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Made in us
Renegade Kan Killin Orks





San Francisco, CA

I'm editing this thread so it will be an on going tally of the forces that comprise my trukk stop project. This project isgrowing at an almost uncontrollable speed. After adding and editing several ork lists to make up the different clans in Bigtoof, I have added an Eldar Exodite army to the fluff (aided by a Harlequin troupe), as well as a human force, which is further split into traitors and loyalists, as well as IG and SM. I have also started work on a Rogue Trader crew which contains both humans and xenos.

The project seems to be a massive, layered and quite fluffy campaign. The campaign centers on the Tyrant Star, which will appear at the climax. IT pits Loyalist Humans, Eldar, as Rogue Traders against Orks, Dark Eldar (to a small extent) and Tainted Humans, as well as some demons and possibly Tyranids (depending on what the Tyrant Star ends up being) in what may turn into a two sided event (if the "good guys" team up and the "bad guys" team up) or a huge mess of tangled front lines (if everyone attacks everyone).

There are many different scales to play on in the campaign, too. Starting on the smallest scale of RPG. There are many name characters (or potential for such) in every force involved. Plenty of opportunities for smaller gangs to fight one another. Whether it's two ork houses fighting it out for control of Bigtoof, or the IG trying to rid the Naval Depot of Traitors. The Eldar can even get in on the fun, sending elite teams to scout or interrupt the going on of other factions. Also, because I've themed Bigtoof as a small freeway town, there are obvious opportunities for Gorkamorka style driving games.

That said, I'll be using this thread to keep track of the pieces of the Campaign as they develop from list entries to workbench incarnations to table worthy models. I'll be adding to the list, as well as changing entries, as I think of them... or they are suggested (much like the evil sunz gas station attendants).

As you might notice, I still have quite a bit to update on the following list. I will add the human entries soon... some of them anyhow. Also, I continue to edit this post. The newest of changes is that I will be filling in the decided details of each unit as they are "finalized".

COLOR CODE:
Modeling
Painting
Table Ready

SNAKEBITE
Warboss on Boar
Nobz on Boarz
Boar Boyz
Weird Boyz
Uzgrim's Grots

DEATH SKULLZ
Lootaz
Tow Trukk Boyz

BLOOD AXEZ
Wortgob Gutsnik (big mek)
-Big Mek with KFF, PK, Cybork Body, Grot Oiler (125)
Gutsnik's Retinue
Kommandos
Grots
Mobile Kroot
Battle Wagon
Big Mek with SAG
Big Gunz
Shoota Boyz
Burna Boyz
Tank Bustas
'ard Boyz Trukk squad
Kanz
Deff Dredz

EVIL SUNZ
Big Mek w/Burna
Burna Boyz
Wartrakks

BAD MOONZ
Flash Gitz
Battlewagon
Shoota Trukk Boyz

GOFF
Warboss on bike
Nob Bikers
Biker Boyz

EXODITE (Thinking about doing the Exodites as "counts as" Tau)
Autarch
Guardian Storm w/Warlock
Howling Banshees
Striking Scorpions
Wraithlord w/Warlock (Jack and the Scotsman)

HARLEQUIN
Shadowseer
Solitaire
Death Jester
Mimes

Rogue Trader
Darius Miska (Sensei/jedi)
Vet Squad
Penal Legion (press gang)
Infantry Platoon

Imperial Naval Depot
IG Army + Marine Contingent and =][= Agents
Mechanicus Shipping & Receiving staff

Now, I know some of these units no longer exist in the regulation game, but I figure some friendly opponents wont mind. Also this is how they will be modeled while they can count as the current closest approximating unit (example: the Boarboyz could count as Bikerboyz)

That's all for now. Open for suggestions as to themed units. Thanks.

This message was edited 62 times. Last update was at 2012/10/10 21:46:14


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Wow, thanks for the lists.

I haven't had much time to work on any of my armies this week. I did manage to throw a short list together, themed to a truck stop.

So, as far as the biker gang goes:
HQ:
War Boss on Bike (Evil Sunz)
Power Claw
Rokkit kombi-weapon
Ammo Runt
Attack Squig
Boss Pole
‘eavy Armour (Leather Jacket)

Elite:
Nob Bikers and Doc Urtzgud (pronounced “hurts good”) (Evil Sunz)
Stikkbombz
Power Claw (at least 2)
(all weapons options)
1 Boss Pole
Ammo Runts
Grot Orderly (with the doctor)
Cybork Body (not the whole unit)
And some trukk boyz and non nob bikers, but that'll come later

Now for the Mek Shop crew:
HQ: BIGMEK Wortgob Waagrot (Blood Axes)
Power Claw (4 “fingers” one wrench set, one cutter set)
Skorcha kombi-weapon
Cybork Body
KFF
Ammo Runt (personal grot rigger)
Boss Pole
Attack Squig
3 Grot Oilers

Elite:
Burna Boyz and 3 Meks (Blood Axes)
Grot Oilers
1 Rokkit Launcha

Troops:
Deff Dread

There will be a towing company too: Lootas from the Death Skull clan, riding in style with their small fleet of tow trucks.

And last, but not least, the Snake Bite Diner Staff is gonna be mostly grots.

So the sum of the war band will work for the rules, but they'll all be from different clans and such. That's all for now. Sorry, I haven't had time to figure points and how many of each that inhabit the Truck Stop. I'm thinking three or four trucks for the Truck Stop and one for the biker gang, plus some buggies and more bikers.

Lemme know what you think. This is just a start, so any comments are welcome.

Thanks for all the tips and lists so far. When I have more time, I'll go into a bit more depth about all this.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Just have a second.

I don't have a problem taking the biker nobz as troops. I don't know what that means as far as game play, though.

I need to get the rule book. I still don't really know how to put a list together (and I'm not asking for an explanation... yet, cause all I need to do is read up) I'm just putting units together that fit with the background I've got growing in my head.

I'll throw the Trukk Stomp back story up next week, hopefully.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Eyclonus wrote:
Deffkoptas are a little Hit & Miss, sometimes they can bust a tank or piss off a squad. Other times they get thrashed by gunfire or assaulted by a better melee unit.

