Switch Theme:

Bigtoof Related lists: Deathwatch Marines List (points not included yet) 11/21  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in pl
Lesser Daemon of Chaos






Yea I know they are expensive. I dunno ethier

Melissia wrote:How many Space Marines does it take to screw in a lightbulb.


6, 1 techpriest and 5 tacticals that stand around trying to pose like badasses.
agroszkiewicz wrote: Rawr, chaosy magic and tentacle porn!
 
   
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
Lord Commander in a Plush Chair






Using Orks count as IG is a bad idea, you lose everything that makes orks orks.

The Grots on the Scorcha Wartrakks are riggers anyways(and if you Squadron them the riggers are never put into play anyways)

After reading most of what you want I would Say go with something like this:

AOBR warboss 125
Power Klaw
Cybork body
'Eavy Armor
bosspole
t-l Shoota
attack squig

Big Mek 85
KFF

6 Nob Bikers 445
3 PK
2 Big Choppa
Boss pole
Waagh banner
2 shoota Scorchas
Painboy

11 Slugga Boyz 106
Nob
Boss pole
PK

Trukk 60
red Paint
Armor plates
Boarding Plank
Rokkit Launcha

11 Slugga Boyz 106
Nob
Boss pole
PK

Trukk 60
red Paint
Armor plates
Boarding Plank
Rokkit Launcha


2 Scorchas 100
2 wartrak
2 Scorcha
2 red paint job

3 Deff Koptas 135
3 t-l rokkit launchas

Scorcha 50
wartrakk
scorcha
red paint job

This gives you a good start with what you have and is 1277 points Salt and pepper in anything else you would like.

This is my Rulebook. There are many Like it, but this one is mine. Without me, my rulebook is useless. Without my rulebook, I am useless.
Stop looking for buzz words and start reading the whole sentences.



 
   
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


   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Alright, it looks like the Super Grot CCS is going to win the "What's next" poll. On that note I have started thinking about how to theme each unit. The Super Grot IG force will be infantry heavy, with a small number of vets, and some rough riders (sqig hoppers!). I'm also gonna do a unit of Battle Psykers as grots and snots that have survived the SAG.

I'm going to start with one infantry squad, as far as figuring the theme goes, the CCS will be a close combat oriented squad. The idea is to use them as a tar pit, that might blow up some vehicles. I want to stay away from meltaguns and plasma guns, as the grots are instructed to gather bits, and melted take more pounding to be usable. So there will be grots salvaging and grots holding the line.

Does anyone have any tips for building a Tar Pit IG army that has a mix of anti-infantry and anti-armour? Different squads/platoons can specialize in one or the other, but I want the whole thing to be tar, just like the regular grots.

Also, Commander Chenkov gets to command the 1st platoon.

Thanks!

   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

First, let me say: this is not a competitive build at it's root, but I would like it to be semi-competitive.

Company Command Squad

Lord Castellan Creed
Colour Sergeant Kell
Veteran w/ ?
Veteran w/ ?
Veteran w/ Heavy Flamer
Master of Ordnance
Officer of the Fleet
Astropath
Bodyguards

What do you think:
2 Bodyguards or Nork?

The idea is this is a Runtmaster and his best runts, as well as the other orks he associates and with. If anyone has any tips, please post them. I'll be asking for input in the "what's next" poll too, more on the basis of modeling tho. Thanks for reading.

This message was edited 1 time. Last update was at 2010/12/11 18:36:47


   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

I found a pretty cool Ordo Xenos home brew list. It incorporates the Mechanicus units too. Which makes sense to me, as the Ordo Xenos are interested in alien tech, the Omnisi would be just as eager to help them find such goodies.

SO, I will work up a Radical Xenos Inquisition list for Gutsnik when I get a bit closer to modeling them.


OOOH! Almost forgot: Here's the link, so you can check it out if you're interested
http://www.bolterandchainsword.com/index.php?showtopic=138521

This message was edited 1 time. Last update was at 2010/07/14 18:43:52


   
Made in gb
Ragin' Ork Dreadnought






Albany, Australia

I must say I admire your passion for the hobby - even if I do have trouble keeping up with it all! It will all look really cool once finished I'm sure.

   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Arakasi wrote: It will all look really cool once finished I'm sure.


