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  1. Starting a thread for it since it's still a new release Da Big Dakka - Mike Brooks (Audiobook) Brooks' third ork book, and his second Ufthak Blackhawk book, is here. Released to much fandom excitement and much fandom ire because it was basically the only pushed release for this year's Black Library celebration. I don't think either is super fair to it; like most works by Brooks it's a very solid "good." The orky bits in particular are more refined than ever. This time, we have Dark Eldar as our foil POVs. While they're still perfectly entertaining, I think it's a bit of a step down from Brutal Kunnin'. That book, to me, read like half of an actual Mechanicus novel that also had Ork chapters. I know that didn't work for many people, but I thought it created a uniquely entertaining read that showed exactly why Orks are such a fun faction. These Dark Eldar, by contrast, read like Dark Eldar in an Ork novel; it's all much more obviously tongue in cheek and they don't seem to have much reverence for their own culture, which is odd because of their supremacist views. The book is more evenly humorous because of this approach, but I think it takes away some of the charm and dilutes any really funny bits. The orky stuff, as mentioned, is the best from Brooks so far, even with the plot failing to meaningfully endanger Ufthak at any point. Brooks' writing isn't the most refined in the stable, but he has a unique talent for making fight scenes engaging. Better authors than Brooks have still managed to deliver complete snoozefests because their fight scenes ended up being poetically rendered filler. Brooks' style of giving us a play-by-play of everyone's decisions as the fight progresses means keeps every moment of this book's very frequent battles enjoyable. This is especially fun for Ork POVs, who doesn't love some good Ork logic? Ufthak describing humans as essentially Orks who are bad at being Orks was a personal favourite. I will say I noticed how often he lent into the "it was believed that X, but of course Y was true" style of exposition a bit too often, I hope he reins that in a bit next time. As expected, Snaggi is back as well. Despite my problems with the Dark Eldar here, I still found this book was back to the balance of opposing POVs that I thought made Brutal Kunnin' so much better than Warboss, so by extension I preferred this book's Snaggi content. At times, he reads like the only POV with legitimate stakes. Also, big shoutout to Harry Myers' narration. He's got a great range to his performance and I quite liked his Dark Eldar, despite his "unrefined" accent. That man can go deep and menacing when he wants to. Overall, super fun book that never had me bored. Probably what you want out of a running Ork series, eh? 7.5/10 To Taste because it's Brooks. The man's becoming to me what Guy Haley seems to be to other people: workhorse author with a strong respect for continuity, who also never fails to deliver something worse than "good." Now somebody crack the whip on a sequel to his Alpha Legion work.
  2. Hello Fraters! Having lurked and occasionally posted over the last few months I have decided to create a WIP log to document my re-entry to the hobby. This was going to be a Raven Guard-based log as I have a Strikeforce to build but I have already paused that plan, bought Kill Team Octarius and started some terrain painting. This is very much WIP as I test out washes and contrast paints and basically learn to paint. I only painted a few minis when I was at school, I think it must have been around 1989/1990. Edit: title updated to reflect that I have now bought two KT boxes and have been painting Genestealers to refresh my v.1 Space Hulk game.
  3. Hi Folks, Still progressing on my Plodding, with this time the Mekboy Workshop done. Barricades and piles of scrap were already painted in January, and I lately completed the workshop itself. It might be an offense to Mork (or to Gork, I dunno), but I wanted to get rid of some orkiness, so I focussed on a limited colour pallet and did not stressed on too much on icons and mess. I also decided not to install the Ork totem on the bridge so that the model can insert smoothly in a more "imperial outpost" environment. And here it is: Its a set that cover some serious area on the table. 10th Ed rules make piles of scrap less useful, but, anyway, it is a good space filler. Some close ups of the workshop, heads and tails: And some other "larger" views shots: While I am tipping these words, Brass scorpion is drying on my last Ryza Pattern hab bunker (from the Moroch set). I will then pass to the antena and shrine. I also still have to finish gantries from the Bheta Decima set. But these are in a stop status: I do not like painting Gantries. BUt I already comented this a couple of time already. See you once stuff will be progressing.
  4. I recently wrote about selling my pile of shame and how it felt like a huge weight had been lifted off my shoulders. Then I went on eBay and picked up two more Ork box sets in addition to the Combat Patrol I already had. It's not the same though, this isn't a pile of shame. It's a pile of potential. Let me explain. First and foremost, they were excellent deals. The Beast Snagga army set was £100 and the Imperium Premium Kit was £35. That's value you simply cannot turn down. Secondly, I have a plan. Instead of having everything sat in the boxes for months on end, I'm going to build them ASAP. It's all part of my new model-building system based on an incredibly complicated excel spreadsheet. I'm going to build all of these models, then prime them, then drybrush them, then paint them, then base them and then actually play a game with them. I swear, that's what I'm actually doing. I've already built 5 models! When this process is done I'll have well over 1000 points of Orks to take to the table. My old method of spending 10+ hours painting each mini was too slow so I'm going to try the slapchop method with the 2.0 speed paints from the army painter. A friend does the same technique for their 'nids and they always turn out pretty awesome - so with a little extra detailing I'm confident I'll have an army that I can be proud of. The hardest part is staying away from eBay and Facebook marketplace. It hurts me to know there's probably some great deals out there that I'm missing out on. Maybe if I check every now and again it won't hurt anyone... right?
  5. I got back into 40K 10th edition after a break during 8th and 9th. Life happened - you know how it is! When I came back, it's safe to say I got a bit too excited buying new models. I had over 3000 points of Primaris Space Marines in a nice, juicy pile ready and waiting. I had such good intentions - I really was going to paint and play with them all, however as time went on and my rate of painting stayed at it's traditional slow pace, those models started to feel like a burden. Towards the end of 2023 I was thinking about New Year's resolutions and wanting to clear my conscience, so I'd originally planned on painting like a madman and getting through a huge chunk of my unbuilt models. Then the first week of 2024 came and went without me so much as looking at the models and I knew I had to make a change. We've all heard this advice before - "don't buy any new models until you've painted what you already have!" If I had any hope of actually painting all my models and playing a game of 40K in 10th edition, I knew I'd have to do something drastic. After sleeping on it, I decided to put all my Space Marines on eBay (see the attached image) and pick up an Ork Combat Patrol instead. I got rid of all my Orks during 7th (again, life happened) and I missed my green bois... although I don't miss their twerking models. So far I've been able to resist trawling eBay and Facebook marketplace for deals on Ork models. Once the Combat Patrol arrives and I've actually got something to be getting on with, I may well turn it into a challenge - perhaps a hobby streak? Anything to avoid me creating a new pile of shame and having to go through another hard reset!
