Not much this month just a new flamer truk/trak thats it.
As of June first a whole bunch of Boink Bits have been released, very very cool and a $.60 each there're a bargin.
Truck with Heavy Shoota-cost 35 Nob Kannon Choppa no special skills-cost 16
Spanner 6 shoota Choppa no special skills-cost 9
Driva choppa no special skills-cost 6
Gunna choppa no special skills-cost 6
Boy six shoota 7
Boy w/ 2 six shoota 9
Boy shoota 7
Mob name: Kat Boom
Trak with scorcha 23
Nob uge choppa kannon frag flack armor 22 no special skills
Spanner choppa blunderbuss frag 11 no special skills
Driva choppa 6 no special skills
Gunna choppa 6 no special skills
Boy six shoota choppa 8 no special skills
Boy six shoota choppa 8 no special skills
Boy shoota choppa 8 no special skills
Boy shoota choppa 8 no special skills
Mob name:Uz Waaa (morker mob)
Truk with Harpoon gun and Wrecker Ball 37
Nob urg choppa kannon 17 no special skills
This is a new gubbins-The scrap grabba this gubbins can grab nearby (2")scrap by useing a large magnet atatched to a crane. An ork must be in control of the crane in order to use it. IF it is used with in 2" of a modle wearing 'eavy armor it ataches to him and can either be dropped for 1 s3hit or can remain there for the rest of the game if so he is captured. The scrap grabba can only grab one thing at a time. If the skrap grabba is used on a vehical the vehical must turn with the vehical it is atatched to untill the driver makes a sucessful leadership test.
The Squigs will be counted as gubbins when on the vehical and as troops when off the vehical. In order to have squigs you must have 3 things a squig handler(6 teef) a squig cage(3 teef) and squigs(1 or 2 teef). Each of these items will be explained in detail.
Squig Handlers- These are orks who are Smart enough to handle squigs and stupid enough to want to. These orks can safly handle ticked off squigs without being bitten, mauled, or harmed in any way. They can also use slaver equipment and have the same stats as a slaver. He can't however work as a slaver and he still works in the mines when collecting income. If a squig handler dies then all the squigs run away never to be seen again.
Squig Cage- This is were the squigs are kept on the trukks and trakks untill they are ready to be dumped out and let free to rampage. When dumped the cage bounces and rolls some what randomly so when dumping a squig cage roll a 1d6 and a scatter dice. The roll on the scatter dice can be motified up to 45 degrees in either direction. When the cage stops moveing the squig is released as explaind below. When on a vehical the squig cages count as gubbins and if the are destroyed the squigs are realeased in side the crew compartment of the truck!(this is very bad). After the battle it is assumed the cages are retrived and repaired so that they are ready for use in the next battle. Squigs-I need the squig stats from my freind so this last part is comming soon.
1. If you find you truks are getting to small glue the back of two truks together. If the driver,gunner,and gun aren't in there this is a great storage spage for extra guns and a bording plank. If they are in there and you can't get them out just cut that area off.
2. The square warhammer bases are the best for this game because there're very sturdy and the take up less room then the circle bases.
3. When you hand your're shoota over to the meks for some custimzing you expect that it will come back lookin a little diffrent. If you want to do this use the ork big guns from epic 40k there just about the right size and they look pleanty orky.
Hiz eavy shoota- It moves as he turns thats about it can't be used in hand to hand combat.
Hiz head ain't right- Waznog hates grots, he never liked them to begin with but ever since that really weedy one stole his lucky shoota he wants them all really really dead. So when there are ANY GROTS on the battle field he is effected by haterd against the grots and only GROTS. Also Waznog is afraid of truks but his fear brings a pychopathic frenzy where he has to destroy the enemys truks. Which means Waznog must always direct all his shots at the enemy truk or truks. He can't charge other enemys until he wounds the truk or truks at least 4 times (after doing that much damage he feels better). If he is forced into hand to hand combat he dispatches the enemy as quick as possible then goes back after the truk. If the enemy has both truks and grots roll a 1d6 on a roll of 1-3 his hatered twords grots comes before his rampage against the truk. On a roll of 4-6 the rule against truks takes precidence over his hatered twords grots. He is still effeced by both rules but if there is confution as to what he should do this dice roll should solve the problem.
Experience-32 Skills-Dakka! Dakka! Stats- all the same as a basic boy exept for the movement. Teef- Well I don't know how many teef he should cost so if any of you have any ideas e-mail me at bentelyd@bellsouth.net