#warbuggy
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crippledgiraff · 4 months ago
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captainblacklobster2 · 11 months ago
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Wot's faster than a warbuggy, more killy than a warbike, and flies through da air like a bird? I got no bleedin' idea, but I'm gonna find out.
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djpain619 · 8 months ago
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WIP WEDNESDAY
DA Kontra Kommandos ready their Counter Revolution Attack
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Da Kontraboys iz gettin ready for theyz Long-Waaagh against;
"Da Sandy-Neatstahz" (Centurion Rangers, so called "Sandy" because their trenchcoats are often covered in sand and dust from being in the feild, and "Neatstahz" because when they lead the Rual Kanak Militias they enforce sophisticated order and dicipline universally, as opposed to the natual variance in Milita organization from warband to warband) [out of universe, I needed a name that sounded like "Sandinistas" to fight my Contras]
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Kommando Boss Nob, Kommando Boy, Dakka Boy
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Comms Boy, Ork Snipa, Breecha Boy
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Burnna Boy, Knife Boy, Kommando Boy, Rokkit Boy, distraction grot
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Distraction Grot close up
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Bomb Sqiug
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Here we have Kommando Boss Nob Kaptain Klaw
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They're all far from done, but they're coming along nicely.
Anyways here's a loredump of their backstory:
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Kernel KillaGore & Mad Makz were stormboys as Youffs. The Stormboy Nob they followed had started his service under a Stormboy Nob that was a Veteran of Warboss Zagstruk's own "Vulcha Squad". Thus he passed down several tricks and tactics used by the Vulcha's, including Arial insertion via Fightabomma. Both eventualy graduated from stormboys and joined up with the Kommandos. KillaGore, as a proper BloodAxe, stayed in the Kommandos but Makz, as an Evil Sunz with the Kult of speed in his heart, left to join the Spanners. After graduating his apprenticeship as a Proper Mek, he finally built his own warbuggy and joined the SpeedFreaks. Makz and his SpeedFreaks kult was later Recruited by KillaGore to join Admiral MegaKuttah's Freebooters.
After Admiral MegaKuttah's Freebooters crashland on Ørnverden the Admiral drafts the local Savage Orks and leads a Waaagh against the Rual Kanaks. After massacring a few Kanak Villages, KillaGore's Kontra Kommandos notice the Centurion Rangers rallying the Rual Kanaks into a Militia force large enough to threaten the Waaagh. KillaGore warns Admiral MegaKuttah but is ignored. Instead the Admiral plans to frontal Assault the Kanaks defenses. KillaGore then warns Makz and convinces him to abandon the Doomed Waaagh and find another fight along with His Kontraboyz. They sneak away, stealing a Fightabomma, and fly off to the Jungle the night before the big Assault.
With the Centurion Rangers to Rally them and lead their defenses, and the PDF garrison of the nearest hive city lending Air Support, the Rural Kanak Militia Slaughter the attacking offworld Orks. KillaGore's Kontraboys and Makz are the sole survivors.
After Crashing the Fightabomma in the Jungle, KillaGore and Makz cannibalise the wreckage to build a suitable Hideout, using it as their base of operations. Makz mainly stays in the secret base with his MadLads and support KillaGore's Kontraboys in their LONG-Waaagh to eventualy get Back to Ghazghkull's BIG Waaagh. At the base, Makz builds a Mekshop and starts producing Sluggas and Shootas for KillaGore and the Kontraboys to sell to the local Savage Ork Tribes. KillaGore and the Kontraboys spy on the Savage Ork Tribes in the area and KillaGore finds Savage Ork Warchiefs that are foolhardy and easy to manipulate. He then offers them his Kommandos services to scout for them and train their troops into a more effective fighting force. Selling them Sluggas and teaching them how thay work; Effectively upgrading them from simple Savage Orks to full on Beastsnagga Boyz.
Kernel KillaGore dies when one of these Operations goes FUBAR. After months of grooming a Savage Ork Tribe, training them up to be a legitimate threat, their fool of a Warchief gets them all killed by leading them into a Rural Kanak Militia's Trap. Wasting all the time, energy, and resources the Kommandos had invested in them. Simultaneously, while the Savage Orks were being massacred, a Combat Patrol of Aquillacan Carabineers Rough Riders attempted to run down the Kontra Kommandos, forcing them into a fighting retreat to an extraction point where the Kontra Kondors could bring in a ChinOrk Warchoppa for Evac. Cut off from his Kommandos by the Rough Riders, Kernel KillaGore is ambushed by a Centurion Rangers Killteam, he manages to slay all but one of his attackers but is finally dealt a death blow by the final Ranger after wounding them severely.
