Weird Boys as a troop (Mad Boyz), Elite (Weirdos), and HQ (Warphead) choice.

Weirdboy by KustomerD
Warphead: Psyker HQ - cost 55 points
WS:5 BS:2 S:5 T:5 W:3 I:4 A:4 Ld:9 Sv:6+
Unit Composition: 1
Wargear:Staff
Special Rules: IC, Furious Charge, Mob Rule, Waaagh!, Ork Psyker, Feel Da Power.
Options: None
The grots that the figure have are merely decoration. Warpheads are incredibly powerful Psykers with a Master level of 3. Warphead can not use any other Psychic ability chart.
Random Maddness: Warp Charge 1. All Ork Psykers must roll their power (d6) and then each turn roll on their chart.
Feel Da Powwa: Warp Charge 2, once activated, the Warphead can give Psyker abilities to a Weird Boy. Roll a d6. 4+ the Weird Boy rolls for their Power, on a 1 the Weird Boy explodes and is removed from game.
Weirdo: Elite - cost +10 pts
WS:4 BS:2 S:4 T:4 W:2 I:3 A;3 Ld:7 Sv:6+
Unit Composition: For every 10 Mad Boyz, 1 can upgrade to a Weirdo
Wargear:Staff
Special Rules: Furious Charge, Mob Rule, Waaagh!
Options: None
When rolling for Type of power, if a Nob roll a 1, he is not a Psyker. Weirdos can not access the Waaagh! Power List. Psychic Mastery Level 1.
Mad Boyz: Troops - cost 6 points
WS:4 BS:2 S:3 T:4 W:1 I:2 A;2 Ld:7 Sv:6+
Unit Composition: 10 - 30
Wargear:Staff
Special Rules: Furious Charge, Mob Rule, Waaagh!
Options: For every 10 Mad Boyz in the squad, 1 can upgrade to a Weirdo
When rolling for Type of Power if a 1 or 2 is rolled the Mad Boy is not a Psyker. Mad Boy can not access The Waaagh! or Inspira Power List. Psychic Mastery Level 1.
First roll D6 after deployment, to determine what type of Power
Place a card with the power under the base of the warphead.
1. Selfish
2. Teleporta
3. Damaga
4. Enhanca
5. Inspira
6. Waaagh!
During the Shooting Phase, the Warphead can activate their power with a d6 roll. Only Damaga Targets Opponent
1. SELFISH Table
1. Opponent chooses any figure on the board and exchanges all wargear (including Psychic Abilities) with the Weirdboy
2. Opponent chooses any one of another figure's Wargear and gives it with the Weirdboy
3. Weird Boy suffers Power Failure and is no longer a Psyker
4. Choose any power (other than selfish) for the Weird Boy
5. Take 1 Wargear from any figure on the board
6. Weirdboy exchanges all wargear (including Psychic Abilities) with any figure on the board[/quote]
2. TELEPORTA Table
1. Opponent chooses where the Target Unit Teleports (not off the board), Use LB and SD. All Deep Strike Rules Apply
2. Target Unit takes 2D6 wounds, if vehicle is teleported it takes D6 glancing hits. use Lifta Droppa Rules
3. Closest enemy unit teleports into melee with Target Unit.
4. Target Unit teleports into melee with closest enemy Unit
5. Target Unit Deep Strikes anywhere on the Board
6. Place Target Unit anywhere on the board. Target unit can Shoot or engage in melee as normal
3. DAMAGA Table
1. Blow My Mind - Weirdboy takes a Zzap Attack
2. 'Eadbanger - Place hold of blast over the Weirdboy takes a Frazzle Attack
3. Peacepath - Opponant chooses any unit on the board, that unit gain +1a
4. Warpath - choose any unit on the board, that unit gain +1a
5. Frazzle: Range any, Str 6, AP 3, Special: Blast Pinning Ignores Cover
6. Zzap: Range any, Str 10, AP 2, Special: Melta, Ignores Cover
4. ENHANCA Table
1. All Target Unit's weapon now have -3 Str, +3 AP
2. All Target Unit's weapons now have -2 Str +2 AP
3. All Target Unit's Weapons not have -1 Str +1 AP
4. All Target Unit's Weapons not have +1 Str -1 AP
5. All Target Unit's Weapons not have +2 Str -2 AP
6. All Target Unit's Weapons not have +3 Str -3 AP
Limits Str can't go above 10 or below 2
AP can't go above 6+ or below 2+ (if weapon does not have AP it doesn't get an AP bonus)
5. INSPIRA Table
1. Target Unit Attacks Itself. It can not move or shoot until they resolve the self mutilation for 2 Melee phases
2. Target Unit, joins the other side for the remainder of the game
3. Target Unit can not take an action next turn.
4. Target Unit gets 2 move, 2 shooting, and 2 melee phases (If in Melee, only get 2 Melee)
5. Target Unit is Doubled, Put a second unit on the board to represent these models
6. For the remainder of the game whenever the Target Unit is in Melee, the unit gains 2 attack in the phase.
6. WAAAGH! Table
1. Your Opponent's Force gets to move, shoot, and melee twice in one turn.
2. Your Opponent's Force gains I:Auto, Str+1, T+1, Fearless and FNP. They must attempt melee next turn Roll d6 on 1 unit takes a wound
3. Your Opponent can deny a Waaagh! at any point in the game.
4. Your Force can declare another Waaagh! During any Shooting phase.
5. Waaagh! is casted; Your Force gains I:Auto, Str+1, T+1, Fearless and FNP. They must attempt melee next turn Roll d6 on 1 unit takes a wound
6. Waaagh! is casted; Force gets to move, shoot, and melee twice in one turn.
0 Power Failure - The Weird boy does not have any power.