
Time to Burn Baby Burn!
So, essentially, the Grand Arsonist is a Wacko Ork Warboss with a need for fire!
Same stats as a warboss but with +1
Bs, and -1 Leadership
Special rules: Waaagh!
Burn Everything: The Grand Arsonist must move towards the nearest enemy as far as he can and confer this rule to the squad he is in. In addition, he may only join squads of burnas.
Bat-Crap Insane: Roll the Dice at the beggining of you movement phase, if youroll a 2-6 everything goes normally. If you roll a 1, The Arsonist makes 1 Close-Combat Attack on any one of the models in the same squad as him.
The Inferno: Any unit of Burnas may be upgraded to the Inferno and have their weapons be Twin-Linked for 15 points. This unit of Burnas must never, and can never leave The Arsonist unless the The Arsonist dies.
Wargear: Extra Armor,
Gloves o' Flame: These are 2 burnas, that can be fired (get it?) independently from one another. In close comvat they are treated as power weapons.
Molotovs: Assault grenades. These can also be thrown at buildings, which causes every model inside to take a S2 Ap6 hit.
Fireproof Armor: All flamer attacks made on The Grand Arsonist are treated as being only half their original Strength.
Waddaya think?