  6. To avoid burying the lede, the TL;DR is that I'm switching to Necrons. ----- Every game of 10th that I have played has been with Orks. I've managed to track every game since my third in the (excellent) Tabletop Battles app. You can see my stats below: As you can see, I've now played thirty games of 10th. And while I have a lot of thoughts about the edition in general, this post is about my experiences playing Orks, and my plans for the foreseeable future. Evolution of a List A quick rundown of how to win a game using the Leviathan mission deck: Ok, so scoring points and winning games with tactical secondaries is about putting units on objectives, surviving on those objectives until you can score, having units that can be in the right place at the right time and, of course, killing the enemy as needed. While you don't have to score the full 90 to win every time (just have to have more than your opponent, afterall), it's generally safer to have a plan on how to get the max. You can win the game by tabling the enemy, but you can also lose after tabling the enemy. You cannot lose by scoring the max number of points (though you can tie, hilariously enough), and you can max score without killing a single enemy unit (though that is so incredibly unlikely to occur). Over time, I learned these facts. I started early with Mozrog, pound-for-pound the best beatstick in the index, but I quickly grew so enamored with him that I had to add another Squigboss. I bought, assembled, and (barely) painted a unit of Flash Gitz, and converted a counts-as Kaptin Badrukk, after I played another Ork and saw how deadly that unit's shooting was (especially their overwatch, a tool I otherwise don't think Orks can make use of). I went from three trukks to four, then five, and eventually six, and I think if there wasn't a limit, I would have kept going. They are the right combination of fast, durable and cheap, and they consistently score me secondary objectives. And I've expanded my Squighog Boys unit from being mobile objective doers to being the primary hammer of my list. Some things haven't worked for me: Beastsnagga Boyz and the Beastboss. I've used this unit in the vast majority of my games, but I just can't help but feel like it doesn't do enough. Often, the best thing about it was the OC, which I can get cheaper from regular Boyz. The Beastboss has been especially disappointing, as he is so reliant on generating Devastating Wounds in order to do any damage, and even against vehicles, it's pretty easy to have a bad turn and not get enough 4+s. At least the Squigbosses are durable enough that when they whiff, they can be expected to stick around and get another shot at it. This is a recent drop for me, but I can't imagine I'll miss them. Nobz and the Warboss. I've gone back and forth on these guys, from running a full 10-man, to having none, to having two 5-mans (each with a warboss), and most recently, back to a full 10-man. The truth is, they are the best source Orks have for a large quantity of AP-2 attacks, something we sorely need. But they suffer from being too easy to kill; -1 to-be-wounded is nice and all, but 2W and no innate invulnerable save just make them too soft, and we can also slap a -1 to-be-wounded on any non-vehicle unit. This is a high-finesse unit and one I've been really trying to use well. Anything that shoots other than Flash Gitz. We just don't have enough support, our weapons are good enough, and we can't field enough of it to matter. In the end, this meant I've found the most success by making lists that focus on staying power over offensive burst; a few units can lay down the hurt, but the vast majority of the list isn't interested in killing the enemy as much as it's just trying to find points to score. And even those best, most deadly units, the Squigbosses and Squighog Boyz, are really about being ultra-durable and forcing the opponent to over-invest in killing them, lest they let my stuff get to them. That means it's very viable for me to keep my units on objectives but out of Line-of-Sight and force the enemy to over-commit to clear the objective. It's simple, it's effective, and frankly, it's a lot of fun. But, there's a problem. The Problem Sitting back on objectives and forgoing charging into the enemy isn't very Orky. There's room for kunnin' and I'm a Blood Axe at heart, but still, it will never feel right to go "my Squighog Boys are not going to move to charge that Dreadnought" and instead just score points by sitting there. But, that's what I'm often doing! And, again, I like it! Playing the game tactically and for the win is an enjoyable experience. It's just not what I signed up for when I selected the greenskins. There's a couple more: I cannot paint Orks fast enough to react to changing metas and my own preferences. I paint every detail on my Orks and use a lot of colors, and it just takes me forever, which isn't ideal when you want to quickly swap and add units. I hate the movement rules in the Charge and Fight phases. I just don't find it fun to do, and those phases being so key to my army's (meager) offensive output actively saps my enjoyment. So, what's the solution? The Solution Enter the Necrons. They have it all: Primarily a shooting army, so no need to perform charge/fight phase movement a dozen times per game. A quick paint scheme that I can bang out fast when my list needs to change. Similar overall strategy of holding objectives and just surviving the onslaught to score points. But most importantly; They play competitively like they are in the fluff. Currently, competitive Necrons are all about using "bricks" of either Warriors or Lychguard (or even one of each!), getting them on objectives in No Man's Land and just outlasting everything. They get killed and then just get back up, an implacable force that laughs at the puny weapons of the younger species of the galaxy. Their esoteric and arcane technologies allow them to make the laws of physics into tools for acts akin to magic, such as the teleportation of troops. And so on and on, fluff reflected on the tabletop in a manner that isn't just faithful, but is also good. It's for these reasons that I'll be switching to Necrons, a faction I didn't even consider at the beginning of the edition, as the name of this blog implies. In fact, other than painting the Indomitus set three years ago, and another five Immortals as a palette cleanser some time later, I never seriously thought about collecting the army, let alone playing them as my main faction. But then again, 10th is my edition of trying new things, so I should be less surprised. But for now, the Kharezt dynasty awakens, and marches to war.
  7. Trysanna

    Bad Moons

    From the album: Xenos

  8. Trysanna

    Goff Rocker

    From the album: Xenos

  9. Trysanna

    Ork Nob

    From the album: Xenos

  10. Trysanna

    Ork Warboss

    From the album: Xenos

  11. After a 14 year hiatus, I have returned to the 41st Millennia. I have stepped away from my power armored roots and gone green. The first model that I have built is a looted Rhino/Counts-as Trukk. The Landing Craft, Vehicle, Personnel [LCVP] or Higgins Boat was used extensively during WWII and was the inspiration for this build. I used a Rhino and a Trukk for the body, cab and engine section. Add-on bitz include old pewter Vindicator armor panels, 2nd Edition Trukk parts, a 3rd Edition Killa Kan torso, and a some parts from the Blitza Bomma sprues. The only non-GW parts are the support struts that I added on the bottom from rectangular polystyrene rods and girders, I also used round rod for the ramp hinge, so that I could maintain functionality. The two metal lumps in the middle of the bottom are old Leman Russ turret bitz that I added for forward weight. Many more models and conversions to come, C&C are welcome of course!