... who said anything about finishing
I was getting a little worried about that, actually. Not that I don't have the drive, but the darned project keeps growing! I think I have a cap on it at this point. I haven't even started thinking about the Human and Chaos forces yet, but I think I'll let someone else work on that side of it (if anyone wants to take that mantel up...) The humans would have some handicap as they have lost a chunk of their compatriots to the forces of Chaos... actually I have started thinking about Chaos. :/ Slaanesh would play a small elite role in taking on the Exodites, Father Nurgle would have an emissary with a small force, as I'm sure he loves orks, and the main force would be claimed by Tzeentch, the great schemer.

So that's a huge other side to this project, which I will be avoiding as much as I can while working on the Orks and Exodites (not tha I have started the Edlar portion of the project, still in the planning phase).

This project has really been helping me get through an incredibly busy time in my life. It has given me something that is easier to come back to later. So I can cut one or two pieces off a sprue to start a new figure and when something comes up I can leave them somewhere safe and do what I need to do without losing track of where I was or waiting for inspiration to strike. That's been a nice change for me, and I am hoping it spills over into my other endeavors.

*note to self*
http://www.thedarkfortress.co.uk/tech_reports/codex_adeptusmechanicus.htm

This message was edited 1 time. Last update was at 2010/08/28 02:46:43


   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Not much of an update, so to speak. More of a personal note of decisions made. (?)

Anyhoo...

As the bigger picture of what I'm working on comes into focus, so to do the pieces on which I can work. When all of the ideas were bubbling up I couldn't pick any one thing to work on, both modeling and the lists. Now that I have settled on the breadth of this campaign I can start chipping away at the work, section by section.

Section one - The orks of Bigtoof:

Uzgrim's Runtz Ranch - IG Ministorum
HQ - CCS "Uzgrim's personal advisories and assistants"*
HQ - Lord Kommitzar
HQ - Ministorum Priest(s)
ELITE - Ratling
ELITE - Psyker Battle Squad "Batork and Friends"
ELITE - Marbo
TROOP - Infantry Platoon 1 (Chenkov) {conscript heavy - modeled as farm hand grots and local runts}**
TROOP - Infantry Platoon 2 (Al'Rahem) "Da Skorpions Tail"
TROOP - Veterans (Harker)
TROOP - Penal Legionaries
FAST - Rough Riders (Kamir) "Squig Hoppers"

The Blood Axe Mek Korp. - Ordo Gorkamorka
HQ - Big Mek: Wortgob Gutsnik*
HQ - SAG Mek: Gorbad Shakstof
ELITE - Nobs w/Battle Wagon (high-tech semi trukk)
ELITE - Burna Boys "Gork's Breff"
ELITE - Tankbustas "Gork's Orks"
ELITE - Kommandos "Mork's Orks"**
TROOP - Grots "Mork's Teeff" (As in: he caught the bullet in his teeth)
TROOP - Deff Dread "Little Helper"
FAST - Mobile Kroot*

The Snake Bite Boar Herd -
HQ - War Boss on Boar (counts as bike)
ELITE - Nobs on Boar (counts as bike)
FAST - Boar Boys (counts as bike)
FAST - Boar Chariots (counts as buggies)

The Deff Skullz Towing Krumpany -
ELITE - 3 Nobs w/Battle wagon (Twin Linked / Kombi Rokkit+Ammo Runt / Kombi Scorcha)
ELITE - Lootas (as many as will fit into the nobs ride) with 2 meks (1 w/rokkit and 1 grot)
TROOPS - Shoota Boys w/trukk**
TROOPS - Shoota Boys w/trukk
TROOPS - Shoota Boys w/trukk

Section two - The Eldar of Ethildorin

The Exodites -

The Harlequin Remnant Troupe -

Section three - The Imperial Naval Depot:

The IG loyalists -

The Space Marines -

The Traitor IG -

The Chaos Marines -

Section four - The Tyrant Star:

The Demon host -

*=on the bench now
**=up next

First up, of course, is the Mek Korp. and the Snake Bite settlment, which is quickly becoming the Runtz Ranch do to the population weighing in on in grot's favor. Most of the boyz and nobz are on the move with the boar herds.

SO- I'll be doing the Runtz Ranch as an IG counts-as list and the Mek Korp. might become an Ork list with a heavy Ordo Gorkamorka theme... which is not really a solid thing yet. Any suggestions toward Ordo Gorkamorka would be appreciated!

In the mean time, thanks for tuning in and have a good evening.

