Orks are a rather unruly bunch. When you give one the powers of a psyker, then things get even weirder. Weirdboys are exactly that, orks that have the ability to tap into the limitless and frightening powers of the Warp (though they would swear it’s the fighting spirit of the ork species). Tough and poorly trained in any form of control, their powers are usually used haphazardly, though are very effective at killing things. Just watch out if you have one fighting for you and sparks start flying out of their ears and eyes.

Starting Skills:
Same as book, but swap all Lore with your own choices.

Starting Talents:
Peer (Own Clan), Psy Rating (1), Da Power of Waaagh!, Melee Proficiency (Primitive), Ranged Proficiency (Pistol, SP, Las).

Starting Traits:
‘Ard, Made Fer Fightin’, Make It Work, Might Makes Right, Mob Rule

Starting Equipment:
Good Quality Ramshackle Mono-Knife.
A Ramshackle Pistol of worth up to 80$$ and Scarce Availability.
A Ramshackle Primitive Melee weapon worth up to 100$$ and Scarce Availability and a Psy Focus or a Copper Channeling Rod.
Good Quality Heavy Leather Coat or Common Quality Light Flak Coat.
A Charm, some normally insignificant thing that the character holds important
Microbead, a set of Street or Brightly Coloured Clothes, a Distinctive Hat, a necklace or fetish made of assorted bones, a ritual pouch with odd bitz, 4d5 x 5 $$.


Revolver 40k UnholyAndy UnholyAndy