I wholeheartedly agree, the Weirdboy is wasted potential with the current rules. I'll give my two cents on some of what you put up.
Hazard30 wrote:
Wierdboy - Psyker Powers
1. Psychic Forcefield (probablly could be a better name)
Friendly Ork models withen 12" get 4+ invul against shooting further than 12" away.
Too similar to Kustom Force Field.
3. Over Dere!
Warps the Wierdboy and unit 24" away
I'd say make it a random distance. The catch - you *must* travel that exact distance, no more and no less. If you appear inside another squad or a vehicle or something all sorts of shenanigans occur. Chance of Orks rematerializing inside one another and being killed. Most importantly - can goddamn assault after the teleportation! (and perhaps ignore overwatch if they teleport behind an enermy unit)
Warp Vomit, Zzap, Warpath
I have no real opinion on any of these, except to ask where Frazzle has gotten to.
7. Call da Boyz!
Generate D6+6 Ork Boyz to deep-strike onto the board
This is great! Perhaps unbalanced I don't know, but the concept is fantastic. You could limit it by making that only destroyed models can be brought back. Alternatively the boyz could simply appear as reinforcements to a current mob, bolstering its numbers and being overall easier to implement (of course, with 'rematerialize inside another Ork' goodness)
If he gets double 1's he takes a perils of the warp as normal.
If he gets double 6's you center a template over him that deals "strength 3 ap - (Blast Pinning)" but, for every 5 boyz withen 12" the AP goes down 1, and strenght goes up 1 (ie 24 boyz is strength 7 ap 3)
If he dies by perils the blast scatters 2d6
I approve wholeheartedly of this.