"Too much noise! Too much! I fink I'z gunna...I'z gunna...WAAAGH!"
- — Weirdboy Gazrog
Weirdboyz, also known as Wyrdboyz, are the Orks' psykers, unique in that they act as psychic sponges, absorbing and channeling the natural psychic energies of other Orks. All Orks are innately psychic, though in only a few - the Weirdboyz -- are their psychic powers fully developed. Weirdboyz have no control over their ability to absorb the Orkish psychic energy, only being able to channel and discharge it in the form of a specific effect, such as the Psychic Vomit and Gork'll Get 'Em! powers. Weirdboyz are also found in Feral Ork armies, where they are known as Wyrdboyz. Warpheads are those Weirdboyz that -- unlike normal Weirdboyz -- that have survived enough battles for their minds to become saturated with the power of the Warp, and actually revel in and enjoy the use of their powers.
The Orks are an innately psychic species and they unconsciously generate a considerable amount of psychic "background noise," an energy field known simpkly as "Da Waaargh!" This field grows more potent and more intense when the Orks themselves are excited, particularly during battle, creating an almost palpable tension that accomplishes Ork hordes. Weirdboyz are the psykers of the Ork species, absorbing the energy of Da Waaagh! and expelling it in violent surges of luminescent green power. Weirdboyz have little control over their abilities, and as they 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 expect this energy in some controlled manner, they 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 dishcarged safely.
For this reason, and the fact that Weirdboyz dislike the company of other Orks, these psykers remain apart from the rest of their kind, dwelling in tall towers at the edge of 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 Wyrdboyz aren't 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 large, belled hats that signal their presence and nature to others. They commonly carry tall copper rods to ground the 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 races do not necessarily work when confronting an Ork. The inherently unpredictable nature of their powers, combined with the physical capabilities of a Greenskin, means that a enemy would need to react to events as they unfolded, countering assaults that work on psychic and physical levels at the same time.
During combat, a Weirdboy can build up immense amounts of 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 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.
Weirdboyz are regarded with uncertainty by most Orks, both for their unusual powers and for their decidedly un-Orky dislike of noise and clamour. Minderz are Ork-bodyguards, chaperones, and jailers in equal measure, ensuring that their Weirdboy doesn't mingle with other Orks until needed, and marching him to the front lines when necessary.
"Remember, da first rule of bein' an Ork is dat' 'more is betta.' Err, maybe dat's da second rule. Don't matter. But, if you'z got more of da Waaagh!, dat's betta, right? See, you'z lernin'!"
- — Warphead Grogni to the headless corpse of his pupil Torok
Orks are a reckless creatures by nature, and Weirdboyz are "gifted" with the capacity to detonate themselves in many new and interesting ways unavailable to their more mundane brethren. As such, few Weirdboyz would survive long enough to gain any real control over their powers, even if this was something that they desired. However, Orks are not constrained by any perverse wish to "control" their power. "Restraint" is a form of subtlety reserved for "sneaky gitz, like grotz, 'unies, and 'dem prancin' gitz wif' da' big fancy hatz." As such, if a Weirdboy does happen to survive the development of his powers, he is unlikely to gain any wisdom or sense of responsibility to accompany it. Instead, it is much more likely that he will go on to push himself to impressive (and undeniably insane) heights of psychic prowess, becoming more and more puissant and unhinged over time. They learn and invent increasingly bizarre and terrifying powers, mastering techniques that allow them to rend holes in the Warp through which they can travel or pulp enemies through cover with waves of power and managed to avoid a messy death thus far are called "Warpheads." Though Warpheads are obviously rare given their "profession" and proclivities, a single Warphead can make for a terrifying and unpredictable foe.
"Must da Boss be on 'is own in bein' da biggest an' da baddest? Nah, 'cause, da Boss' Waaagh! is da Waaagh! of all da Boyz 'oo follow 'im. So ya' see, da Boss is neva' alone!"
- — Skandork "Da Great," Warboss
Neither Ork nor psykers are known for their predictability, and Ork Weirdboyz combine the most volatile traits of both Greenskins and those gifted with the power of the Warp. The Waaagh! energy that flows through all Orks makes itself manifest through Weirdboyz, granting them powers that stand in stark contrast to the rigid discipline of the techniques employed by Imperial Astropaths and other Sanctioned Psykers. Instead of focusing on total mastery over certain aspects of their power, Weirdboyz often simply allow their abilities to manifest, guided only by the strength of their will and the fortune they are granted by their gods Gork and Mork. Of course, Weirdboyz are not exempt from the consequence of using psychic powers unrestrained; though their abilities do not attract Warp predators in the same manner as those of human or Eldar psykers, Ork Weirdboyz have been known to combust spontaneously, explode, or even become disconnected from space and time itself while using their powers. These risks do little to discourage them from channelling the Waaagh! recklessly, however, and some Weirdboyz have even been seen using their abilities in the hopes of triggering bizarre new effects:
- Deff Wave - The Ork philosophy of warfare typically ascribes to a simple maxim: more is better and you can never have enough. A roiling shockwave of manifest emotion, the Deff Wave churns through the Materium as a testament to this belief, scourging all organic matter in its path. The Deff Wave that is unleashed is like a cone of fire, ignoring cover and even solid objects such as walls between the Weirdboy and his targeted enemies.
