Weirdboy - Role: Anyone who has seen the living tide of greenskins that is an Ork horde in battle knows, without question, that there is a power to such a force. Any large force of fighting warriors or xenos has power, but not in the same way that Orks do. While Humans have strength of arms and ordnance, Orks possess a strength of purpose.Each and every Ork on a battlefield is unified into one singular purpose: war. As Humans gather in war, there is dissension, personal interest, and honour, which tug at each warrior individually. When Orks gather into a WAAAGH!, the very air thrums with the power of their excitement, their enthusiasm, and their sheer lust for battle. The more Orks, the greater the psychic power they generate.The Orks themselves seem almost unaware of the existence of this phenomenon, all the while swept along by the tide of it. However, a few rare Orks are keenly aware of this energy.The Orks are an innately psychic species and they unconsciously generate a considerable amount of psychic "background noise," an energy field known simply as "Da WAAAGH!"This field of gestalt psychic energy grows more potent and more intense when the Orks themselves are excited, particularly during battle, creating an almost palpable tension that accompanies Ork hordes.Those Orks who can sense this energy, known as "Weirdboyz," seem to act as lightning rods for the power of the WAAAGH!, drawing it to themselves unconsciously, and unleashing it with devastating effect. Hurling bolts of crackling green energy, impelling their allies along with the force of the WAAAGH!, or crushing their foes bodily with their telekinetic might, a Weirdboy is a terrifying display of Orkish power.These rare Orks do not relish their power, rather they fear it. It is an uncontrollable and dangerous thing, and most are driven mad by it long before they learn to channel it with any measure of safety. Yet, still, not even the most capable Weirdboy can ever truly hope to control the power of a WAAAGH! in full force.In such instances, the Weirdboyz are simply incapable of containing the overwhelming mass of coruscating energy produced by their fellows. Most are able to hurl a bolt or two of green lightning towards their enemies before they are overcome, their heads bursting in a ball of green flame, or vanishing altogether with a clap of otherworldly thunder.When such a great WAAAGH! gathers, most Weirdboyz either flee altogether or get caught up in the mob enthusiasm of it all and are driven into a suicidal frenzy, becoming terrifying figures with the destructive power of a battle tank. The more cunnin' Ork Warbosses have been known to enslave Weirdboyz and to force them onto the battlefield against their will, knowing full well the danger they represent.Weirdboyz have little control over their abilities, and as the potency of this energy increases with the number and enthusiasm of the Ork Boyz around them, so does the power that a Weirdboy must endeavour to control. Even when they manage to contain this violent and erratic force, bizarre phenomena commonly accompany Weirdboyz, ranging from flashing lights and strange noises to psychokinetic tremors and random fires.Should they fail to dispense, direct or emit this energy in some controlled manner, a Weirdboy may cause even more dramatic phenomena, such as the explosion of nearby Ork heads. This is known as a 'Eadbang if this power cannot be discharged safely.For this reason, and the fact that Weirdboyz dislike the company of other Orks, these psykers remain apart from the rest of their greenskinned kind, dwelling in tall towers at the edge of Ork encampments. These large structures are built on copper stilts to help channel their latent psychic power into the ground.These "Weirdhouses" are guarded at all times and Weirdboyz are not allowed to wander the camp without an escort of a couple of guards, or "Minderz." Indeed, those Weirdboyz who have gone truly mad are often garbed in luridly-coloured clothing and wear large, belled hats that signal their presence and nature to other Orks. They commonly carry tall copper rods to ground the psychic power they naturally gather -- this can hardly disperse the energy produced by an Ork warband in the midst of battle, but it is usually sufficient to keep them safe day-to-day.His erratic nature makes an Ork Weirdboy a particularly difficult foe to handle. Strategies that apply to dealing with psykers of other intelligent races do not necessarily work when confronting an Ork.The inherently unpredictable nature of their powers, combined with the potent physical capabilities of a greenskin, means that an enemy would need to react to events as they unfolded, countering assaults that work on both psychic and physical levels at the same time.During combat, a Weirdboy can build up immense amounts of psychic power, causing him a lot of pain. His psychic outburst, however, is highly effective at frying handfuls of the enemy at once. Weirdboyz often find themselves dragged onto the battlefield by their Minderz and used as living weapons, usually involuntarily.The Minderz drag the poor Weirdboy towards the enemy's lines and when they see sparks in his eyes they snatch away his copper stick and try to bodily aim him in the direction of the enemy. The results can be devastating, both for and against the Orks.If given the chance, Weirdboyz will flee the battlefield in order to escape the pain produced by such a large gathering of Orks.