With the death of Kernel KillaGore, Command falls to his Top Kommando Nob; Kaptain Klaw. The Kontraboys take severe losses in this incident. To replace these losses the Kontraboys begin to recruit new Boyz from the Savage Ork Tribes. Kaptin Klaw initiates a new recruitment system where after training and fighting under Drill Sargent SkragBadd as Stormboys, Recruits can then join either Da Kontraboys, Da Kontra Kondors, or Makz's MadLads.
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wasteland-squog-baby · 1 year ago
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I had a dream. It was a dwarf hold in a mountain forest named “Bellhammer” that itself resembled a giant bell surrounded by a small fenced-in area holding a graveyard and a few sheds. The mountain forest it was built in was very halloween-esc, with purple dirt and black dead trees. A dwarf from another stronghold had arrived who had a bright multicolored patchwork outfit akin to a jester or harlequin, what could be beard armor, as in, sheets of cloth and chainmail over his beard, and a big helmet that completely covered his head except for a single eyehole. There was a big explosion and a warbuggy resembling a bloodbowl snotling pump wagon being crewed by gnomes or halflings drove out cackling towards the hold before I woke up. I think there was also a suicidal alien or something.
I...I just...I'm...my brain cannot keep all this in...mmm...
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deffdread · 6 years ago
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When you decide to finally paint some models you’ve owned for 16 years even though they’ll be outdated next month. #ork #orks #warbuggy #wartrakk #waaagh #bloodaxes #warhammer #warhammer40k #40k #paintingwarhammer (at Lexington, Kentucky) https://www.instagram.com/p/BoVgvsgne77/?utm_source=ig_tumblr_share&igshid=1lu2tzd4pceoi
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13solnce · 6 years ago
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Доделал, некоторые элементы поближе. #gaslandscars #gaslandsgame #gaslands #wargames #diy #conversion #warbuggie #buggie #mek #mekboy #gretchen #orkz #ork #warhammer40000 #wh40k #warhammer #сделайсам #конверсия https://www.instagram.com/p/Bt1de-VHhal/?utm_source=ig_tumblr_share&igshid=yklp45ajinm
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ccgscans · 3 years ago
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Warhammer 40,000: Warbuggy
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banshee-king · 4 years ago
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The Next 40k Ork Faction (I want Grots!):
So first GW updated Speed Freeks (minus bikes & deffkoptas), then we got Beast Snaggas, and now I’m wondering what the next expansion might be. I’m not expecting new Orks for years to come, I’m not demanding more updates after they’ve just got one, this is purely speculation here.
So given their track record, I imagine it will be another not-clan subfaction. Speed Freeks are sort of Evil Sunz, but can be taken by anyone, similar to how Iyanden specialises in Wraith Constructs but any Craftworld can have them. So it’d probably be easier to look at the remaining Clans (Goffs, Bad Moons, Deathskulls, Blood Axes) and work backwards to create units anyone can take.
There are a couple options. A mechanised/walker faction in a Deathskulls-esk flavour is possible. Then again we already have Meganobz, Killa Kans, and Deff Dreads in plastic, so I’m not sure if there’s much room to add more units. A stealthy Blood Axes-ish Ork faction is another option. GW turned the Warbuggy into like 6 units, I’m sure they could do the same for Kommandos. But would that be copying Kruleboyz too much?
My preferred answer however would be Gretchins. Goblins have such a huge presence in Fantasy/AoS, yet Gretchins barely exist in 40k. In Fantasy, Goblins had Strength/Toughness 3 same as humans (40k Gretchins have S/T 2), they had the same Movement as humans (Gretchins have 5” instead of 6”), and could even have the same armour save (Gretchins have 6+ compared to 5+). Goblins also had real weapons whereas Gretchins have a S3 pistol.
I think you could easily add several Gretchin units to 40k, ideally with at least Toughness 3. They could be similar to the T’au with better shooting than melee capacity, or perhaps their basic infantry could be equivalent to Tyranid gaunts. You could even make an entire new codex for them, a Codex Gretchins to ally with Codex Orks (similar to Genestealer Cults and Tyranids). Killa Kans and Mek Gunz already exist, add in a better Troops choice and a couple HQ options and you’re basically done.
