Weirdboy datasheet for Warhammer 40,000 11th edition — stats, weapons, abilities and points current to the 2026-06-17 Munitorum Field Manual / Balance Dataslate.
M
6"
T
5
SV
5+
-INV
W
4
LD
7+
OC
1
⌀ 40mm
This model is equipped with: ’Eadbanger; weirdboy staff.
| RANGED WEAPONS | RANGE | A | BS | S | AP | D |
|---|---|---|---|---|---|---|
| ’Eadbanger [Precision, Psychic] | 24" | 1 | 4+ | 6 | -3 | 1 |
| MELEE WEAPONS | RANGE | A | WS | S | AP | D |
|---|---|---|---|---|---|---|
| Weirdboy staff [Psychic] | Melee | 3 | 3+ | 8 | -1 | D3 |
CORE Deadly Demise D3, Leader
FACTION Waaagh!
Waaagh! Energy: While this model leads a unit, add 1 to the Strength and Damage characteristics of its 'Eadbanger weapon for every 5 models in the unit (rounding down); while the unit has 10 or more models, that weapon also gains [HAZARDOUS].
Da Jump (Psychic): Once per turn, at the end of your Movement phase, one WEIRDBOY from your army may use this ability. Roll one D6; on a 1 that WEIRDBOY's unit takes D6 mortal wounds; on a 2+ remove that WEIRDBOY's unit and set it back up anywhere more than 9" horizontally from all enemy models.
Leader: This model can be attached to: Boyz, Breaka Boyz.
⚄ MathHammer — average damage calculator
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📏 Threat ranges — how far this unit reaches
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- 1 Weirdboy
- Wargear: Weirdboy staff, ’Eadbanger