psychic roll</b> for this unit by rolling one D6. If you do: </>
<ul><li>On a 1, this unit is <b>battle-shocked</b>.</li><li>This unit has <b>Fights First</b>.</li></ul>
Full wording ▾
<i>Surrounded by mobs of excitable Orks, Weirdboyz’ shamanic powers build to spectacular phenomena.</i>
Enhancements
3