  12. Two seasons of the Warhammer 40,000 free webcomic Spannerz have concluded so far. Here is an image salvage of the fun little thing, for the benefit of future backup and of the Warhammer community at large. Backup folders: Imgur Album Google Drive Folder Season I Season II (#15 is missing)
  13. The Squiggly Beast That Could: Episode 1 “Wot’s dis?” Squigkikka did a double take. The little beastie he had just pushed out the doorway behind him was sitting on the eatin’ table in his scrap hut. It was grinning at him, tongue lolling down to its knobby knees. He looked at it suspishus-like, narrowing beady red eyes at the blue-skinned ball of teeth and claws. This squig was like no other that Kikka had raised; it was unnervingly docile, but mischievous like a grot. He couldn’t count the number of times it had gotten into places it shouldn’t be able to – though to be fair, he couldn’t count very high in the first place. Numbas is fer pansies and mekboyz. The squiggly beast barked at him and Kikka barked back, spraying it with spittle. The little beastie shrank back and whimpered, pressing up against the corrugated metal of the wall. It clutched its tiny arms to its body and it took a solid minute for the ork to realize that was strange. Ow’d ‘e get arms? “Da zog…” In all his years of growing and raising squigs, the ork boy had never seen one with arms before. He stomped closer to get a better look at the beastie but it slipped through his arms and pattered across the floor towards the doorway. Kikka growled in irritation, crashing into the wall and putting a sizable dent in it before he could shift his momentum. “Oi!” he bellowed and charged after the squig. The ork boy stopped in the doorway and looked this way and that. All around his hut, herds of squig were grazing on mushrooms, small animals, rocks and each other. There were red ones and blue ones, green ones and yellow; too many for Squigkikka to pick out the miscreant who had made a fool of him. He tried to spy the little spindly arms in the crowd but it was hopeless. The nearest gaggle of squiggly beasts had stopped grazing and stared at him with a mixture of dread and hostility. Kikka puffed himself up big-like and asked them wot they wuz lookin’ at. He brandished ‘Urtyboy for good measure, waving the implement menacingly. Most of the squigs scurried off, scrambling over each other in fear of the spikey stick the ork used to keep them in line and punish the truculent ones that don’t like to listen. Beyond the broken posts marking the edge of his territory, a few other orks were loitering by a copse of trees, staring hard at Squigkikka. He felt a flush of aggression building in his brain and he was right close to bellowing a challenge before he recognized the glyphs painted on their camouflaged gear. “Sumfin interestin’?” one of the orks asked him, casual-like, and reached for the handle of the choppa at his waist. His partner straightened up and flexed ham-like fists. They were looking for a scrap but Kikka knew better than to challenge Kommandos. He knew he could take either ork one on one, but them sneaky gitz didn’t fight fair. “Nah,” Squigkikka spat and turned his back on the Kommandos. Abruptly, the ork boy tripped over something blue and ovoid. He lost his footing and fell face first into the spongy mass of a mushroom patch. One of the toadstools exploded in his face and he pawed at his eyes to clear them of iridescent goo. He could hear the Kommandos laughing at him and his fury rose to a fever pitch. He was a hairsbreadth away from charging at the gitz and taking them both on when his brain caught up with his eyes. Kikka realized that the blue squig who had tripped him was standing right in front of him. It was happily licking the fungus from his face, flailing excitedly with its spindly arms. “You zogger,” Squigkikka bellowed, frightening the beastie away. He scrambled to his feet and took off after it, heedless of the other squiggly beasts. The ork boy plowed through the milling creatures, bowling many over and crushing more than a few in his blind fury. He swung ‘Urtyboy over his head in tight arcs, fixing to bury it in the blue beastie’s hide. But the squig was too nimble for Kikka and the ork boy began to tire. Before long, he had lost sight of his quarry in the thick vegetation and his anger began to flag. He was about to give up the chase when he caught a whiff of squig spore and, following his exceptional sense of smell, came upon a small cave sunk into a hillside. The entrance to the cave was covered in thick brush and hanging moss but a small portion near the ground had been burrowed through. Kikka smiled maliciously and got down on his hands and knees to crawl in after the little beastie. He made it halfway through before becoming stuck. Squigkikka thrashed with his stumpy legs, trying to drive himself deeper but his shoulders were too wide to fit through. He heard a bark and a snuffle and, in the low light of phosphorescent lichen, could just make out the little blue squig he was after. The beastie grinned at him with a gob full of snaggle-teeth. “Go on den,” Squigkikka shouted, bearing his tusks in a fearsome scowl, “I’ll krump ya!” The squig whined and sidled closer. Kikka braced himself for a fight. When the beastie darted in close and opened its mouth wide, the ork boy bellowed WAAAGH and snapped with his own fearsome jaws. He missed. Kikka braced himself for death, determined to meet his end like a proppa ork should, but the little blue squig only licked at his face, wagging its stumpy tail. “You iz ded,” Squigkikka growled, somehow more humiliated than if it was eating his face. That was when he began to feel a dozen small mouths taking tentative bites out of his legs. The other squigs had followed him. “O zog.” Gitlikka da Squig smiled happily, still wagging his tail.