Burna Boyz are FUN. Think lots of FIRE. Think lots of soldiers ON FIRE. Burna Boyz are great for being bastard. Look for posts by Dashofpepper, he has a lot to say on the topic of Burna Boyz and wiping out squads in one turn with them.

Also consider Lootas; they're often hanging around Meks and they will provide some long-ranged fire power. In fact stick them in a battlewagon, or three...

That's what I figured about the koptas, but I like the way that sounds like it would play. Something more like the kopta from Mad Max, eh? Thanks for the tip on pepper's burnaboy posts. I plan on taking a squad of at least five burnaz with some backup, but I don't know the details cause I need to read!


Black Antelope wrote:
Lootas sit back in the Lobba BW, Burnas advance in the Deffrolla BW. KFF Mek goes with the boyz in the trukk, and Burna wagon, DDs and Nob bikers croud around if for the save. Koptas outflank. Biker Mek goes with the Nobz.

That is a great battle plan. I really like the biker gang crowding around the Mek's trukk, and for the protection. It just makes a lot of sense to me, fit's with the story and everything. For smaller challenges, I think the Big Mek would hang back a bit, while he let the bikers have their fun, like on a wreck and salvage run. In a battle though, or on a wreck and salvage run that involved more interesting salvage, the mek would lead the force. I might run it like this all the time though, we'll see...

Gold tooth Jerry wrote:
It may not be the most effective army but it will look cool.

Now as for price this will be very expensive. It will look really cool on the table though. And you will scare the bejesus out of people putting on the table 88 bikers and 3 BW.

So for coolness there you go, but understand it probably wont be the most effective.

Yeah, I am definitely going for the cool points. I like the idea of scaring the fight outa my opponent just by showing up... makes the salvage par tof the mission easier . I'd throw some trukks and buggies/trakks in there too, though. After all this is a Meks army. Granted he's not the boss of the biker gang, it's just his waaagh.

Gorkamorka wrote:
Biker boss is a good idea, but I'd drop the rokkit/runt and the bosspole. The single shot rokkit (with 55% hit chance if you use the runt) is unlikely to earn those points back, and the pole should be on the unit he's attached to if possible so it can't get singled out in CC.

Nobs: Make sure you use a wargear spread that allows you to allocated wounds across the entire unit. I'd drop the runts. You have to cybork the whole unit iirc.

Dred troop: Unless there's a good reason for the dred, 3 kans are usually more bang for the buck (and you're not using your HS slots atm anyway). Grotzookas firing scrap metal would fit the theme well imo.

Lootas: Note that these can't take trukks. You'd have to buy someone else the trukk then deploy them separately and embark in turn 1 or use a different transport. Your army isn't planning on bringing many units that can take dedicated transports but won't use them, so these will probably need to end up in a wagon or two (a better place for them, all things considered).

The theme looks fantastic, good luck with it.

When you say it like that, "single shot rokkit" does sound kinda limp. Maybe I'll put a rokkit in the biker mob... if that's doable, or maybe just have a tankbuster trukk or two. The boss poll tip is great. It makes sense to me, too, to have it in the unit. So, if the boss charges off the mob still has that bonus.

The Dred was a troop filler, I didn't realize about the bikers being a troop choice. That will be adjusted. I will probably still take a dred at some point, but it will more likely be a looted walker. I saw one on this forum, in the P&M section, a penitent engine conversion that I think I will be shamelessly copying. If the maker of said engine reads this, that thing is amazing. I will find your thread, and I will post there.




Ok, Lootas- no trukk! really? But they can ride in a battle wagon? I don't get it, but I imagine it is very clearly explained in the rules somewhere... I'm gonna do a little reading tonight, mainly about getting a dedicated transport for the Lootas, as they own the towing company. Who else would run a salvage sompany? If you have suggestions as to who might be driving a towtrukk, please share.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

So, everyone is going in wagons, because those are the only vehicles that sound worth fielding a mass of that can take anything beside boyz and grots on the first turn. woow- mouth full. sorry.

What's up with that, anyway. I got a peak at an old codex and it looked like most of the units were troop choices. Why take that down to only the most basic units. Ok, enough with that.

The other reason to use wagons is they are riding out of a mek shop, they wouldn't be riding out with junkers.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

awesome, thanks. I was reading Dakka's Ork tactica last night. It was giving me some idea, though now I can't remember any of them...

I was late.

I'll read you thread now. Thanks again, Dashofpepper
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Ok, I've decided to start small. Just the Big Mek, with his Dread Troop choice, some grechin, and a pack of lootas and burnaz.

That will cover the staff at the trukk stop. The lootaz being the towing company. Burnaz for the shop staff. Grechin manning the dinner, with the herder as head Chef.

I'll add the regulars (the biker gang and trukk boyz) will come a bit later. So, after I consult the codex, I'll write up a small list. I'm gonna try to keep it under 1000 to begin with.

The story goes something like this. The lootaz set up the towing company in a no-mans land, but out of the way, so they could more easily get to scraps on the battle field. The grots that they brought started the dinner, with a push and a shove from the the boss among them. The Big Mek joined them after some time, when he caught word of their glorious scrap collection. So he joined up with them and started a garage of his own. Then the dinner started to get bigger, and more and more orks heard about the trukk stop, most known for their ability to stop trukks, and tanks, with massive fire power and lots of rokkets.
Soon a biker gang started hanging around, looking for a good fight and easy upgrades on their wheelz. But we aren't there yet. The towing company isn't even off the ground. But I have started working on the Mek's shop, he's gonna have a foundry!
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Ok, here is a partial list, sort of a phase 1 for the trukk stop staff, aka The Stop Trukk Workers Association

HQ:
Big Mek
Burna
KFF
Boss Pole
Grot Oiler
Attack Squig
(130)

ELITE:
6 Lootas (Mek)
Grot Oiler
(95)

TROOP:
12 Shoota Boyz
Nob w/PK and Bosspole
Big Shoota
Trukk
Rokkit Launcha
Red Paint
Grot Riggers
Stikkbomb chukka
Armour Plates
Boarding Plank
Reinforced Ram
(192)

13 Gretchin (Runtherd)
Grot-prod
(54)

FAST ATTACK:
2 Deffkoptas
TL Rokkit Launcha
2 Bigbomm
Buzzsaw
(135)

It totals 606 points.