- Dis is Takin' Too Long! - The Weirdboy calls upon the Waaagh!, channelling his impatience to accelerate whatever mode of transportation he happens to be using (be that his feet or a mighty voidship) in a swell of brilliant, crackling energy.
- 'Ead to 'Ead - Orks resolve almost all problems and quandaries through violence, especially questions of leadership and succession. As such, a display of brute savagery against a notable foe can help to rally the entire mob, inspiring each Ork in the mob. The Weirdboy pits the raw might of the Waaagh! against a single foe, attempting to psychically bludgeon him into submission and thus instill new fervour in other nearby Orks.
- 'Ere We Go - The Weirdboy opens a temporary rift through the Warp, helping his allies get to battle more quickly in a flash of green luminescence and an instant of screaming terror.
- Frazzle - With a thunderous roar, the Weirdboy unleashes a blast of energy that courses through his target and leaps to those unfortunate enough to be standing near it.
- I'z Gunna Squig Ya! - Of all the many powers available to a Weirdboy, this is undoubtedly one of the strangest. Called the "Zogwurt Speshul" by some Orks, the Weirdboy summons up the bizarre and incomprehensible energies of the Waaargh! and attempts to transform one of his enemies into a Squig.
- Krump 'Em All - The Weirdboy unleashes the fury of the Waaagh! upon his enemies (along with anyone else with the poor luck to be standing nearby) calling upon the primordial gods of the Orks to "Krump all' dese gitz good!"
- Powa' Burst - Torrents of unstable energy periodically erupt from a Weirdboy's mind, surging forth to smash nearby obstacles, reinvigorate the psyker, or allow him to achieve feats that would otherwise be impossible for him. While veteran Weirdboyz who have survived their own abilities for a time can choose the power they use (sometimes), new Ork psykers simply unleash the Waaagh! and hope for the best.
- Smash da Gitz - The Weirdboy energises his weapon (or just his fist) with a voracious green charge that shreds through metal and flesh alike when he strikes.
- Up an' at 'Em! - The Weirdboy leads by insane example, psychically (and psychotically) inspiring his comrades to charge along with him even as he rushes towards a certain, grisly end.
- Warpath - Crackling green energy surges out from the Weirdboy, striking the nearby Orks and stoking the fire of their battle frenzy to devastating new heights.
- We'z Gotta be Lucky - The Weirdboy appeals to the primal force of the Waaagh! for good fortune, an unearthly glow filling his eyes and those of his allies as they rush forward, heedless of risk.
- Zzap - The Weirdboy unleashes a burst of ravening green electricity that surges forward, turning organic tissue to ash and the hardest alloys to molten slag.
Ork Weidboyz Wargear
- Copper Channeling Rod - Ork Weirdboyz often carry long copper rods. These staves can serve as a primitive psy focus and also occasionally act as a grounding rod for the Weirdboy, channeling the energy of the Waaagh! away from him. Of course, they can also serve as none-too-delicate instruments of a Weirdboyz ire.
- Tusk Squigknife - These odd double-sided blades, made form the teeth of wayward Squigs from the Ork-held world of Tusk in the 'Undred-'Undred Teef, are said by Weirdboyz to possess mystical properties that enhance their powers and jinx their foes. Whether or not this is actually true might be up to debate if any Imperial scholars cared to discuss such matters, but regardless, these daggers are valuable and unpleasantly sharp. These blades can also be used as a psy focus for a Weirdboy to channel his powers.
- Codex Imperialis (1st Edition)
- Codex: Orks (4th Edition), pp. 36-37
- Chapter Approved 2003: Feral Orks, pp. 4-10
- 'Ere We Go: Orks in Warhammer 40,000 (1st Edition), pp. 50-55
- Rogue Trader: The Navis Primer (RPG), pp. 3, 48-63, 104-107, 130, 143
- Waaargh! Da Orkz (1st Edition), pp. 30-31
- White Dwarf 134 (US), "Ork Warbands in Advanced Space Crusade - Weirdboyz," pp. 66-75
- White Dwarf 124 (US), "`Ere We Go! Preview - Weirdboyz," pp. 46-58
- White Dwarf 123 (US), "Ork Army List: `Ere We Go! Preview," pp. 26-69