  14. Index Xenos ”Da stars feared da Beast. Da stars will bleed for ME!” - Brakgcrel Nag Krot Tortoof WAAAGH!!! Tortoof Origins Deep in the Ultima Segmentum lies an Orkoid dominated realm, a dozen systems in the Imperium sub-sector of Pnoabsterix that were lost in M32 during the War of the Beast. All of these worlds saw unending war as their Ork masters fought, raced, scavenged and pilfered their conquered domains for millennia. Occasionally, a warboss would knock enough heads together on one world to unite the warring tribes, which would start the chain reaction ultimately leading to a massive xenos invasion on the worlds of humanity. These various warbosses would have varying degrees of success, but would always end in their defeat, either to the defenses of the Imperium or to the in-fighting that often dooms such ambitions. Eventually, the Imperium launched an assault of their own to wreck and eliminate the scrap fleets of the Ork realm, successfully reducing the Orks’ ability to launch invasions across the void. For nearly three millennia, the greenskins weren’t able to threaten humanity. One of these worlds is known to its inhabitants as Krot, which was much less a mouthful than the Imperium’s former name for it, Kurotus III. It was on Krot in late M41 that Brak, a boy in the warboss Grelgcrel’s tribe, overheard a rant that would change the course of the entire sub-sector. Brak was an unassuming boy with a strong gob of teef and a penchant for clubbing Grelgcrel’s foes with extreme prejudice, but ambition had never been one of his qualities. He was returning from an afternoon of buggie racing and brawling when he overheard a runtherd throttling throttling a snotling for some inconsequential but unforgivable mistake. Brak watched on as the runtherd’s grip tightened around the scrawny thing’s neck and as spittle flew from his mouth. The runtherd was laying into the snotling about how the Orks of Krot were descendants of the “Great Beast” that shook the galaxy with his battle roar. As the diminutive greenskin’s eyes popped out of its skull, Brak was enthralled by the runtherd’s story. From the great war moons they had rode on to Krot, to the stars themselves trembling in fear, to the indignation the snotling had shown to a proppa ork of the Beast, the story awakened something in Brak. Brak didn’t know that it had been hundreds of generations since that era of Ork dominance, nor did he know or ask how the Beast had been defeated, if the Runtherd had even known. It mattered not, as Brak suddenly realized that Krot wasn’t the entire universe, and that there were other enemies to fight among the stars. In that moment, Brak chose to become a Beast and wash those stars in blood and flame. With this sudden inspiration motivating the Ork, Brak stormed into the shanty hall of Grelgcrel, and punched the surprised and royally angry boss in the face. Bewildered but excited for a scrap, Grelgcrel immediately pulled his trusty slugga and fired a round into the belly of Brak, who didn’t notice the hunk of metal now lodged in his abdomen. The battle that ensued was short but brutal. Grelgcrel continued to fire rounds at Brak, but couldn’t land another one. Orks who claimed they were present say it was the girth of Mork himself that shielded Brak, though some brave or perhaps stupid grots will snicker it was just another example of an ork’s poor aim. Whatever the reason, Brak was able to lodge his choppa into the boss’s shoulder, before a boot to the chest pushed them apart. Left without a weapon, Brak dived at his former leader, and with that big gob, bit Grelgcrel’s face. This is a bit of an understatement, as an ork mouth can open wide and the teeth are long and strong. With a quick snap back of his head, Brak ripped the lower jaw of the shocked boss clear off, leaving blood pouring and a lonely tongue hanging. Grelgcrel couldn’t believe what had just befallen him, and watched in stunned amazement as Brak finished the fight by beating his skull in. Bellowing triumphantly, Brak asked if “any other git wanted a go”. Wisely, none stepped forward. Brak then proclaimed to the assembled throng that they had been warlords of the stars, and that they would be again. Brak would be their new warboss, and he called himself Brakgcrel, as though he stole some kind of reverent title from the previous boss. But Brakgcrel was not just going to be a boss, he was going to be the Big Boss of Krot. As the story of his duel with Grelgcrel spread like wildfire amongst the surrounding tribes, the boyz who fell in line behind Brakgcrel took to calling him “Tortoof”, a name that would eventually cause fear and panic across the void. Brakgcrel’s War for Krot led the warboss from one end of the planet to the other as he sought to conquer the other tribes. Sometimes he was able to absorb the orks by defeating their warboss in a duel. Most often, open warfare was necessary to bring the orks into his fold. One by one, the other tribes fell in line. In the mountain ranges, Tortoof strapped a large rocket to a glider to descend on the fortress of one warboss who refused to leave his defensive position, crashing through the roof to personally stomp the defiant Ork’s head in. When he came across tribes that refused to give him a head-on-head fight by racing around his hordes with their quick buggies and bikes, Tortoof took his biggest nobs and hid in a canyon to jump on the speed ladz as they attempted to navigate the uneven terrain. And when the sea kaptains of the great oceans refused to land and fight, Brakgcrel ordered his fleet of battlewagons and trukks scrapped to create kill kruisers, not knowing the inherent similarities the crafts had with their space-going namesakes. Eventually, all greenskins on Krot served Brakgcrel, “da Big Boss of Krot”. Near the end of his conquests, word had reached the warboss of something unusual happening in the deserts of the northern continent. With all of orkdom bent to his will, Tortoof settled to find out what was unsettling his warbosses in the area. To his surprise and delightment, Tortoof was fired upon as his kustom battlewagon approached the area. Rather that the solid slugs of Ork weaponry, Tortoof saw crackling arcs of lightning and unexplainable green energy rip his vanguard apart. Metallic creatures stood in perfect alignment, without a single bosspole or bellowing nob to direct them. Tortoof didn’t know what they were, but he was excited to find a new foe to krump. “Da Tin-ladz War”, as it became known among the Orks, saw the greenskins of Krot adapt to a new and frighteningly deadly opponent. Whatever reason had brought the Necrons to his world, Tortoof didn’t know, but they seemed determined to dig something out of the sands. Wave after wave of Orks were thrown back upon the dunes, and Tortoof resolved to make a breakthrough himself. A kustom warbike was ordered, and astride it, the warboss lead a charge that finally managed to crack the tin-ladz’s line. Without slowing down, Tortoof and his nobs drove deep the depression the Necron’s had excavated, only to find themselves in a vast, underground labyrinth. In sheer amazement, the Orks raced through unending corridors of metal, flanked on both sides by row upon row of unmoving tin-ladz. More metallic constructs attempted to road-block the Orks, but Tortoof would crush anything that would stand in his way. As hundreds of boys exploited the gap created and joined their warboss in the subterranean structure, the war shifted from the open dunes to the close confines of the labyrinth. <<continue tin-ladz war here>> Even with his limitless ambition, Tortoof may have been constrained to Krot for his natural life if it wasn’t for the timely arrival of a space hulk. Due