Showing posts with label Ork. Show all posts
Showing posts with label Ork. Show all posts

Friday, 17 August 2012

A Couple of finished minis

Ive nearly finished the yella team and the Grots. I'll post a few guys now but the rest can wait till I do the bases.

So here is Grotsmasha


The Boss Grot Cpt Squig Snotto (Name to be changed)


One of the spannas


The next one is the boy with the magnet arm.


And a couple of grots
I want to make my own bases close to the original GoMo bases so I can fit more grots on the cuttas.
Next project is to build a trukk for the yellow team. I thinking big ute or some CAT machine.

Saturday, 11 August 2012

The Yellow team

As I said in the previous post I will be doing 4 GoMo mobs. The Grots (Green) Morkas (Yellow) Gorkas(Red and with bikes) and Diggas (Blue) If I do a fifth team it will be muties and they will be orange I guess.

So here are the few guys Ive started.

The Nob. Grotbasha the 2nd (The first one died damn low roll on the recovery chart)

Next up a couple of Spannas and a boy

Ive had a few boy get arm replacements. rather than modelling them permanently I decided to magnatise them so they can also be used as normal boys in later games.
Normal
With power claw

Cutta Arm
With Cutta.

I will do a range of mods as I also have a yoof with a shoota arm.

I hope to have these guys finished in a few days.



Monday, 23 July 2012

Ork Trakk

So this was origanilly going to be my trukk and I had converted a Kopta to be a trakk. But after a bit of research I realised that most people were under a misunderstanding like myself that a trak was a small vehicle that had room only for a gunner. In the rulez it states that a trak weighs more than a trukk and therefore can only move 5 inches when thrusting. The only way this would make sense is if the trakk was the size of a trukk but with catapillar treads instead of wheeels hence the weigh increase.

If they ever do a second edition I hope this gets cleared up. So anyway here is a WIP of the track. It needs the front end finished and the gunners location fixed and maybe a few extra bits like fuel tanks then the jobs a guddin.

Im not a mechanic and dont know mych about engines but hopefully this one will look the goods.
Needs some pipes coming out of it tho.


The engine in the trakk. Definitely needs pipes.


I will have full roll cages everywhere I just ran out of tubing. More on order from ebay

A comparison shot of the Trakk and Big Lugga. As you can see the Lugga got away from me.
The trak is actually about an inch longer in the tray than the GW trukk.

So this will do for a few days. Hopefully after the weekend I will have Paint on them and they will be finished so I can do up a few more bikes and work on a couple of smaller buggies.

Monday, 16 July 2012

GorkaMorka update

Here is a quick update of the Grot Big Lugga. Most of the plating is done then all the pretty stuff will be left to do. Im going to use a set of skids for this one witha giant fan out the back for propulsion.

A few GorkaMorka House rules by Ogrebane

Ive been trolling the web for additional rules for GorkaMorka (Why we are never happy with the original rules I'll never know but like the engineers say if it aint broke it needs more features).

I compiled a heap of them into one document which I wont put here I'll leave a link for you to follow and have a look. Anyway Eddie wanted to run a Battle wagon as he had built one for 40k so that sparked my initial search as well as the fact I had bought a heap of orks and had 9 Koptas to do something with. A few I will convert to bikes but I would also like to have a Kopta in GoMo. So here are the rules for that I can up with as well as a few others I put together.

Cheers

Heres a Link to Mek Town. A lot of good stuff here.
 He also has links to other sites but most of them dont work.        <<<< Mek Town >>>>

Koptas and Wokkas :                                                                <Kotas and Wokkas link>

Painboyz:                                                                                          Still working on it

Koptas and Wokkas

Deth Koptas

Deth Kopta.       15 points
The Deth Kopta is Dregmeck Blitzkart’s latest invention. This flying machine will revolutionize warfare as the Orks know it, or so the Mek’s sales pitch claims. Roaring through the air, it certainly is a stirring sight, but most Orks prefer to have both feet firmly planted on the ground and only the most insane of ork spannas are brave enough to fly this potential death trap!

Except where noted below, the Deth Kopta is treated exactly like a bike for movement, shooting, being shot at and so on (think of the wheel/track hit location as ‘wurly bits’). The Deth Copta needs a spanner in order to maintain this vehicle. As the Kopta is so complex the spanner may only maintain the Kopta and will pilot it himself.

During its movement the Deth Kopta flies over any models or terrain no higher than 6” tall. If it moves into a piece of terrain taller than 6” it will collide as normal. Whilst flying, the Deth Kopta cannot ram or be rammed, be hoarded or otherwise have warriors moving on or off it. If the Deth Kopta is immobilized, for any reason, it will crash to the ground and take D3 damage, from then on it may he rammed and boarded just like any other immobilized vehicle. If the Deth Kopta fails a Thrust test, roll on the Thruster Buster Chart as normal and also on the Kopta Thruster Buster Table.

                                                                      Kopta Thruster Buster Table.
        D6                                                                                  Result
          1                  Stall! The Deth Kopta soars into the air before plunging to the ground with a
                              crash. It takes 1D6 damage just as if it had been involved in a collision.
          2                  Krunch! The Deth Kopta skids along the ground and takes 1D3 damage just
                              as if it had been involved in a crash. The Deth Kopta will collide or crash with
                              any vehicle or terrain it moves over during its random move.
          3                  Skreech! The Deth Kopta barely stays aloft and if it moves over a vehicle or
                               terrain during its random move it will crash or collide as normal.
          4+                Phew! The Deth Kopta moves erratically but stays airborne and is otherwise
                               safe.