I'm still wroking on the biker gang and the Battlewagons. The Mek and Lootas will have their own BWs.

If I wanted to use a Trukk for some elite boyz, like burnaz, would it take turn one to get them in the trukk or could I empty the trukk, load the elites and move on turn one?

I've got to work the numbers a bit more, but Wazzdakka and 3 or 4 warbiker mobs does sound pretty sweet.

c&c on the list so far are very welcome
Made in us
Renegade Kan Killin Orks





San Francisco, CA

It's true, I meant for the rokkit launcha to be mounted on the trukk. I want to pack a lot of rokkits into the list, but I feel like a one shot item is no good for the boyz.

I will probably have one trukk of boyz wiith a rokkit instead of a big shoota, but I'll set up the trukk a bit differently... I think.

Upon checking the first trukk, I wouldn't change much. Maybe just add a grabbin klaw.

Made in us
Renegade Kan Killin Orks





San Francisco, CA

HQ:
-Farseer w/bike, mind war, doom (130)
-Warlocks w/bikes
-Autarch on jetbike (dragon king) (100)

ELITE:
-Striking Scorpions
-Howling Banshees
-Wraithguard w/warlock (big lizards with a handler)

-Harlequin Troupe

TROOPS:
-7 Rangers/Pathfinders (168)
-11 Storm Guardians and warlock w/enhance (140)
-Guardians Jetbikers (Pterosaur riders, or whatever)
-6 Guardian jetbikers w/2 cannons (152)

FAST:
-Shining Spears (Pterosaur riders, but with more elite riders)
-Swooping Hawks (Pterosaur riders, but different from the jetbikes)
-Viper Squad (dragon things)

HEAVY:
-War Walkers (big lizards)
-Wraithlord (Hydra)
-Fireprism (Dragon)

TRANSPORT:
The wave serpents could be modeled as large lizards

So here's what I'm thinking the fluffy breakdown of this list is. I'm trying to digest the eldar background still so this probably has too much in it, but I plan to tier it to point levels for larger battles and so on. The story for this exodite colony is that their farseer led them to escape the fall, but more importantly that they were to be standing guard to protect the universe from another terror. Something potentially worse even than Slannesh (that's Gork 'n' Mork for those of you that don't already know ). I'm trying to use a lot of samuri style and culture with the fluff because I like it, but really because I have this Jack & the Scotsman team-up that I have tied into the campaign fluff (The Scotsman being a Grey Knight... sort of).

Moving on to the structure of the list, fluff wise. The exodites on 88Tanstar are guided by their farseer, but they are lead to battle by the mightiest among them, their Autarch (Jack). I am putting Saim Hann at the top of the ladder in this colony, not for the least because of their fast attack theme (the dino-eldar gotta ride dinos) but also because they are among the first to have fled the fall. That advanced foresight and action gives them room to look at the rest of the universe and see where they might be of most use before they too shall join their ancestors. Atleast this one farseer did, and he/she (I haven't decided yet) talked a bunch of other eldar into going along for the ride. Back on track, the Saim Hann eldar have a hierarchical system of families, at the top of which is the autarch and farseer, right - the HQ. And the closest family is the Kinsmen and they "guide" the chief into battle. So the top tier characters ride into battle with an elite guardian jetbike pose.

But the, because this group is lead (mostly) by the farseer, and because their entire purpose of being on 88Tanstar is to fight some unknown foe, they are constantly training their warriors. So, the guardians would be better than other guardians, which sounds more like Ulthwe. Also, That one craft--world has the Cosmic Serpent for it's icon, which fits pretty awesomely into the theme, I think. SO- what I'm saying is I'm going to be mashing it all together for this one little exodite colony.

... My intention with this edit/update was to describe how I plan to break the list into points levels in a fluffy way, and I have only shown that it is clearly too soon for me to be settling on any of it yet. I'm still reading up. I might end up deleting all this later, to replace it with something closer to what I had intended... I hope.

To Begin with:
Farseer and warlocks on bikes
Rangers
Guardian Jetbikers (cold one riders)
War Walkers (Larger lizards than the guardians ride)

This message was edited 9 times. Last update was at 2011/12/07 21:48:50


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

I'll be getting more specific with the list later tonight. Right now, I'm just fishing for advise on how to equip the units and how many to put in a unit.

The kommandos will get one burna at least. If they get two burnas I might leave out the unit of burnas. I forgot they could take 'em. As for fluff, having just the kommandos with two burnaz would work quite well.

How many Flash Gitz are optimal for their cost? Questions like that go for all the units. Thanks for your input.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

really, that "good fer nothin" huh?

Well, they are the last on the list, and least important to the army. So... they shall be fluff only, and a small bit of terrain.

Were they ever worth the points?
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Besides they're bloody expensive. 25points per model, and all upgrades are cost per model as well. Otherwise, I don't know whats wrong with 'em.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

I got the AoBR box set for christmas, and I picked up a trukk and a skorcha buggie with some xmas $$.

So now I have one Trukk team for the Death Skulls and some Snakebite Boyz. The Deffkoptaz for the Blood Axe Mek to scout new scrap, and that Dreadnought is gonna look pretty good all chopped up and fitted tricked out.
Most of the Nobs will be done up as Snakebites, but a few will be Death Skulls, and some of the boyz will end up as Kommandos.

I'll update the list, in the first post, with color coded status as to which I have and how close to being complete they are... but I'll do that a bit later.

Also, what do people think about the different big gunz? Are the Zap gunz worth it? I'm leaning toward the one that cases pinning, but I can't remember which that is right now.

This message was edited 1 time. Last update was at 2010/01/10 05:00:46


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Well, I've got 3 Snakebite nobs leading the 11 Snakebite boyz that I have, plus a Runtherd and his grots I picked up a while back. 2 Death Skull Nobs to lead the 8 boyz, plus a trukk. Lastly, three koptas and a kommando for the Blood Axe household.

