This is my attempt at making Ork Weirdboyz more viable in the form of a formation, since that's the trend nowadays. If you have any comments, questions, or suggestions, you are more than welcome to say so.
Weirdboyz are some of the most powerful Psykers in the galaxy. Where other Psykers are dangerous though mastery of their powers and bending the environment to their will, Weirdboyz make up for lack of control through sheer lethality and unpredictability. With the WAAAGH! energy spiraling around them, they spew their power in random directions, lest their head and the heads of fellow Boyz around them explode like organic grenades. The Weirdboyz that absolutely love the rush of Ork energy in battle are called "Warpheadz", and actively seek out the largest battles with the biggest foes in order to feel the thrill of the energy flowing through them.
Because of this, it is not unheard of for a Warphead to find himself at the helm of an entire WAAAGH! The most well-known example of this is the so-called Weirdwaaagh! lead by Weirdboy Zagdakka. Zagdakka started the trend of a Warphead "Kounsil" leading and supporting the advancing Orks onward. This Kounsil itself is usually supported by a posse of Nobz, serving as the "judg, jury, an' exekushuner" of the Kounsil. One Warphead is enough for most. But when multiple Warpheads join their psychic power together, not much can stop them.
Warphead Kounsil (220+ Points)l
Formation:
3 Weirdboyz (Can be upgraded to ML2)
1 Squad of Nobz
Special Rules:
WAAAGH! Kounsil: All Nobz in this formation have the Feel No Pain and Hammer of Wrath special rules. In addition, they're are considered Fearless if they are within "12 of a Weirdboy
Orky Warpfield: If any two Weirdboyz are within "6 of each other, they get a 4++ invulnerable save. In addition, any model that charges a Weirdboy from this formation counts as having charged through difficult and dangerous terrain, even out in the open.
Kracklin' Energy: At the beginning of each friendly turn, roll a
d6 for each unit with the 'Ere We Go special rule within "12 of a Weirdboy from this formation. On a 1, roll on the mishap table. On a 6, roll on the WAAAGH! Boost table. Roll only once for each unit, even if there are two or more Weirdboyz within "12 of the unit.
Mishap Table
1 The unit escapes unscathed.
2-3 The unit immediately takes a pinning check as they try to dodge the bolts of WAAAGH! energy striking forth.
4-5 Tendrils of WAAAGH! energy lash out and strikes any unlucky gitz in its way. The unit takes d3+1 Strength 5 AP4 hits with the Ignore Cover special rule.
6 A ball of destructive energy strikes down onto the unit, exploding heads and vaporizing any git unlucky enough to stay alive. Center a large blast over the unit and scatter the full distance. The blast has a Strength 7 AP2 Ignores Cover, Rending profile.
WAAAGH! Boost Table
1 Nothing. Better luck next time!
2-3 Unit gains Fleet and Rending until the beginning of their next turn.
4-5 Unit gains Rage and Hammer of Wrath until the beginning of their next turn
6 The unit gains all the effects of 2-3 and 4-5. In addition, the unit gains Hatred(Infantry), Prefered Enemy (Infantry) and Fearless until the beginning of their next friendly turn