This message was edited 27 times. Last update was at 2010/12/15 07:35:42


   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Wait a sec! I was gonna run Gutsnik as an =][= so I could use a callidus assassin... hrm. Mayhaps he shall be a rogue =][= with more allies in the Mekanicus than the other ordos? Meh, he's gonna get a retinue at any rate, just depends how I'll list them (=][=retinue or servo/cybork unit)

ARRRG!!! damn these lists not letting me do whatever I want with them!!!

This message was edited 1 time. Last update was at 2010/08/31 17:01:38


   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

PCS – “Da Greasy Boar” (Chenkov’s Platoon runs the dinner and bar)
-Commander Chenkov
-Commissar
-Voxcaster
-Platoon Standard
-Heavy Flamer
-Flamer
{Boars Toof Kitchen Staff: boss; 2 cooks; bartender; register; food inspector=commissar}

Infantry Squad A (Da Waiters)

Conscripts (Da Bus Boyz)
-Max out unit
-“Next Wave”

Heavy Weapons (from Da Greasy Boar)... I'm thinking a huge deep fryer counts as melta/multimelta

PCS – “Snake’s Toof Brewers” (Al’Rahem’s Platoon runs supply and production)
-Commander Al’Rahem
-Commissar
-Voxcaster
-Medi-pack
-Platoon Standard
-Meltagun (corrosive drink)
{boss; distribution; engineer/brew-master(s); book-keeper=medic; look-out}

Infantry Squad A (Super Grot Brewers)

Infantry Squad B (Ingredient Collectors)

Speacial Weapons (Drug Chemists)
-Plasmagun (Raver drugs)
-Meltagun (Facemelting: http://www.shirtline.com/mas_assets/full/30332.jpg)
-Demo-charge (Mind Blowing)

Heavy Weapons (Stoner Science "Look at all the colors!")
-Lascannon ("pocket laser" and lenses)


Psyker Battle Squad – “Batork and friends” (Weird Boyz mob)

Veteran Squad
-Sergeant Harker (da Snake's Toof's best customer)
-Voxcaster
-Sniper
-Sniper
-Sniper
-Mortar
-“Forward Sentries”

Marbo (of course)

Still have to work out the infantry squads, but they should be pretty straight forward. I think that's about it for the Snake Bite faction of Bigtoof, that is, those that make it a permanent residence. The boar boyz and the rest of the Snake Bite tribe that Bigtoof belongs to is usually out riding the boars. I might do a unit of scout (or armoured) sentinels too, but we'll see. (I really like those squig sentinels the Rebellion has )

If you have comments, criticisms, or questions on any of the units, let me know. I'd love to hear 'em.


Automatically Appended Next Post:
Ok, that was Uzgrim's Snake Bite runtz. Now for A bit of Gutsnik's list.

I'm going to run him as an Radical Inquisitor from the Ordo Xenos, with heavy ties to the Mech cult. He has been searching for, and believes he has found a way to bring Gork and Mork from the warp into the physical realm, utilizing shokk attack gun tekknoligy... i've gone over this already, though, so I'll go ahead and try to get the units on paper again.

Gutsnik and his retinue
-Still to be figured out

Callidus Assassin
-not much modeling to do for this one

Tech-Guard (Grots)
-Pulse Rifles (counts as autogun?)
-Flamer
-Missile Launcher
-Tech-Guard Centurion

Ork Kommandos (counts as IG Storm Troopers?)

Mobile Kroot (counts as Rough Riders)

Arbites Patrol (Grots)
-2 K9 (squig)
-Book of Law
-Bolt Pistol and Power Fist
-Suppression Shield and Shokk Maul x2

This message was edited 16 times. Last update was at 2011/06/14 03:52:00


   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

Based on a fan-codex based closely on the ig 'dex: Codex-Rouge Trader

Darius Miska; Rogue Trader, Captain of the Wicked Peter (cargo star ship)

Gregory Kinneater (Ogryn Bodyguard)
Boffar (Squat Pioneer)
Bolkain (Squat Pioneer)
Dalbin (Squat Pioneer)
Lofpirr, meaning clever builder or cunning trader (Jokaero)
Then a few men and women to fill in the unit. A couple of them will back up Gregory, while the rest hold up other specialist roles. With the idea being that a few new members join at the end of the campaign, maybe a couple eldar or a few goblin, even some kroot. Who knows?

Then -

2 units of Crewmen (pistol and close combat weapon) and 1 unit of Brawlers (2 close combat weapons). The crewmen will be modeled like crewmen and the brawlers will be the grunts that load the ship when at port.

