Orks Weirdboy.
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Every so often an Ork comes along that is a little bit different than all the others. These Weirdboyz are Ork psykers, conduits for powerful psychic energies generated by masses of greenskins and their enthusiasm and excitement for a fight.
Unit: Weirdboy, a long range support unit and caster. Charge his energy by putting him near da boyz and having them Waaagh!!! shout.
Availability: Tier 2
Abilities:
Zzap – Fry an enemy with psychic power. The charge will periodically jump to other nearby units, friends or foes, damaging them as well.
Warp Vomit – Vomit up the psychic stuff roiling in the Weirdboy’s guts, damaging anyone caught in the spew.
Upgrades:
Bigga Brains – Increase the Weirdboy’s health and grants the Over Dere! ability which allows the Weirdboy to fling nearby Orks through the air without causing them any damage. It’s not quite as graceful as teleportation, but it can get the job done.
Warphead – Increase the Weirdboy’s energy and grants the Foot of Gork ability. The mighty foot of the Ork god Gork is summoned to stomp on enemies, stunning and damaging them.
Warpath – Delays the Weirdboy’s death explosion and grants the Warpath ability. When toggled on, Warpath increases the movement speed of nearby Orks and reduces the damage they take.
Alone, the Weirdboy is a vulnerable caster. When he’s with da boyz though, not only does he gain their protection, he also gains energy faster so he can use his abilities more often. If your Orks use their Waaagh!!! shout, the Weirdboy gains a bunch of energy back all at once, so he can get back in action.
In his support role the Weirdboy has a number of ways to disrupt and damage enemy units, including the spectacular Foot of Gork, which is burned into the terrain after it has knocked enemy units in the area flying. It has a massive energy cost, but beware a Weirdboy in the thick of a frenzied Ork mob. As mentioned above, their energy level can go up in a hurry.
When killed, the Weirdboy floats erratically into the air and erupts with psychic energy, knocking over nearby units. It’s an appropriately Orky end for this unit that bestows the green tide with some not so subtle tricks for their sleeves.
Source
Jan 28 2010, 12:11 AM
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