to the crusades the Imperium knows as the “Cleansing of Pnoabsterix”, the space around the Ork systems was largely free of the scrap and wreckage necessary for Orks to create invasion fleets large enough to threaten human worlds. Even after the “Tin-Ladz War”, there wasn’t nearly enough material for the construction of a void-faring fleet to carry the warlord’s hordes across the stars. Unfortunately for those stars, just when Tortoof began to despair that Krot would be his only conquest, the galaxy provided a solution. Appearing in the sky from seemingly nowhere, a massive conglomeration of ships, scrap, rock, ice, and refuse answered the needs of the Orks. One of the largest space hulks the Imperium has ever recorded, the arrival of the vessel caused tectonic events on Krot that topled scrap spires and tsunamis that drowned hundreds of thousands of grots and orks. Tortoof immediately mobilized his mekboyz to building crafts that would carry him and his boyz into the sky. Once onboard, the warboss was delighted to find the vessel brimming with all manner of hostile life, and started cleansing the space hulk with exuberant glee. Overtime, the Orks of Krot began to fill up the space hulk. Deep within its cavernous interiors they found the scrap they needed to construct a myriad of other vessels, which in turn lead them to nearby asteroids to be gutted and outfitted into roks. The hulk provided not just a flagship for the warlord, but the means to construct an entire fleet. Once his mekboyz had figured out how to control the hulk, Tortoof claimed it as the vessel for his ambition, naming it “da Star Bleeda”. <<continue War of Pnoabsterix here>> Homeworld Tortoof began his life on the soiled and long-overrun world of Krot. Krot had been a feudal planet before the Imperium re-settled it, and by the time the Orks had arrived, it had become a productive Agri- and Hiveworld. Great numbers of produce were grown in the fertile regions on the equator and in massive sea complexes. The populations had inhabited planned cities on the coasts further north and south, mostly working in factories that worked the raw foodstuff into nutrient-rich products to feed the sub-sector. By the 41st millennia, nothing was recognizable of Kurotus III as having once been a prosperous, effective planet of the Imperium. Long gone were the hives, turned into scrap walkers and junk tanks for wars ages past. The great sea-farms had been sunk, the oceans dead and dirty from hundreds of generations of orks polluting them. The equatorial super-farms were now a sick xenos mockery of their past glory, as the same fertile soil that had borne crops for humanity now nurtured the fungus farms of the greenskins. Before the Mega-Tyrant’s rise, the Orks of Krot were content to war amongst themselves, the tribes battling, breaking up and reforming under a new boss as fluid and regular as the tides washing garbage upon the polluted sands of the coasts. Wherever wide, open spaces could be found, city-sized race tracks would rise, leading to massive demolition derbies and battle-races. Squigs and Squiggoths roamed the once-fruitful plains of the world, crushing and devouring any soul that didn’t give the massive herds a wide berth. Out in the oceans, scrap armadas would crash into one another as the winds blew them, with lively and joyous boyz swinging from one vessel to another without a care in the world. Tortoof’s ascendance bent the world to his star-conquering ambition. The tribes were united under one boss. All available scrap was gathered and assembled for Tortoof’s warmachines. The herds of squiggly beasts were bent and broken, “domesticated” for the warboss’s designs. And while the sea kaptains of Krot were the last to fall under his bosspole, even the oceans and their currents were eventually swept over by Tortoof’s lads. In the aftermath of “Da Tin-ladz War” and Tortoof’s WAAAGH!, Krot is a quieter place. The vast majority of Orks, gretchin, snotlings, squigs and Orkoids of all kinds were piled into the Star Bleeda and roks, leaving the polluted and despoiled world behind. The orks that now inhabit the world rose after the Mega-Tyrant’s departure, and while they immediately returned Krot to a world of incessant wars and infighting, they all know deep in their souls that some great Ork once walked that world. Da Star Bleeda A truely massive vessel that dwarfs any Imperial craft in the sub-sector, the Star Bleeda was both the flagship of Tortoof’s fleets and the nexus at the center of his WAAAGH! Besides allowing the warlord a way off of Krot and providing the material that jump-started his invasion, the Star Bleeda was also a formidable vessel in void-battles. The Imperium was forced to avoid direct confrontation with the hulk as they were seemingly incapable of causing debilitating damage to it. Large amounts of wreckage could be shaved off, entire vessels liberated from its bulk, but nothing would seem to cripple the Star Bleeda. In contrast, the Ork hulk possessed a weapon capable of causing catastrophic damage to its foes. Running along the hulk’s bottom was a massive gravity weapon that made a mockery of conventional defenses. The Mechanicus of Alcrondre could not explain how it functions, or even where it came from. Administratum records from M32 have led the Imperium to believing it’s one of the gravity weapons used by the Beast, only instead of being on an attack moon, it is the main weapon of the Star Bleeda. Whatever it was, it forced the Imperium to dance around the hulk to avoid being in the weapon’s line of fire. Tortoof realized this, and took great enjoyment in ordering the space hulk to spin like a mad top, indiscriminately firing the weapon as it twisted in the void. Some battles ended with more crushed Ork ships than Imperium, but Tortoof cared not. The enjoyment of seeing the “humies scatter like rats” is worth whatever losses his forces took. Deep within the bowels of the hulk was an ancient vessel that predates the Imperium by unknown millennia. Once a ship intended to carry the best and brightest of humanity into the stars, it has been long lost to the scions of Terra for ages. However it was lost is unknown, but it made its presence felt everytime the Star Bleeda arrived in an Imperial system. This was not thanks to any weaponry or arcane technology being bent to the Mega-Tyrant’s ends. Instead, this former star voyager was still broadcasting its name to the stars, which led to the Imperium adopting that name for Tortoof’s flagship: the “Peaceful Serenity”. Combat Doctrine <<WiP>> Battlecries <<WiP>>