Of course, I am aware that I can't have 3 nobs in a mob, but that's ok. This is just what I have at the moment.

When I figure out how to change the color of the font I'll edit the list up top. But I am far too tired to do it now.

Cheers

This message was edited 1 time. Last update was at 2010/01/13 08:05:57


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

I picked up a scorcha wartakks the other day, and was disappointing to find the grot was MIA/ Who would run the twin linked flames? I called GW and they updated my address on file and sent me a whole new skorcha set, trakks and all! I had herd about this as a technique to defraud the company, but I am quite surprised at their generosity. The irony is, I still only have one grot for the two skorchas.

Thanks GW.

Any how, I finally looked at the top of this field and saw the code for colored text, so the list in the first post is now color coded as for stage of development.

Also! - Scarper sent me two Dungers from this web site: http://shop.ramshacklegames.co.uk/index.php?main_page=index&cPath=16&zenid=6392fa47017388746ab6a16d820b82bf. As a gift. Thanks Scarper. These things are great. I'll get pics up pretty soon. They will be filling a roll as of yet, undetermined. BUT- quite important. The background for them will involve mating suig and boar... so messy.

In the mean time, I have to get to work on the wood work for the boss house.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Been a while for this thread, I know... but I am the original poster, so there.

I have been putting an IG list together for my Blood Axe Big Mek, Wortgob Gutznik. The idea, of course, is that he is modeling his force after the IG as he sees the tactical advantages in such organization. So far I am having trouble justifying any troops choices after the command squad. That thing is monstrous.

Ok, now for the list (so far):

COMMAND SQUAD
Senior Officer, Wortgob Gutznik
Personal Staff: (2to4)Super Grots and (the rest)Orks
1-“vox-caster”
2-Burna
3-Veteran
4-Standard Bearer
2 Special Weapons Support Squads: 6 Super Grots and 6 regular grots (super grots in training) Super Grots get the weapons.
2 sniper teams (sniper/spotter)=(Super/Regular)
2 burna teams (flamer/tank)=(Super/Regular)
1 grenade launcher
1 grot with laspistal and CC weapon (and extra grenades )
1 Mortar Support Squad: regular grots
1 Sentinel Support Squad: Mobile Kroots*

ELITE:
1 Techpriest Squad: Mek Squad (2 Gorkamorka Monks w/servitors)

1 Ratling : Super Grots Sniper Squad

1 Hardened Veterans: Kommando Squad

ADVISORS:
Master of the Fleet: Death Skull’s Towing Dispatch Operator
Commissars: Runt Masters

First off, Super Grots are from the old fluff. A training method founded by Naflug, the first of the Renegade Runtmasters. Oddly enough Naflug's “technique involved ringing of bells and rewarding the Runtz with juicy squigs among other things…” I'll post the whole thing about it if anyone wants.

This has given me the idea for Wortgob's super grots. As he is rather eccentric, enjoying many other cultures as he does, I thought it would be quite fitting if he had a Runtmaster to train amazing grots and snots for him. He is also a Blood Axe Mek, so He is big on the IG tradition. Also, as a bit of backstory, he was a very young spanner boy when Gorkamorka came to life and deliverd the orks back to the WAAAGH!

*The Mobile Kroots: The mobile Kroots are a unit of kroots that Wortgob and his burnas came upon during the battle that his Warboss was slain. The orks won the battle and a new boss was chosen, who kicked Worgob out, for being a "squishy luva". Anyhoo, Wortgob liked the Kroot's demeanor (their eating the died on the battle field entertained him, and their toughness as warriors was impressive), so he agreed not to kill them if the worked for him. So they could keep up with the war band he throw a bunch of light weight mopeds. I want to run them as regular kroots with a bike's movement and add the Shining Spears character special rules. If you don't know, just ask.

I thought the Sentinel support squad was a perfect fit for the unit, fluff wise and deployment wise, also a fast attack unit! The only thing is, putting a heavy weapon on a light bike doesn't work... even for an ork. Some would say, too, that mopeds are too loud to be scouts. First, I think the noisiness of a moped is mostly controlable with different muffler (again, I think). Second, don't you think a huge walker stomping through the bushes, two bulky exhaust pipes spewing fumes is an odd choice for a sneaky look out?

Now for the TROOPS... I can't seem to fit the orks or runtz into the troops break down. I guess I could have the unit command squad be orks, then the Sargents could be super grots while the rest were regular grots. Special weapons going to supers, big guns going to regulars. What do you think?

The Stats: ws - bs - s - t - w - i - a - ld
Super Grots: 3 - 3 - 3 -3 - 1 - 4 - 2 - x
Regular Grots: 2 - 3 - 2 -2 - 1 - 2 - 1 - 5
Runtmaster: 5 - 4 - 4 -5 - 1 - 4 - 1 - 8
Runtherd: 4 - 2 - 3 - 4 - 1 - 2 - 2 - 7

So, the old stats need some adjusting... The BS needs to drop, with some exceptions (sniper grots in particular). The i should drop, I figure, but because they are special individuals maybe just down to 3. What do you think? Should any other stats change?

Oh! and the "x" for the Super's ld is a special rule that makes them more orky: When a Super-runt has a ld-test first roll a D6+3 to determine the ld value. If they fail a test they become wild squigs essentially. No change to stats but they fight to the death is engaged in close combat. Also, they fire at the closest "non-green skinned" target as they run around randomly.

Thanks for reading. Any comments, critiques, or suggestions welcome.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

I like the the way you equipped the Nob Bikers. For the slugga boyz, is that 11+Nob=12?

What do you mean, the rigger doesn't play in a squadron? Can you explain why not? I just don't know.

I've been wondering about the armour plates for vehicles and walkers. Does it really get them through turn 2?