The crewmen unit is close to the IG Infantry Squad, except size (5-15), and options (autogun/shotgun free).
The brawlers can swap one ccw for a pistol for 1 point, and 3 can have a flamer or heavy stubber.

Throw in a couple sentinels for the heavy lifting and the ship is set.

There could be lots of ins for this group, so I'll leave it open exactly how they tie into the campaign. The could have had dealings with Gutsnik in the past, or the flew too close to the Imperial Depot and were forced to land on Tanstar 88. Could be they picked up the battered Harlequin Troupe and shuttled them safely to Tanstar to join the Exodite colony. Lots of options.

The real reason for this is I wanted a human character to work on and model. So, when I get around to modeling this group, Darius will be modeled after me and GG will be the "company logo".

This message was edited 2 times. Last update was at 2010/10/19 22:38:17


   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

PCS:
Al'Rahem
Priest
Platoon Standard
Grenade Launcher (Fungal Expert)
Meltagun (One of Gutsnik's "Grots in the field")
Medipack (Personal Pharmacist)
Chimera (Hauling Trukk)

3 infantry squads combined:
Commissar w/power weapon
Priest w/shotgun and eviscerate
Vox
2 Heavy Bolters
Autocannon
1 Grenade Launchers (modeled as spice carrier; grenades=balls of pepper)
2 Snipers (modeled as master hunters)
2 Chimeras (Hauling Trukks)

Special Weapons Squad:
2 Melta Guns
Plasma Gun (Plasma Cutter btw check this out: http://www.rmcybernetics.com/projects/DIY_Devices/plasma-gun.htm)

Special Weapons Squad:
2 Flamer (Drug Chemists)
Demo-charge (Spore Bomb)

Have the SWS in the Chimeras and run them in with Al'Rahem to clean up the place so the other gits can collect the scrap and meat and other goodies they find. The idea is a close combat platoon that is stomping an already beaten up section of the table (that is - after Chenkov has pummeled it from afar). The SWS are there to take out anything Chenkov may have missed. And the Demo-charge squad can make a last ditch run at what ever is still standing and isn't in range of the infantry blob.

In a fluff sort of sense, the idea is that "Al'Rahem" is leading the supply crew. They go out and get the ingredient for the Bar and Grill, and they collect scrap for Gutsnik. So Gutsnik has equipped them with meltas so they can melt all the scrap metal down into one solid hunk and fit it into the trukk (I mean "Chimera"). The flamers are there to clear any competition or anything still hiding in the rubble (waiting to jump out and killz usss). The majority of the infantry unit is there to pick mushrooms and bark from a certain tree, and so on, and to catch animals, for training and for food, and for loading the trukks, too (of course).

The Demo-charge is there mostly as a scare tactic. I don't imagine it will work most of the time, but I figure it will make an opponent think for a moment when that unit starts running at the command center, or the back of some ride.

Mostly this is a fluffy list. Let me know how viable you think it is if you want, though. I wouldn't mind hearing if this is dead in the water of if it would do ok against a medium level list. Or if you have a good idea for a Salvage equipment/ Foraging conversion that would fit in, if you want to share.

At any rate, thanks for reading!

The infantry squad is set up with a couple "clear the deck" big gunz which I figure makes the grots feel safer, having them around.

This message was edited 8 times. Last update was at 2011/03/22 15:57:50


   
Made in us
Renegade Kan Killin Orks





San Francisco, CA

<WIP>

PCS:
Chenkov
Standard
Vox
Heavy Flamer (Head Chef)
Medipack (Head Bartender)

IS1: (Saloon)
Sergent - Bolt Pistol (Shots of Tequila)
Flamer (Burnable drinks)
Autocannon (card dealer?)
Vox ("Last Call!")
Commissar - Plasma

HWS1: (Saloon)
Lascannon
2 Autocannons

IS2: (2 combined squads from Diner)
Sergent - Power Weapon (Big Cleaver)
Flamer (Grill Master)
Heavy Bolter (Head Waiter and Host)
Vox ("Order Up!")
Commissar - Power Weapon

HWS2: (Diner)
2 Missile Launchers
Heavy Bolter

HWS3: (Diner)
Heavy Bolter
2 Mortars

Conscripts: (modeled as bus-boys)
+30
"Next Wave"

This message was edited 6 times. Last update was at 2011/01/17 02:14:39


   
 
Forum Index » 40K Army Lists
Go to: