Weirdboy
An unstable ork psyker powered by the mob's excitement.
Threat File — Weirdboy
TR 9 · OrksSaves: Willpower +7, Toughness +6
Senses: Feels the position of every ork within 60 feet through the Waaagh, sight unneeded
Waaagh Conduit. The weirdboy's psychic actions deal +1d10 damage for every full mob of orks within 60 feet of it. Big fights make it a howitzer.
Too Much Power. Each time the weirdboy uses a psychic action while bloodied or Suppressed, roll 1d6: on a 1-2, green lightning arcs to the nearest creature within 30 feet of it, of any allegiance, dealing 2d10 warp damage.
Minder Nobs. The weirdboy is usually escorted by orks whose job is hitting it before it detonates. If its minders die, its psychic damage gains +1d10 and Too Much Power triggers on a 1-3.
'Eadbanger. One creature within 90 feet makes a Willpower Save DC 15 or takes 3d10 psychic damage; this ignores cover. A grunt-grade enemy that fails is felled outright at GM discretion.
Da Green Fist. A 15-foot zone within 60 feet is slammed by a fist of green force. Each creature in the zone makes a Strength Save DC 15 or takes 2d10 bludgeoning damage and is knocked Prone.
Involuntary Arc. When the weirdboy takes damage, green lightning jumps to the nearest creature within 10 feet of it, of any allegiance, dealing 1d6 warp damage.
Morale: Barely aware of danger while the Waaagh roars; if the mobs around it break, it deflates, panics, and may discharge catastrophically on its way down.
Tactics: Fire the weirdboy like ordnance while the mobs feed it power, and track its instability out loud — sparks, nosebleeds, floating pebbles. Every party choice has teeth: kill the mobs and weaken it, Suppress it and risk backlash, or shoot it and see what escapes.
Loot / Evidence / Hooks: Its copper staff and skull-clamps still crawl with residual Waaagh energy; any sanctioned psyker who touches them will have a very bad afternoon and very good intelligence.
Enemy Dossier
GM ReferenceThe weirdboy is an ork psyker: a lightning rod for the gestalt roar of every ork around it, channeling the Waaagh through a skull that was never consulted. It is artillery, hazard, and countdown in one twitching package.
Use this enemy to add psychic artillery to an ork force and an escalating instability the party can exploit or die to.
Threat Profile: Medium durability, high psychic damage scaling with nearby orks, unstable backlash risk, Suppression-vulnerable, hazard to both sides.
Waaagh Conduit. Its psychic damage gains a bonus die for every full mob of orks within 60 feet; big fights make it a howitzer.
Too Much Power. Each time it channels while bloodied or Suppressed, roll for backlash: green lightning arcs to the nearest creature of any allegiance.
Minder Nobs. Usually escorted by orks whose job is hitting it before it detonates; killing the minders makes it stronger and much less safe.
'Eadbanger. Psychic bolt that bypasses cover; a failed Willpower Save fells a target outright at GM discretion for grunts.
Da Green Fist. Area psychic slam; a zone of creatures make Strength Saves or are knocked prone and battered.
Warp Vomit. Cone of raw Waaagh energy; damage plus fear checks for survivors.
Morale: Barely aware of danger while the Waaagh roars; if the mobs around it break, it deflates, panics, and may discharge catastrophically on its way down.
Tactics: Fire the weirdboy like ordnance while the mobs feed it power, and track its instability out loud — sparks, nosebleeds, floating pebbles. The party's choices all have teeth: kill the mobs and weaken it, Suppress it and risk backlash, or shoot the weirdboy and see what escapes. Sometimes the ork answer arrives first and a minder krumps it quiet.
Full Stat Block Priority: High