The Deth Kopta is not powerful enough to carry anyone except the pilot and so never has any crew. This means that if the mob is split into separate reinforcement groups because of the scenario being played, the Deth Kopta and its mad Spanna pilot will always be in a group on its own. Nobody else would ever dream of flying the Deth Kopta, so you cannot have one of your warriors challenge the Spanna for the position of driver.

Kustomisin: Between battles, the spanna will patch up any damage done to the Deth Kopta. If you need upgrades or repairs tho you will have to find a Mek who will work on the Kopta. Roll a D6 and on a roll of 4+ the local Mek will give it a go.
The Mek can perform one kustomisin’ job on the Deth Kopta after each game. As this is a new type of craft tho there will be a -1 modifier to his rolls on the Big Day Roll.

Special Gubbins.
Sky Hook:   5 teef
The sky hook is a hook on a whinch attached to the Def Kopta to pick up scrap. This enables the Kopta to pick up scrap without having to land. If the Deth Kopta finishes its turn with 2” of a scrap marker it may pick it up the next turn and make a normal move. As operating the winch takes a lot of carefull maneuvering the pilot cannot shoot that turn.

The sky hook can only carry one piece of scrap so cannot be used again if it is already carrying a piece of scrap. If the sky hook is hit on a roll of a 4+ it will drop the scrap it is carrying.  As with all gubbins on a roll of a 4+ this piece will be destroyed.


Double Wokka


Double Wokka.     25 points

Following the Deth Kopta’s success some of the Meks made a few Kustomisations to the Kopta. In order to carry more boys the Double Wokka was produced. This mad Kontrapshun has two or more rotary blades and can carry up to 4 crew including the pilot. As Orks cant count more than 1 more than 1 they call it a double Wokka no matter how many blades it has.

Except where noted below, the Double Wokka is treated exactly like a truck for movement, shooting, being shot at and so on (think of the wheel/track hit location as ‘wurly bits’). The Wokka needs a spanner in order to maintain this vehicle. As the Wokka is so complex the spanner may only maintain the Wokka and will pilot it himself. The Wokka can have twin linked guns mounted to shoot forward (Shoota required) or it can have the gun mounted on one side of the vehicle. In which case its 90 deg arc is from the side the gun is mounted. Like a truck the Wokka may mount 1 heavy shoota etc.

During its movement the Wokka flies over any models or terrain no higher than 6” tall. If it moves into a piece of terrain taller than 6” it will collide as normal. Whilst flying, the Wokka cannot ram or be rammed, be hoarded or otherwise have warriors moving on or off it. If the Wokka is immobilized, for any reason, it will crash to the ground and take D3 + 1 damage, from then on it may he rammed and boarded just like any other immobilized vehicle. If the Wokka fails a Thrust test, roll on the Thruster Buster Chart as normal and also on the Kopta Thruster Buster Table.

Nobody else would ever dream of flying the Wokkata, so you cannot have one of your warriors challenge the Spanna for the position of driver.

Kustomisin: Between battles, the spanna will patch up any damage done to the Wokka. If you need upgrades or repairs tho you will have to find a Mek who will work on the Wokka. Roll a D6 and on a roll of 4+ the local Mek will give it a go.

The Mek can perform one kustomisin’ job on the Deth Kopta after each game. As this is a new type of craft tho there will be a -1 modifier to his rolls on the Big Day Roll.

Special Gubbins.
Sky Hook:   5 teef
The sky hook is a hook on a winch attached to the Wokka to pick up scrap. This enables the Kopta to pick up scrap without having to land. If the Deth Kopta finishes its turn with 2” of a scrap marker it may pick it up the next turn and make a normal move. As operating the winch takes a lot of careful maneuvering the pilot cannot shoot that turn. If a crew member is available the he can load the scrap into the Wokka. From then on the crew member will become the Loadie and will have to be fought in order to give up his position. He will become a permanent member of the Wokka crew. Only 1 piece of scrap can be loaded per turn. The Sky hook can also be used to raise or lower crew to the ground. Only one crew member can be raised/ lowered per turn.

The sky hook can only carry one piece of scrap so cannot be used again if it is already carrying a piece of scrap, unless the loadie has loaded the scrap in which case it is free to be used again. If the sky hook is hit on a roll of a 4+ it will drop the scrap it is carrying.  As with all gubbins on a roll of a 4+ this piece will be destroyed.

Back with some new Stuff.

So Cancon didnt go so well. Lost 7 straight games so decided not to play the last day. So I havent really done much to my Khador army. Painted a butcher and 3 MOW bombardiers Ill load some pics if I can find them.

Anyway been palying with a few things like scenery etc but of late I have become interested in GorkaMorka.

So I have a few wips Ill load up and some house rules I'll post

Cheers.

GorkaMorka Wips

Boss bike



Std Mod of a ABR Kopta. Im going to use the skid idea as the theme for one of the GoMo mobs as you can see in the Trukk and Trak

Trukk: GrotSquisha


Trak: GrotSmasha

And just for fun and as a practice for my upcoming warmachine army I am making a Large Clippa for a Grot Mob. Can you guess which warmachine army Im going.
More later. I have a few boize painted. Im trying a wash painting aproach to see how that works.

Cheers