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Made in us
Battle-tested Knight Castellan Pilot






I present you Da' Klaw which is sorta a fandex idea where a Nob may wield 2 PK's and a special upgrade called Da Hand of Gork and Mork.

I used the grabbin' klaw bitz from my Battlewagons, a big shoota body (ones with the straps that connect to their backpacks), two power klaws, 'eavy armor bits for the back, and nob legs for it to be centered properly.

I assemble the grabbing klaws, then glued them to the back of the model, then I melted them at certain points so they would mold to the body. Then assembled the body accordingly and viola. Da' Klaw Nob.

(Will be painted soon.)

[Thumb - Ork_KLAW.jpg]

[Thumb - Ork_KLAW0.jpg]

[Thumb - Ork_KLAW1.jpg]

[Thumb - Ork_KLAW2.jpg]

[Thumb - Ork_KLAW3.jpg]

This message was edited 4 times. Last update was at 2010/10/20 14:49:24


 
   
Made in de
Shroomin Brain Boy





Berlin Germany

well looks nicely done... but....
well doesn´t look rather realistic, but then again it IS an orc so fun and realism doesn´t mix i guess^^
looks good as a count as tyranid heavy^^

   
Made in us
Battle-tested Knight Castellan Pilot






Viktor von Domm wrote:well looks nicely done... but....
well doesn´t look rather realistic, but then again it IS an orc so fun and realism doesn´t mix i guess^^
looks good as a count as tyranid heavy^^


The only other thing I could think of is, if I had the buzzsaw and kan arms still, I could make maybe, Tech-Marine Orks. With their own version of servo-arms. But yeah... It's just to be mean and scary, the klaws grab the victims, while they take horrendous eviscerations from the PK's

 
   
Made in us
Battle-tested Knight Castellan Pilot






Painted pictures up!

[Thumb - Ork_Klaw4.jpg]

[Thumb - Ork_Klaw5.jpg]

[Thumb - Ork_Klaw6.jpg]

[Thumb - Ork_Klaw7.jpg]

[Thumb - Ork_Klaw8.jpg]

[Thumb - Ork_Klaw9.jpg]

[Thumb - Ork_Klaw10.jpg]

[Thumb - Ork_Klaw11.jpg]

[Thumb - Ork_Klaw12.jpg]

[Thumb - Ork_Klaw13.jpg]

[Thumb - Ork_Klaw14.jpg]


 
   
Made in us
Decrepit Dakkanaut






Burtucky, Michigan

So does it basically count as 4 pks then? so +3 attacks?


My only thing is the klaws look to large for the mini. Hell, I didnt use the BW klaw on my bigboss simply because it was too big on him, and he dwarfs a nob


Looks good though, you wont miss it on a table top thats for sure
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

That's a rather nasty Ork you got there. Dok Ork?

What does it count as? (what rules does it get?) I certainly would let any of my tanks get near that thing!

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Battle-tested Knight Castellan Pilot






KingCracker wrote:So does it basically count as 4 pks then? so +3 attacks?


My only thing is the klaws look to large for the mini. Hell, I didnt use the BW klaw on my bigboss simply because it was too big on him, and he dwarfs a nob


Looks good though, you wont miss it on a table top thats for sure



Thanks man.
kronk wrote:That's a rather nasty Ork you got there. Dok Ork?

What does it count as? (what rules does it get?) I certainly would let any of my tanks get near that thing!


Well... I have an idea for a fandex.

However, I'm using him as a normal BP/PK nob.

But things he could be... Servo-Arm Ork, Dok Grotsnik, Deff Dread(maybe), Big Mek, a Warboss.

The main thing was the fandex Ork unit.

For rules regarding my fandex,
It was supposed to be a dual wielding power klaw nob. The top klaws were supposed to be called "Da Hand of Gork and Mork" or for the dual wield klaws since it'd make more sense. Or a special... the nob/boss may take up to two of the following, krumpin' klaws.

"Da Hand of Gork and Mork"
This upgrade allows a single unit to take two Power Klaws.
A model with this upgrade, may also re-roll failed hits.
The wielder of this, gets +2 attacks.
The wielder of this, gets +1 weapon skill.
When hitting vehicles you roll 2 D3 in addition to your hit when rolling for penetration.
This upgrade renders the wielder to always go last. (Since it has 2 PK's)

Krumpin' Klaws:
Krumpin' klaws, are weapons that count as power weapons.
These always wound on a 3+ in CC.
When going against vehicles, the unit equipped with the krumpin' klaws will always glance on a 4+ if the armor cannot be penetrated normally.
During the Ork shooting phase, declare up to two enemy models, or one vehicle. On the roll of a 4+ the unit may not move away from the Ork model, and must remain, till the end of the Ork player's next turn.

This message was edited 1 time. Last update was at 2010/10/20 16:30:24


 
   
 
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