Do you have any thoughts about the Super-Runtz or the Mobile Kroots?
Made in us
Renegade Kan Killin Orks





San Francisco, CA

The Good Green wrote:
The Stats: ws - bs - s - t - w - i - a - ld
Super Grots: 3 - 3 - 3 -3 - 1 - 4 - 2 - x
Regular Grots: 2 - 3 - 2 -2 - 1 - 2 - 1 - 5
Runtmaster: 5 - 4 - 4 -5 - 1 - 4 - 1 - 8
Runtherd: 4 - 2 - 3 - 4 - 1 - 2 - 2 - 7


I'm thinking, instead of the old and quite out dated stat line, I would just bump a couple stats +1. Namely WS, BS, and maybe the A... LD stays D6+3. OO, maybe- instead of all that: +1A, and +1WS/BS depending on unit... a bit specific, but the +1BS would be for the sniper grots mainly... I can't think of any others that would be especially trained for marksmanship.

This is all for casual games, of course. Not that I have any lined up. I'm working on the list more as a rule for the models. So when I'm finished painting everything ( ) I will have something that people recognize from the game. Something that makes sense as a warhammer army.

Thanks for reading. C&C welcome.


Automatically Appended Next Post:
I think the Mobile Kroot unit will have to be Rough Riders. Oh well, no scout for them.

This message was edited 1 time. Last update was at 2010/03/17 04:05:07


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

First, does anyone think it's too ridiculous to just use the guardsmen stat lines? Vet stats for the vet grots and so on. That would make it simple, at least. I am modeling them with IG torsos and arms, It's a surprisingly good match, I think... though, I will have to bulk up the goblin's waist.

Also, I'm thinking of modeling the Platoon command with a Runtherd for Lieutenant. The Runtmaster will be Commissar. The elite will be Orks, save for the smaller abhuman units. I don't have any plans for Ogryn, but if the whim strikes me, they'll just be ogryn, although I do want to sculpt a Krootox on a chopper or moto-tricycle.

I just got a look at the new codex... 5th ed, anyway. I need to redo that list entirely... mostly anyway

This message was edited 1 time. Last update was at 2010/03/21 05:34:01


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Ok, I was reading a little of the exodite background and fell in love with the characters. The possibilities for modeling steam punk/post apocalyptic samurai and ninja sold me pretty quick. So I've been digging through old fluff and experimental lists to come up with just what I wanted. I'm gearing toward a smaller =][=munda style for the armies, but because there isn't much to connect the two just yet, this will be a work in progress list for a little while.

I know there are quite a few people working on a rule set for =][=munda at the moment, and I will be very happy to read them when you tie it all down.

For the Eldar list I've opted to put it together for 40K and plan each unit like a separate munda gang. Samurai and Ninja acting as units in the overall Exodite army list and as independent gangs.

...I tell myself that this is so I can play the same crew in a variety of game settings, but really, its because I like to tell stories and this is what I have been able to focus on lately. The rule books and background fluff help keep it anchored, so I don't have to work so hard to get into the right mind set... I can pick it up and set it down easier than something that is only in my head.

Onto the list(s):
Exodite List

HQ:
40 Farseer {Colony elder}
55 Warlocks (5) {Colony elders council}
Elite:
196 Striking Scorpions (10) Exarch, Stealth {ninja}
104 Howling Banshees (5) Exarch, Acrobat {ninja}
Troops:
160 Storm Guardians (20) {Samurai}
57 Rangers (3) {Hermits}
Heavy:
129 Dark Reapers (3) Exarch {?}

^Total Points:741

Harlequin List

HQ:
70 Shadowseer
Elite:
90 Solitaire
47 Death Jester
Troops:
75 Mime Troupe (3 mimes)

^Total: 282

So, you may have noticed the Dark Reapers don't have a modeling note. I was thinking they would be like royal guards, permanently on guard and ready to die. That's why they have the heavy weapons, they draw more attention, they weapons are more dangerous to handle, but they do more damage too.

Also, the Harlequins don't have modeling notes. They are going to be styled after a Chinese performing troupe. Another note about the troupe: it has recently been defeated. That's why its such a short list. There will be more about that in the Bigtoof background blog later on. I'll have to come up with a name for the planet too.

Also, I haven't finished kitting out the units. Some of them have some upgrades, but it's all still WIP.

Now for the =][=munda side of it. I figure the Gang size / independent character rules are somewhat more lax in this hybrid game, so I would just sort the units into gangs based on fluff. Gear is still an issue as for points, but I think that sort of thing can be worked out on a game by game basis for a while so I won't worry about that too much.

For the Munda lists I haven't done much yet. Just broken them up into what the leader and juves are, and what the rank and file get for gear.
Exodite Factions:
Samurai 20
Leader – Warlock
Gangers – Sword and Shuriken
Heavies – 0
Juves – Students

Ninja 15
Leader – Exarch
Gangers – Chain/Power Sword, Shuriken and Mandiblaster
Heavies – 0
Juves – Peasants

Harlequin 6
Leader – Shadowseer
Gangers – Mimes
Heavies – Death Jester
Juves – New Recruits

I still need to figure out just how to deck out a list for munda, let alone =][=munda, so any examples of this sort of thing would be helpful... and by this sort of thing I mean using unit types that aren't provided for in munda. Thanks in advance.

I'm working on a list for the Snake Bite clan that founded Bigtoof as well, based on an experimental Feral Ork list. The idea is to represent the larger tribe that now migrates around Bigtoof. As apposed to just the current residents of Bigtoof.

I think once Ive got the larger army lists put together I, and anyone that plays the Bigtoof Planetary scenario will have a large choice of characters or groups to chose form. I hope you enjoy.

This message was edited 1 time. Last update was at 2010/04/21 08:22:03


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Ok, the =][=munda Exodite list is on track. It will consist of the Remnant Harlequin Band and their new recruits from the colony.

They are on a mission to include the orks in a fight against Slaanish. This is the business that brings them to Bigtoof.

I've got a handle on how to put the =][=munda rosters together so I'm gonna write up a list for each faction of Bigtoof as well as the Exodite/Harlequin troupe. I'll also keep working on the Exodite 40K list, as I like to work every angle...

I'm just gonna start with a few notes about each "gang"

Wartgob Gutsnik's Payroll:
Gutsnik has a wide range of employees, from greenskin to kroot. He employs a minimum of humans, and is the most likely boss of Bigtoof to even consider making a deal with the Eldar. Gutsnik himself may be built as a =][=munda Space Marine character or Inquisitor, but I'm not sure yet. He will probably have the full range of =][= characters at his disposal, be they ork, human or some other xenos. Commando Orks, mobile Kroot, Super Grots, Human outlaws, and plenty of mechanics.

Da Bigtoof Tribe:
I'm looking forward to using some of the experimental feral ork unit types for this list. There will be two versions if it as well, one for Bigtoof Propa while the tribe is on Walkabout and another for when the tribe has more of a presence in Bigtoof. For the first list, the leader will be a Runtherd, with most of the gang being made up of gretchen and squigs. As for the feral ork unit types, there will be Mad Boyz, Huntaz and Trappaz. The boar boyz and nobs will be around when the Tribe is in town, but other wise there will be a remarkable absence of purely brutish orks. (and now I have a reason to get that ork raider with the pig, hurray!) This list will also have Squigman and Robork.

Stop Trukk Towing:
This gang will be a somewhat standard ork gang. But I could limit their numbers to a single trukk mob per gang, so to speak. It seems wrong to have the Death Skull gang to only have two Lootas. But I'll work on it some more, and see what I think.

Troupe Exodite:
The Leader will be the Shadowseer, while the Solitaire and Death Jester will take up the Heavy slots. The Gangers will be mimes and a couple exodites, while some exodites will be Juves. This gang will have a range of the =][= character types including, but not limited to Rogue Traders and Assassins. I am thinking of basing the Remnant Troupe on the characters from "Journey to the West"
http://www.foreigners-in-china.com/journey-to-the-west.html

This message was edited 3 times. Last update was at 2010/04/23 03:45:20


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Wortgob Gutsnik, Venerable Magus of Gorkamorka: (Ork Mek)
Wortgob was a young mek when Gorkamorka took to the sky. He developed his skills quickly, learning about many alien gubbinz from his fellow Blood Axe meks. He rose to prominence under a Badmoon Warboss who gifted Wortgob with his powerfist during a share-out. This warboss was dethroned in a battle against the Tau when he was laid low by a "misplaced" choppa. It was this battle that Wortgob and his boyz came upon a unit of kroot who had stopped to eat the dead. After the battle the new warboss chased Wortgob out on the grounds that "tradin' wiff da squishies is un-orky!" So, Wortgob left with his boyz, the new kroot mercenaries, and all of his bitz except the ones he used to make a large bomb which he left ticking in his shop (right next to the warboss' house). He traveled the galaxies for some time after blowing up his former tribe, using his kommandos to press his alien contacts for more do-dats and know-wots. Wortgob led his crew along the edges of the Imperiums control, searching out the best opportunities to score a new kind of technology. Over the years he developed an intuative sense for locating "untapped" resources to add to his armoury. Recently his has followed his gut to the small town of Bigtoof. Set at the edge of a hotly contested battlezone, near an important convoy rout, Wortgob is poised to collect a small fortune in parts, while raking in the teeth repairing and kustomizing everyone's anything. This is where he met a Runtherd who whispered the legend of Naflug's "Super Grots." Wortgob fostered a kinship with this Runtherd and promoted him to Runtmaster in his mekshop.

Wortgob Gutsnik is left handed. His right hand is a Dreadnought power fist.

Gear:
Powerfist; Advanced Bionic eye w/ Infrascope and Motion Predictore; Refractor Field; Kustom Tau Rail Gun w/ Rocket Launcher; Ammo runt w/ range finder; Handflamer w/ cutting torch nozzle;

Tallent:
Furious Assault
Leader

Psychic Power:
Tech-Detection (Gotsnik intuitively finds the good gubbinz)

That's all for now. Input is welcome, though I don't know how much there is to say about this... feel free all the same.

This message was edited 2 times. Last update was at 2010/04/25 08:28:21


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Since my hobby desk is on hiatus for a while :( I'll be focusing on the lists for a time. I finally found the Witch Hunters and Grey Knights lists. Reading over them I've decided to use the Witch Hunter list for Gutsnik's staff and the IG list for the Runtmaster's herds. I'll be using the rules for the Witch Hunter's Advisories for the Runtmaster's herd, with just the Apostate Cardinal (the runtmaster) and a few Traitor units.

When the Ordo Xenos gets a list, I'll probably rework Gutsnik's crew to fit it. I think his motives fit better with what I imagine some of the more radical ideas of the Deathwatch Inquisitor, on the other hand, if the Adeptus Mechanicus ever gets a list, I think it would be PERFECT. In the meantime:

The Sisters Repentus (however you spell that) will be super grots that have snapped, as per their special rule. The Adepta Sororitas will be Wortgob's Ork staff. I'll be sticking close to the old 'ere We Go retinue rules and combining them with the Inquisitor retinue rules.

I think the main difference in modeling between the Super Grots of the IG list and Witchhunter list will be uniforms. The IG Super Grots will have a more rag tag uniform, catachen style, while Gutsnik's Grot employees will be in company uniforms. I will need to collect a few more quilted torsos from the Empire Militia set. Gutsniks crew will get more exotic weapons too.

I am thinking about doing some Samurai Jack references in the Exodite list, namely Jack and the Scotsman. They will be sort of token characters but the Scotsman will count as a walker I think.

I'll try to plan the lists as to what order I want to model them. 500pts then the next 250 and so one, like a campaign structure. Building on the core... we'll see, though, as I really want to get some more major work done on the mopeds. I'm planning some fun conversions for some of the assassins that the Inquisition can chose from.

In short - Things to come:
Renegade Inquisitor Ordo Hereticus list 500pts - Inquisitor and Retinue, Battle Sisters and Inquisitorial Stormtroopers
IG (Super Grot Herd) - Company Command squad, Infantry Platoon x2, Ratlings
Exodite/Harlequin Fellowship - Remnant Troupe, Storm Guardians, Striking Scorpians

Wortgob Gutsnik’s Retinue:
1 Penitent (a wired grot riding on Gutsnik's shoulder pad) 20pt
1 Sage (Gobber with telescope)
2 Acolyte (Meks)120pt
1Acolyte (Runtmaster) 60pt
2 Crusaders (Nob body guards) 240pt
1 Veteran Guardsmen (Super Grots) 40pt
2 Chirurgeons (Pain Boys) 120pt
1 Familiar (pet squig) ?pt
*edit* wow, did I get those point-costs wrong... above is the updated cost, feedback is needed.

This message was edited 10 times. Last update was at 2010/05/11 05:24:04


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Found!
http://www.thedarkfortress.co.uk/tech_reports/codex_adeptusmechanicus.htm
http://www.thedarkfortress.co.uk/downloads/codex_adeptusmechanicus.pdf
http://www.scribd.com/doc/24619980/Codex-Eldar-Exodites-for-Warhammer-40-000-5th-Edition


Automatically Appended Next Post:
Wortgob Gutsnik's Adeptus Mechanicus List:
HQ:
40 Tech-Priest Magos (Gutsnik)
40 Tech-Priest Engineer (Gutsnik's Second)
50 Servitor Bodyguard(5)
ELITE:
50 Electro Priest (5)
30 Techmarine Apprentice
210 Robot Cohort (3+Overseer)
TROOPS:
75 Tech-Guard (6+Centurion)
60 Macine Cultist (10+Preacher)
555 Total ...so the cohorts will stay off the list (in spirit) fo rnow, leaving the total at 345. Though I don't think I'll wait if I have a chance to pick up some Kanz.
=][=munda version:
Tech-Priest Magos (Gutsnik)
Servitor Bodyguard (3)
Electro Priest (2)
Techmarine Apprentice
Tech-Guard (1+Centurion)
Machine Cult Preacher


Naflug Uzgrim's IG Super Grot List:
HQ:
50 Company Command Squad (Uzgrim's Squad)
30 Astropath
30 Officer of the Fleet
30 Bodyguards (2)
70 Lord Commissar
90 Ministorum Priest (2)
ELITE:
50 Ratlings (5)
TROOPS:
Infantry Platoon A
65 Command Squad +Commissar
85 Infantry Squad B +Commissar
85 Infantry Squad C +Commissar
90 Heavy Weapons Squad (3 missile launchers)
90 Heavy Weapons Squad (3 missile launchers)
65 Special Weapons Squad (2 flamers, Demo-carge)
Infantry Platoon D
135 Command Squad +Al'rahem, Commissar
85 Infantry Squad E +Commissar
85 Heavy Weapons Squad (2 hvy bolters, Lascannon)
50 Special Weapons Squad (2 grenade launchers, flamer)
50 Special Weapons Squad (2 grenade launchers, flamer)

Gutsnik's allied forces still to come...
Updates to come...

This message was edited 7 times. Last update was at 2010/05/11 08:27:22


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

So, this is going to start out as a list of the unit types and equipment (per unit type) that I want to use. The theme for the Harlequin Troupe is going to be Taking down heavies and vehicles, while the Exodites will focus more on close combat. The reasoning is the Exodites are more traditional, getting back to the roots of the Martial Arts, while the Harlequin Troupe was geared up for a fight with an armoured force. This lead to their defeat shortly before they arrived on 88 Tanstar.

So, the Harlequin's focus is on Ranged weapons and anti-tank/armour with melee support, while the Exodite's focus is on close meaningful fights with just a bit of heavy support. I should also note that I don't thin kI have an up to date codex for the Eldar, if there is one yet, so... yeah. The Exodite list might change, depending on if I find an Exodite codex (unofficial as it may be) that I like or if I get my hands on a newer codex (an official one).

One more note about the Exodites: They are an elite group sent on a mission to save the planet, and indeed the near by system, from the approach of the Tyrant Star. DUHN Duhn duuhhhnnnnnnnnnnn So I'm not restricting the number of exarchs (read: upgrades) or even unit size, after all this isn't a 40K list. I will be adding up the gear points later though.

Harlequin:
Shadow Seer - Power Blades, Flip Belt, Holo-suit, Veil of Tears
Solitaire - Dread Mask, Riveblade, Flip Belt, Holo-suit
Death Jester - Rictus Mask, Phase Field, Bright Lance, Flip Belt, Holo-suit
Mimes - Fusion Pistol x2, Haywire Grenades, Flip Belt, Holo-suit, Harlequin's Kiss,

Exodite:
Autarch - Mandiblaster, Dire Sword, Forceshield, Shuriken
Howling Banshee w/Banshee Mask, Executioner, Mirror Sword, War Shout, Acrobatic, Shuriken
2 Striking Scorpions w/Mandiblasters, (a)Biting Blade, (b)Chainsabres, Shadowstrike, Stalker, Shuriken
6 Guardian Storm + Warlock w/Embolden, Rune Armour, Singing Spear, Shuriken, Swords
2 Rangers w/Long Range Rifle, Shuriken

The Autarch and Banshee will stay together and hunt special characters and HQ, while the Scorpions will try to out-flank large infantry units to attack from the rear. The Rangers will lead the way for the Warlock and Guardians. Their goal is to be the main front, or defensive line for the warband, so they will be looking for strategic placement as a priority.

Samurai Jack and the Scotsman:
Spiritseer w/Enhance (or Destruct), Rune Armour, Wraithblade, Scatter Laser
Wraithlord w/Wraithsword, 2 flamers and Shuriken Cannon (peg leg)

Almost the cheapest Wraithlord you can buy and I think he's a perfect fit for the Scotsman... tho he may be a bit too large. The Scotsman does tower over Jack, but I'm not sure that qualifies as Monstrous Creature. What do you think?

This message was edited 10 times. Last update was at 2010/05/28 09:52:05


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

This is just a quick note, for now. I'm going to use the Spyrer Gang list to base the Eldar gang on. Of course it's loosely based, to be sure... I haven't done all my reading yet, but the background for them matches what I've got going for the Exodites. Jack and the Scotsman will work as the Matriarch and Patriarch rather nicely, I think.

Also, I'm thinking about adding 1 banshee and scorpion each, but we'll see how that works with the spyrer gang list.

This message was edited 1 time. Last update was at 2010/05/30 03:00:37


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

This is just a quick rundown of the units and their affiliations in Bigtoof. Oh, and I've decided to run Gutsnik as an Inquisitor because I like the Retinue better than Cybork bodyguards. It reminds me of the old days, when orks was Orks!

