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==== Madboyz Mob ==== :''While many Orks seems to spontaneously obtain knowledge in specialized fields, such as Meks who intuitively understand mechanics and science, Painboyz who gain innate insight into anatomy and pharmacology, or Runtherdz who instinctively grasp husbandry and genetics, there are a few Orks whose heads are filled with bizarre information that they cannot process or apply. Sometimes these are genius-savants who can conceive incredible technological or engineering miracles, and are cursed with the inability to imagine the use of such wonders – or to convince other Orks of their merit. But sometimes, they are simply mad, with clashing or incomplete data encoded into their minds. In either case, while respected by other boyz for their apparent favor of the Ork gods, they are disruptive and often morose elements that just cannot be tolerated for long in Ork society, and so they usually tend to gather together away from large established camps. When a Waaagh! begins they feel compelled to participate in battle as all Orks do, but sadly their scatter-brained klutziness leads them inevitably to a quick end – unless they’ve managed to find a renegade Warphead. Warpheads (who are borderline Madboyz themselves) are prodigiously powerful Weirdboyz that are addicted to the thrill of the near-suicidal use of their powers, and the minds of Madboyz resonate with clarity in their presence – just as Ork machines gain mind-boggling function through the unconscious application of Ork psychic energy, so too are interconnections made and missing details filled in inside the brains of Madboyz when saturated with enough ambient Orkish power. Madboyz in turn act as a focus for a Warphead’s power, and each will do their utmost to protect them from assailants.'' '''Elites 175pts''' {| border="1" cellspacing="0" cellpadding="5" align="left" style="text-align: center" ! ! WS ! BS ! S ! T ! W ! I ! A ! Ld ! Sv |- ! Madboyz | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ |- ! Warphead | 4 | 2 | 4 | 4 | 3 | 3 | 3 | 9 | 6+ |- |} <br style="clear: both; height: 0px;" /> '''UNIT TYPE''' Mayboyz are Infantry, a Warphead is Infantry (Character) '''UNIT COMPOSITION''' 1 Warphead and 9 Madboyz '''WARGEAR''': * Wierdboy Staff (Warphead only) * Choppa (Madboyz only) '''SPECIAL RULES''': * ’Ere We Go! * Furious Charge * Mob Rule * Psyker (Mastery Level 3) (Warphead only) * Adamantium Will (Warphead only) * Fearless (Warphead only) '''Waaagh! Overload''' — For each unit of Orks with at least one model within 12" of a Warphead at the start of each Ork player’s Psychic phase, the Warphead gains an additional Warp Charge point which can be used only by them. Each of these additional points not used by the end of that same phase must be allocated to any unit of Orks with at least one model within 12" of a Warphead (including the Warphead’s own unit if desired). For each point allocated, the unit suffers D6 S2 hits. Additionally, the Warphead suffers a single S2 hit for each point so allocated – this ''can'' be reallocated with a Look Out, Sir! Roll, as it represents feedback that can be earthed out through the Madboyz. '''Herald of Gork and Mork''' — While their Warphead is alive, Madboyz are Fearless, can issue and accept Challenges as if they were characters, and automatically pass Look Out, Sir! Rolls made to reallocated hits from their Warphead. '''Psychic Lightningrod''' — All units with at least one model within 12" of a Warphead at the start of the Psychic phase benefit from his Adamantium Will special rule. '''Mad Skillz''' — For every ten models in the unit, the Warphead gains +1 BS when rolling To-Hit with Psychic powers. '''PSYKER''': Warpheads automatically know all of the Powers of the Waaagh!, and may use any number of them as many times as they wish in their Psychic phase. '''OPTIONS''': * May add up to 10 additional Madboyz for 7pts/model. * All models in the mob may: ** exchange a choppa for a slugga for 20 pts ** exchange a choppa for a big choppa for 45 pts ** gain a Cybork body for 40 pts ** be equipped with stikkbombz for 10 pts ** be equipped with an additional choppa for 10 pts ** be equipped with an additional slugga for 20 pts ** be equipped with an additional shoota for 20 pts ** be equipped with ’Eavy armour 40 pts * The Warphead may exchange their Wierdboy Staff for a Force Sword or Force Axe for free. * The Warphead may replace his Wierdboy Staff with Mega Armour, twin-linked Shoota and Power Klaw for 20pts. * The Warphead may take items from the Ranged Weapons, Melee Weapons, Runts & Squigs and/or Orky Know-wots lists. -----
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