Here are my rules for the tzeentch wierd boy… Pics will come tonight, or tomorrow.
points are still being decided.
5 3 4 5 3 4 5 10 4+(I)
-Warped by da’ godz: Wazzbang has been warped by tzeentch, and has embraced his powers, believing they are from mork and gork. He has a 4+ invulnerable save, and any ork army including wazzbang may not include Ghazzghkull Thraka.
-Master of da odd: Being a wierd boy, and warped by the god of sorcery, he is able to chose which wierd-boy power he uses, and may select up to 50 points of tzeentch chaos powers from the chaos daemons codex.
-oi, where iz me legs?: The Wazzbang is able to fly, and is treated as jump infantry. He lost his legs in a fight long ago, and uses a chaotic flame to travel.
-Kaboom!: wazzbang is able to roll 2d6 for penetration against vehicles with a Armour value of more than 12.
-I has seen worse…: wazzbang has been through the very warp its self, and is fearless. This is conferred to any unit he join’s.
Im still debating the points, and the current rules.