  15. OI! Welkom, ya gitz! This thread is a placeholder for what is about to come. It'll be my first attemot if creating a Xenos faction and uploading it in here. Especially as I'm not an expert in any Xenos related stuff. Let's see where this will lead us to, eh? Besides, does someone know if there's a Ork = English translating tool or such? Would like to be as correct with quotes as possible. As of now, I don't have much to share except some snipptes of inspiration and ideas. So 'ere we go! 'ere we go! 'ERE WE GOOOOOHOOOO! Former original concept Voidjawz image address Who dey are: Bonesplitterz in space, zealous, hunters, “primitive/ savage”, Freeboters Nonetheless Freebooters, always looking for loot; love to raid and plunder; most precious bounty being bones / skulls of slain champions Mixture of Bonesplitters, Freebooters and Feral Orks Exact their toll from several, isolated world; amongst them even a Knight world, which thy enjoy even more for the big metal beasts Operating within the ImperiumFreebooter enclaves within Segmentum Solar Custodes of the Dread Host after Wazdakka Gutsmeks Waaagh! Possible Hive Fleets: Kronos, Hydra, Leviathan OR Switching between both halvesMore options ‘cause more Hive Fleets Pain in the ass for both regimes Some cat & mouse/ Moby Dick-ish possibilities / situation (Blakjaw vs Tyrant & Astartes/ Custodes vs Blakjaw) Enemies of the warband:Tyranids; especially a Hive Tyrand, specialy named organism, Blakjaw is using its blades of a former incarnation, his Moby Dick Either a SM chapter or a Knight Household; Voidjawz ravaged and raided their sector and homeworld, also tookCorpse of a champion/ leader Holy artifact Something other of importance with them Custodes; threat to the Segmentum Solar, they’re after a stolen artifact or because of a vision or preventive measurements to keep Solar safe Orkatan, the Speedboss; Immortan & Fury Road inspiration, Speed Waaaghboss, ruled over a system, invaded by Tyranids and “saved” by Blakjaw, joined his warband and went into submission; rival of Blakjaw, tries to undermine him and become the new boss Da good onez: Da Mekka BeastsOn their way of exacting their toll did their warp engine not work properly and they dropped into a yet unknown system full of in habituated worlds A small fleet stood against them for no reasons, Da Gods Revenga was just too big They raided world after world until they set foot on one covered in dense forests and ancient keeps – quite a lot of keeps to be honest Giant metal beasts emerge from the forests with blazing cannons and roaring blades, quite comparable with Gorkanauts or Morkanauts – depends on which you prefer Blakjaw and his Boyz were amazed and eager to test their skill on this new metal bread giants A massive battle occurs but eventually, said metal gargants fell to the cunning mind of Blakjaw – and some massive amount of Dakka and Wildboyz climbing up on their backs, cutting their way through its shell Turns out that those awesome beasts were in fact like a cheap parody of a Morkanaut (or Gorkanaut) with a ‘Umie inside Nonetheless Blakjaw and his Boyz enjoyed the fight and they continued to raid until they laid waste to every keep they found But (which every other regular Boss would most likely do, but not Blakjaw!) they did not destroy the keep nor did they kill the ‘Umies. They simply took some toll and left them. And here’s a thing: Blakjaw knows that they will rebuild their walls and repair their Mekka Beasts as he called them. He was hoping for that. In a couple of years, he would return and have some fun again. What’s an Ork without his hobbies, eh? Da fight for speedthe battle, which brought Orkatan into their ranks Nidz invade an Ork system ruled by Orkatan, he is outmatched and about to loose Blakjaw shows up, guided by his weirdboyz vision distracts the bioships and splits his forces, one half led by the Bad Dok boards the central bioship while Blakjaw is chasing after the Hive Tyrant, who leads the ground assault Blakjaw makes use of his favourite technique: Da beasts fangs Mobile units encircle the enemies force, herding them together as much as possible Nobz and other big ones face the herd head on, supported by dakka and choppas on their flanks Right behind them are the weirdboyzs and other leading officers follow, providing heavy fire support with their big customized guns and psyichic powers, the latter again growing in strength thanks to the rising amount of Waaagh!!! energy Deffdreads, Killakans and madboyz accompany Blakjar while striking deep into the herd, chopping off the leading organisms heads Blakjaw gets the head of the tyrand, Kronk lethally injures the ship (how he did that is left a secret, da Dok doesn’t like curiosity about his stuff), which leads to the crumbling of the splitterfleet, rest is easy prey defeated, Orkatans forces are absorbed into the Voidjawz or rather, his Boyz wanted to join the better Boss and he went with them Da golden Boyz or Da Chaos Weirdosearning the ire of the Custodes Dread Host or a chaos warband by ravaging a world/ base and stealing a precious artefact/ individual/ whatever wasn’t nailed down Custodes depends if they’re operating in Segmentum Solar alone; Dread Host, maybe Blakjaw killed a shieldcaptain and took his stuff Chaos Warband, possibly a Tzeentch dedicated one; uses plots and intrigues to achieve their goals and then did the Voidjawz came, ruining it all, bit of stereotypical “Orks are too dumb, lucky and clumsy to get harmed by the sophisticated plans of the warband Where da Boyz come from: First there was Blakjaw, who had a vision of his gods spirits caught in the bones of mighty beasts, legend has itHe heard the call and was exiled for beind weird, went into the wilds of a close by jungle world His cries and screams of his prey echoed through the night, those, who brought him to the surface believed him to have been killed by the jungle One day he returned at the head of a Feral ork tribe With his Boyz becoming more “cleva”, they were able to build a ship and chase after his former warband He killed the current boss and took over, from then on hunting the biggest legendary beast he could find; he succeeded and conquered the entire world and set out for the stars for bigger prey which was calling to him Those feral Orks became his elite, his bodyguard, denying any type of armor and such and are covered in countless runes and “empowered” bone armor From this day, more and more Orks joined him to be part of da great hunt and to feel da godz Shpeschialz: Warechanters as semi “priests”, praising the word of Blackjaw and his revelations, leading the hunt for the godly spirits; Morks and Gorks might is hidden within the most lethal and biggest monsters, tear them apart, eat their flesh and use their bones to be granted a fracture of godly power Orks can absorb those powers to empower themselves via Orkish runes attached to their armor and using bones and fetishes of their slain prey Captured slaves of some racesFemale Ordo Xenos Inquisitor, recently caught Male Aeldari (Ranger or Drukhari?) Personal slaves of the warbands leaders, those two of Blakjaw himself How da Boyz fight: make use of bullhorn tactics, like Bonesplitterzbikes and other fast moving units encirle and outflank enemies aka horns boyz heavz units like nobz or dreads deliver the killing blow aka teef boyz shootaz and other distance units as well as cc units fight the prey head on aka skull boyz leading or special units fight enemies head on among the teef boyz Weirdboyz channel Waaagh! Energy through runesBoyz become more savage Runes add another layer of protection against bullets, blades and claws, which defies anz logic but does not surprise Imperial agents as they are talkning about Oks afte all Strength to the runes wielder Prevents Weirdboyz from exploding Or..ga..ni...pah! da warband: Rather small fleet or maybe a Space Hulk; maybe fleet based only without a base of operation? at firstassimilates more and more smaller warbands, thus their fleet is growing, biggest joining warband was that of Orkatan Those feral Orks, who choose him as a new boss and followed him from day one, became his elite, his bodyguard; denying any type of armor and such and are covered in countless runes and “empowered” bone armor Flagship: Da Gods RevengaBlakjaws second ship, Space Hulk of small – medium size Fast & maneuverable, consists of several ships and one lost Ork Rokk of an unknown warband/ tribe In habituated by Genestealers (live and hide in the shadows, nearly extinct, target of randomly happening leisure/ hunts of Blakjaw and his Nobz, human and other races slaves, mutants and a feral tribe of Orks frome Blakjaws “home” One part of the ship was once a Beakie ship with large ship to ship claws (Ursus Claws), one of Blakjaws favourite tools, “Get em closer Boyz, I wanna see der fear in der eyes” many bone decorations