kingtorres4 wrote:i feel the special rules are quiet strange to say the least 
 as an ork player i would not field this charechter due to its ridiculous points value for the rules he has and alseo his monsturous creature rule is abit OTT.
 i feel you need to rethink the rules and also read the codex and fluff befor you try to make up rules. also same applies for the mega wagon. 
  I have the model and yeah he is a monster but 
MC is a bit 
OTT for an ork. 
 Looking at the model i'd say stats of a Warboss, 
BS 3, -1 
WS, -1 
Ld because controlled by a grot, Mega Armour 
 As you have it, bacause he is grot control does not have Mob Rule or Waaaagh rule 
 The Mega Armour makes his movement slower anyway so would cover his unpredictable cybork enhancements. 
 Cybork Ork special rule
 4+ invulnerable (improved of 5+ for cybork body).
 Gives him move through cover special rule (always in use because of mega armour).
 Gives him eternal warrior. 
 Replaces twin linked shoota on mega armour with second power klaw (this would give him initiative 1 anyway) 
 Rampage rule as you have it. 
 Reboot
 If Runtbot dies lie him down, after this if a mek with mekboy tools is in base contact with him in the shooting phase he may attempt to do impromptu repairs on Runtbot instead of shooting and assaulting that turn. On a roll of 4+ Runtbot gets back up with 1 wound. 
 Because Da Grots is in charge
 As an army wide rule. All grot mobs within 12" can re-roll failed moral and pinning tests. 
 I'd say ~200 pts. 
 Great as a grot army leader