With spare parts from 4 dakka jets, several deff dreads, some green stuff, and various other bits, along with a ton of plastic of various shapes and sizes I present to you the MAMJW... ok working on the acronym.
With a looted Ion Cannon, Large Double Klaw with retractable Drill, Skorcha, Twin-linked Supa Shoota, 5 Rokkits this Warboss is packing some serious krumpin power.
May need help with the experimental rules.
WS 5,
BS 2, S 5(10), T 6/7?, W 5, I 4*, A 4/5?,
LD 9,
Sv 2+/5++*
Attacks - Warboss base is 4, but should he get extra attacks for kicking and swatting with the Gun Arm too?
Initiative - Like a Deff Dread, the klaw goes at normal initiative, but this is a Warboss, hence Initiative 4.
Toughness - This dude is big, and the guy running it is a warboss. I will get a pic of him next to my Dreadknight soon. Kinda dwarfs it. Don't have a Riptide to compare it to but sure its a bit bigger than that too.
Saves - He wears Mega Armor 2+, inside his bitz are allmost all machine now, so Cybork Save of 5++. Also, with the Fightin Juice hangin from the belly going directly into the Arm he gets Feel No Pain 5+.
I was thinking the Ion Cannon (Kustom Mega Booma) would be a 24 inch, Heavy 3 (blast),
Str 7,
AP 2, Gets Hot on a 1 or 2! His Big Mek basically took all the Tau safety features off to make it Shootier and a Blasta.
Maybe have the Rokkits on the Gun Arm different from the ones on top.
Str 8
AP 3 Krak Missiles on top with (skyfire?) and Skorcha Missiles on the Kustom Mega Booma. Not sure when or how he fires all these gunz.
Skorcha is a Skorcha.. simple. Maybe make the Drill Klaw Arm
Str 10
AP 1, and with the Hooks maybe he can hold vehicles in place like Grabba.
Supa Shoota is Twin-linked.
Jump Pack on back works like Stormbozy. Extra 1d6 movement (or
2d6). On a roll of 1, (or Double 1s) takes a wound with no save?