and such in addition to the regular Ork art Many hangar bays, large engineer bays “Mosh pit”, giant pit for events like pit fights, etc.; also used as gathering place before a fight in order to get “hyped” Large halls for loot an’ stuff (tributes, loot, hunting trophies) Blakjaws room is a former imperial bridge, being modified to be “orkier and betta” Orruk Battletome notes aka organizational stuffBunch of weirdboyz/ Madboyz gathering around Blakjaw Iconography: double-headed shark/ Tyranidskull rune/ shark jaw? Waaagh! Energy defying all logic by standing against bullets and blades, vent for Weirdboy energies Waaagh! Enhanced weapons; Choppas or bullets, infuse their victims with feral energies, which lead into a frenzy / loose all self-control, lost in the energies (source: Bonegrinz) Organisation (based upon Bonesplitterz, name not fixed yet)Kop RukksLeaders, elites, Weirdboys, Madboys (Nobz and Meganobz, Battlewagon?) Snaga RukksTrukks, Bikes & Koptas, Trikes, Kommandos, Stormboys Kunnin‘ RukksLootas, Tankbustas, Flash Gitz Brutal RukksBoyz, Burna Boyz Teef RukksDreads, Killakans, Gorka-/Morkanauts Da Kultur: favourite prey: Tyranids, bigger, deadlier than anything else they’ve encountered, see the hunt of Tyranids as key of their purpose in order to gain as much of Morks or Gorks blessed powers as possibleto them, the Tyranids are sent by their deities as a challenge to prove their worth to them or as a gift to have fun with as there are more and more of the Nidz coming, there is a point to that idea of the twin gods wanting every Ork to follow Blakjaws path Old feud between Blakjaw and the Hyvemind (Moby Dick-ish) Orkish runes like cuneiform, mixed with the simple iconography of Bonesplitterz runesLive aboard the Da Gods Revenga“Regular” Ork community, Runtherds, using squigs for different purposes like hair, etc. Mosh Pit = social important point, duels, eventz (like ‘eavy metal Konzertz) Sometimes Blakjaw hosts big hunts or fightsGenestealer/ captured beasts vs. volunteers Mob vs. mob as some sort of training/ competition Rokkmusik, ‘eavy metal, squigpipes, playin’ with da meks toyslittle hobby within the higher echelons of the warband, some Nobz and bosses collect the mini toyz of Mek Zappa and build entire armies only to throw them at each other during competition games called “Da Mini Gamez” Wealthy bosses own “advisorz”, personal slaves Fungus plantation in own ship (maybe a “cleaned” Nurgle ship as it already had the perfect conditions to grow fungus) Shpeschial slaves = important for maintaining along with Gretchins and Grots Da big ones: Blakjaw himself:Warlord of the Voidjawz Black tattooed jaw, massive Ork, no bionics Heavily scarred, wearing bones and few metal armor to protect himself (only one shoulder pad) Several pistols sheaved in belts across his massive chest like Blackbeard Two huge blades/ swords from a slain Hive Tyrant (his big prey out there), bone blades, sharp enough to cut ceramite Tattooed arms & chest Heavy boots with spikes; bone necklace made of ‘Nid teeth Mixture of Grom, Killrogg and Azog the Despoiler Ambitious, somewhat prophetic, visions of the Great Hung Has his own legend of origin amongst his boyz and other warbands, mysterious, cunning, intelligent, more favoring Mork than Gork Patient, lethal in close combat, dominant, “eloquent” for an Ork Keeps captives as personal slaves to learn from them (Inquisitor & Aeldari); advising role Rumored to be a former Snakebite, exiled, came back at the head of a large feral OrkWaaagh!, killed his former Boss and became the new one Main inspirations: Azog the Despoiler (Hobbit), Grom Hellscream & Kilrogg Deadeye (Warcraft) Other characters:Mek Zapperloves to work with Mad Dok Kronk on Deffdeads and such has a fable for adding bones and such to carz as decoration makes small bone-metal ish figures (some might call them toys but don’t ever say that close to Mek Zapper!) and replays encounters and fights of the warband (on a big table on which he builds miniature cities or environments – depending on his mood), owning one of those displays the favour of the Mek, meaning one gets the best gear Mad Dok Kronkcalled the Bugdok, loves to dissect Tyranids and learn more about their biology, etc. some rumours him to mix shpeschial drinks made from Nids which make boyz run amok Inquisitor Valya Berikssonborn on Midgardia, still mourns the loss of their homeworld Ordo Xenos, experienced with Aeldari and Necron conflict, Orks are a complete new experience to her captured during a raid on a world, her companions were killed or where they? She did not see the leader of her Deathwatch team succumb to the Orks Recently captured, held captive as personal slave, observant, convinced that she’ll be able to escape or die heroically, female Altherias “Pointy”Another captive and slave Waiting patiently for his chance to strike at his master and claim his revenge Member of Craftworld Umare, which was nearly annihilated by the Voidjawz and Tyranids New ally of the Inquisitor, male Da Championanother captive, Valya only heard of him as she never participates the big mosh pit fights rumoured to be recently risen within the pits as the new champion unbeaten, Boyz love him for his fights, savage, wild, Orky beats Orkz , Nidz and whatever they throw at him common threat between Boyz, “I will throw ya to da champion if ya do not stop” OrkatanFormer Waaaghboss of his own Speedwaaagh! His domain was invaded by Tyranids; Orkatan fought fiercely but was driven back Blakjaw appeared and “saved the day” by hurling himself and his Boyz against the Tyranids, slew their leading organisms and shattered the Hivemind control Forced into service by Blakjaw or die by his hand The biggest thing he’s missing: Boyz chanting his name for a fight Main inspiration: Immotan (Fury Road)
  16. So, before the COVID-19 pandemic hit North America, I was engaged in an escalation league at my LGS with my Sisters of Battle. Now that I have the time to do so, I'm going to try writing up some batreps from that league, starting with my recap of week 1. Link As always, criticism, feedback and commentary are more than welcome.
  17. Hello all, decided to start an Ork army with the new Ghazghkull model pushing me just over that line. Looking forward to the conversion opportunities, kit bashing and fun that this should bring. I know this is mainly PA forum but this is where I am and wanted to share with everyone here. I've got a stack of boxes ready to go. But I'll start with the beast himself. Not overly happy with the new style claw so made it more of a classic looking ork claw. Also the gun is almost marine in its uniform design, so mixed it up a little. Likely stick some broken shards of metal bolted on but still wip. Start on the base, idea is to have him standing on a shattered Imperial Aquila. Will have left overs to use on other bases
  18. So, I've got Prophecy of the Wolf and five salvaged Assault Terminators, and I'm converting them into four Meganobz (one with Kombi-Rokkit and Power Klaw to pair with the two roight proppa Meganobz to fill the hole in the unit made by the Big Mek, three with Killsaws) and a Warboss with Big Choppa and Kustom Shoota. I've got everything planned out, I'm just waiting for glue. Every one of them will be made of a Termie body and legs (as well as arm parts for the Meganobz), superglue, Nob and Meganob parts, mostly Nob spare heads and some Orky know-wotz. The only issue is... the Warboss isn't a Mega Armor Warboss. The Meganobz are Meganobz. They're both wearing Terminator Armor. What do I do to reconcile this? Edit: By the way, here they are. Big Mek Dedflash and Warboss Beakiesmasha. Terrible lighting, terrible picture, but it gets the idea across, I think.