So-

Gutsnik gets his Retinue, Burnas, Kommandos, Mobile Kroot (their mobility will be optional, but I may have to get another box of kroot), and a Battle Wagon. Not to mention a fort/mekshop and any trakks, buggies, kanz or dreads he might put together.

He also gets help from Naflugs Schola Progenium. A super grot IG list consisting of Naflugs company command squad (including all advisers and at least one body guard), two infantry platoons, a vet squad and a unit of "ratlings". Naflug is the head honcho in Bigtoof Propa, at least while the Grimfang is away.

Grimfang Snakebiter is the warboss of the Snakebite clan on 88 Tanstar. While the runtherds tent to settle around large drops, when and where they develop, the majority of the clan is nomadic. They follow the boars as they migrate. Because of this Grimfang calls on his inner circle of Nob Boar riders and Boar Boyz to ride into battle, followed by the boyz that couldn't catch a boar.

Morgrim Skumteef, the CEO of Stop Trukk Towing, has a growing fleet of trukk boyz as well as a small grot work force to help maintain the trukks. Morgrim can also call on the chairmen of Stop Trukk (Lootas) to lay down some cover fire if the boyz are having trouble latching their towing lines to yer trukks. Morgrim is also on favorable terms with a family of Flash Gitz that pirate around the sector. They come to Bigtoof to lay low from time to time (not that they don't attract attention, they are flash gitz after all)

Badgor Nobork is a seldom seen member of the community, as he and his biker gang ride through town before and after only the biggest battles. When they do ride through, they are a bane and a boon to the town of Bigtoof, paying bucket loads of teef for upgrades and repairs on their bikes. They also shell out teef for BBQ Boar burgers and fungus brew, but they trash the place too! The Goff Gang has Bikes, Buggies and Trukks (fer da boyz dat is still savin' up for der own bike).

I'll be modeling all but the goff gang at the same time, so each clan will grow slowly, but evenly (I hope).

This message was edited 1 time. Last update was at 2010/06/03 19:08:47


 
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Ok, I'm working on a list for Gutsnik's personal staff, again. Just trying to fine tune it. I looked up the Ork and Goblin warband on Mordheimer.

20 green skins total, per gang. One boss, one weird boy, two big 'uns, and as many boyz as can fit, plus up to two goblins per ork and as many squigs as goblins. So the two heavies rule from Necromunda sits pretty in this list.

I'm trying to tie it together with the =][= retinue, to make it more like Gutsnik's personal staff. I'll group them a bit as for equipment and modeling. There will be Gutsnik, of course, leading the mob. Then there are his two apprentices, who will get three or four models to serve under them. That is, orks and grots that are equipped/modeled as supportive figures for the two meks. Then there will be a small security group, as well as one or two dedicated body guards for Gutsnik.

I figure with the increased body count I can afford to include the grot assistants (re-rolls) as playable models that can be engaged in combat. In this way, if a particular gobo is slain, the re-roll that gobo counted toward is lost as well. This idea lends itself to the modeling aspect of the game, much as =][=munda style games do... rather exactly like they do, in that the model is best when modeled with the equipment it is listed as carrying.

I'm gonna have to start going to my FLGS's gaming nights more often. Since none of my friends are really into this hobby, I just have to make some new ones that are... not to say I'm getting rid of the old ones.

So, as I have time, I'll start writing up more about the group, equiment and names and the like. The apprentices have names already, I just don't have them on hand at the moment. One is going to be a Warp Tek expert and the other will be a younger ork, more of a less specialized assistant. The Warp Tek will have a small herd of snots that he uses with his favorite Shokk Attack Gun. A few of the grots get sucked in from time to time as well, some even survive (notable less sane, but alive). These lucky gobos are kept close and given effective cc weapongs (sister repentia grots!). I'll throw some of the Adeptus Mechanicus units in there too, at least for the sake of modeling them. I can't wait for GW or someone to release a list for the Ordo Xenos list already. I think it would be perfect for what I'm trying to do with Gutsnik: a combination of the questing tequpriest and the affluence and influence of the =][=.
Made in us
Renegade Kan Killin Orks





San Francisco, CA

20 green skins per warband, as per the Ork and Goblins list at Mordheimer.

1. Wortgob Gutsnik: Big Mek - Mek's tools, Grav-gun, Kustom force shield, Bionic eye (advanced)
a. Herrot Zogustus: Advisor; Xenos Hybris/Tenebrae Collegium Informant - Staff,
b. Og Bad: Super Grot Veteran; Explosives Specialist - Grenade Launcher
c. Mag Zod: Penitent Wyrd Grot

2. Gorbad Shakstof: Warp Tek Expert - Mek's tools, SAG, whip (counts as Gun Servitor with most expensive gun)
a. Acolyte Runtherd (Uzgrim's contact)
b. Snotling Herd
c.

3. Skarbag Durrunt: Chief Painboy
a. Gorgul Grotstuf: Painboy
b.
c. Skum Runt: Sage; Ratskin Scout - Telescope,

4. Narslag Bursog: Head of Security, Nob - Suppression shield, Shock maul
a. Naffrot Zoggrod: Nob Security Officer - Suppression shield, Shock maul
b.
c.

5. Skabmek Wazgrot: Apprentice Mek - Mek's tools,
a.
b.
c.

The blank spots may get moved around a bit, but the basic lay-out is there. The numbers are ranked, and the letters are their subordinates. Skabmek probably won't get three assistants, and Narslag will most likely only get one more boy to help hold the line. The medic department will probably get a couple grot orderlies. I've listed Skum Runt under Skarbag because they are cousins... from the same house, but Skum Runt is much younger and runtier. That's also why he is on the bottom of that group. Gorbad will be acompanied by a Runtherd trainee, who is tagging along to learn a thing or two about worky bits and gubins, and to help Gorbad control his snotlings. He'll get a grot assistant, too. And finally, Herrot Zogustus is a Digga Nob acting as advisor for Gutsnik, and as a spy for the Ordo Xenos Inquisition in the region.

This message was edited 3 times. Last update was at 2010/08/27 06:33:33


 
 
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