  19. Fellow Warbosses! A new age of war descends on the galaxy. The Beast of Armageddon is gathering his Great WAAAGH!, Gork's Grin has split the 'umie empire in half, and the tin 'eadz look to be getting ready for a big ol' scrap. So, how do we feel about it? As of right now, there isn't a whole lot to really dig into, but that doesn't mean there isn't anything to talk about. What excites you? What scares you? What are you most looking forward to? What do you hope to see, so your Orks can continue to krump with the best of them? I'm hopeful we don't have to wait too long on our 9th edition codex, because I wanna see the cool things they do for Orks in Crusades, the new, structured narrative system. Sadly, as one of the last 8th edition codex, I don't anticipate getting our 9th in the next year
  20. Lore Among the many e bizarre weapons that can be found into Ork arsenals, the Giga-Killa Tank already gain fame despite being a recent addition. His creator Big Mek Blazzurb Da Kreative choose to design it after he witness the destruction of his own WAAAAGH! by the hand of Imperial Superheavy Tanks . After many failed attempts followed by a bit luck granted by Gork (or maybe Gork) , he get what he need to make experiments on it which lead to the creation of the Giga-Killa Tank after many years of trials, fatal accidents and a few units destroyed for various reasons. Since then the blueprints passed down from Mek to Mek and driven by many veteran tank crews which shown how powerful it could be. A Titan is born (915.M41) - After he saw his Waaaagh! annihilated by Imperial superheavy tanks, Big Mek Blazzurb think about the creation of something similar for his kin. The Titan Hunt (915 - 917.M41) - Blazzurb assemble a war band made by Lootas and Meks to capture any superheavy tank. After two years his his mission is successfully completed after a Baneblade and a Shadowsword fell in his hands. The Experiment Takes Form (915 - c.a 926.M41) - The first Giga-Killa Tanks prototypes are tested during a war between Waaaaghs! showing the potential but also many flaws, especially against infantry, which are fixed until the tank is considered fit for combat. To The Best Offering (post 926 - 932.M41) - Blazzurb travel around the Galaxy to sell his invention to many Warbosses. His death slows down the diffusion but not enough to see it spread almost in every Greenskin territory. First Contacts (932.M41) - Around this date the Imperium make the first sightseeing, followed by Chaos and Xenos forces. Strength Test (915 - 917.M41) - The Imperial Industrial World of Last Haven become the shooting range for a few Giga-Killa Tanks, which cause many damages to the industries and PDF. Hunting The Colossi (933.M41) - Magos Reyas lead an expedition to obtain intel abouth the new Ork weapon and if possible seize one. The expedition obtains only many useful datas but the Mechanicus is anyway satisfied. Attack On Titans (935.M41) - A consistent Imperial force made by Titans, Imperial Guards regiments and Space Marines is sent nearby Ultramar to destroy a Waaaagh! which employed a wall of Giga-Killa Tanks which inflict heavy casualties that forced the Imperials retreat after a fruitless campaign Abominable Colossus (957.M41) - An Aeldari task force travel to Omhaset System to destroy a dangerous Chaos artifact; finding out that it fell into Ork hands and turned into a Warp weapon installed on a Giga Killa-Tank that opens portal whom daemonic hordes poured out inflicting heavy casualties to the Aeldari forcing them to retreat but making Orks happy for having found a new enemy to battle. An Ace Emerges (bet. 970 - 975.M41) - An unnamed Trukk driver kills a Giga Killa-Tank and took over his place,fight many battles eventually gaining the nickname of Tank Boss Da Annihilatur Tomb Raiding (989.M41) - A Necron World is razed to the ground by a Waaaagh! despite beign defend by a C'Tan shard which is destroy by the fire of five Giga Killa-Tanks Devourers and Butchers (992.M41) - A tendril belonging to Hive Fleet Kraken is exterminated by a dozen of Giga Killa-Tanks shortly after the consumption of a planet. In Wrong Hands (Late M41) - Rumors claim that Giga Killa-Tanks blueprints have been acquired by Orkimedes, the infamous Big Mek of Ghazkull Thraka's retinue. _______________________________________________________________________________________________________________________ Technical specifications Notice: the following data are approximated due variation found between single units and as such are based on average estimation. Weight: around 300 tons. Lenght: 14-15 metres, in some cases up to 20. Height: around 6,50 metres Height form ground: 1,20 - 1,25 metres On road speed: 20 km/h, Evil Sunz and Goofs units can reach 30 with 35-40 peaks. Units with 'Eavy Armor can reach 20 as speed peak Off road speed: 10 - 12 km/h, Evil Sunz and Goffs can reach 20. Units with 'Eavy Armon can reach 10 as a a speed peak Range: around 300 km in optimal conditions Main Weapons: 1 Giga Zzap Kannon and 1 'Eavy Lobba built into hull Secondary Weapons: 1 (3 with sponsons) pair of Shootas or Skorchas, 1 Autokannon, 2 Balstas if sponsons are present. Some units mount additional weapons of various types. Traverse: 360° (main turret and weapons in upper sponson), 40 - 45° all other weapons Inclination: from - 2° to 28-30°, some units have shown an higher inclination. Weapons and equipment Giga Zzap Kannon: a heavier variant of Zzap Kannons that can be used to destroy vehicles or infantry according to the fire mode selected. 'Eavy Shoota 'Eavy Lobba: it is the Ork equivalent of Demolisher Cannon. Rokkits: mounted on the main turret or upper hull. Blasta: can be installed in the upper part of sponsons or in place of hull 'Eavy Shootas/Skorcha. Autokannon: a crude copy of Baneblade coaxial autocannon. Grot Cupola: it is used to improve aim. Mek Kompartment: it is installed in the rear part allowing the Mek to repair the vehicle in safety. 'Eavy Armor: increased resistance at the expense of speed. _________________________________________________________________________________________________________ Klan variations Bad Moonz: the main user due their high costs (estimated in many thousand of Teefs), they mount more weapons that any other Klan. Blood Axes: used with a certain caution and covered with additional armor. Deathskulls: covered in lucky charms, many of them are looted and modified by Meks rather than built. Evil Sunz: painted in red and stripped down to minimal weaponry to make them even more faster Goffs: modified to be more suited for melee combat than shooting. All units seen have Deff Rolla.
  21. Let me be upfront, this is more like version 8.5 of 40K as we try a host of the new rules: - New Board size - New move and shoot Heavy rules - New Shoot into CC rules - New rules for Fly units (no free retreats) - New Terrain Rules (Obscurement, Heavy, etc) - Detachments and CP (12 + Command Phase) The other thing I'm trying here is the new Dread Host rules, and the new Strats in Psychic Awakening. This is a written Battle Report, with pictures: Battle Report: https://prot40k.blog/2020/06/30/prots-first-game-of-9th-edition-sort-of-adeptus-custodes-vs-orks/ P.S. Special Thanks to Ranulf for sending me the Black Library Limited Dice:
  22. Hello Guys! I have been a hobbyist for (records expugned from the Administratum by inquisitorial decree) and have been on this forum for almost the same amount of time.In all of these years i've had different threads in different parts of the forum, but trying to keep them attractive to new viewers and getting feedback has been quite difficult, all the more credit to each brother that has given me their thoughts whenever i posted something new of course. So i was thinking last night that it might be easier to merge my separate armies into one thread, tat way i can update it constantly when i paint something new, because i always work on different things at the time. So, i'd like to start this album with some of the minis i've already painted from different armies. I hope you like them I'll be uploading some of my Orlocks soon, though i still have to paint their bases
  23. From the album: Da ladz

    © Owen Fussell

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