So if GW aren’t going to update the old Ork kits like Kommandos or Tankbustas, then I’d rather get new Gretchins than more new Orks.
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titanomancy · 6 years ago
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Apparently the new Warbuggy is so modular that you can assemble it as multiple completely different vehicles. Here we have a dragster, rather than the rat rod previewed earlier in the week.
The latest video shows both configurations.
youtube
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swedebeast · 2 years ago
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... And one character may have done what I told myself would never bother me. He has made a broken character that will undermine the threat of the villain.
Alright, so, for context it is a robot with a laser eye - and lasers remove 20 points of armour each attack, and it does decent damage. Most armour you can wear from the beginning, is like 5 points of armor. Military body armour is 14. Power armour is 25 armor.
So... he could just “zzzap” the main villain and his warbuggy. Though, perhaps the deterrent from that is that the guy is always surrounded by 50 raiders. Kill the chief, and you still got 50 guys left that are now angry.
Now the decision exists whether I give the guy some broken salvaged power armour - but then he is impervious from damage by anyone else. He could have exposed arms and a head, so that would help make him more vulnerable. Giving him specific anti-laser protection feels... too much on the nose, and would be a very fair accusation that I was removing a fun part of his character build.
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ask-jaghatai-khan · 6 years ago
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// I haven’t thought about Orks in a while, but the new warbuggy had me thinking about an old hope of mine.
If we end up seeing more Ork releases in the future, could GW PLEASE update the scale? After all the lore on Ghaz and The Beast, I want to see Ork leaders more appropriately sized.
To be specific, if they release a new Warboss/Overlord model, I think it should be as big as a Dreadnought. I will stand for nothing less!
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crippledgiraff · 3 years ago
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Still pluggin’ away at this Commission!
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xenosgirlvents · 6 years ago
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Aside from the new Warbuggies and the Warboss on the trike thing, are the Orks getting anything else? Are the Warbikes new? Is it just those two things?
I don’t believe there will be new Warbikes, Warbikes were updated fairly recently. So far it seems the releases are the Warboss on Trike (probably replacing the old entry without a miniature for Warboss on Bike) the Warbuggy now coming in three improved forms and something called a Scrapjet who’s Image I saw over on War of Sigmar.
If there will be anything else, I don’t know. It seems the release is focused on Speed Freakz and, to be fair, a multipart vehicle kit, new HQ and one other vehicle is already a lot for Xenos, so I won’t be surprise if that is it.
Personally I’m hoping still we’ll get a Plastic Mega Ork Warboss, been waiting for that for years!
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jakey-beefed-it · 7 years ago
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Waaagh! Gobsmasha preliminary unit/models to buy plans:
Battalion Detachment
Warlord HQ: Warboss Zogall Gobsmasha Da Yoomongus (da Orkatollah of Rock an Rollah!): Biker Warboss with [named Big Choppa from Chapter Approved] and attack squig
HQ: Biker Big Mek with Shokk Attack Gun and Power Klaw
Troops #1: 19 Slugga Boyz and a Nob w/ Power Klaw 
Heavy Support#1: Battlewagon w/ Deff Rolla for transporting the above
Troops #2: 11 Slugga Boyz and a Nob w/ Power Klaw
Dedicated Transport: Trukk w/ Wreckin Ball for transporting the above
Troops #3: 10 Grots for preventing deep strikes on turn one and/or squatting a backfield objective in cover. Mostly because grots are fuckin’ hilarious. Boyz get to mech up in transports. Grots get to shiver in the cold backfield and hope they don’t get any attention from the enemy
Elites #1: Runtherd for the above runts
Elites #2: 12 Burna Boyz
Dedicated Transport: Trukk w/ Wreckin’ Ball for transporting the above
Elites #3: 3 Nobz on Bikes w/ Power Klaws (and Kombi-Rokkits?) to screen for the biker characters
Elites #4: Painboy on a Bike w/ Killsaw to back up the HQs and biker nobz
Heavy Support #2: Deff Dread w/ 2 Dread Klawz and 2 Skorchas
Outrider Detachment
HQ: Weirdboy w/ Da Jump probably- could be useful in moving those grots around potentially
Fast Attack#1: 20 Stormboyz. Because hahahah holy shit 20 stormboyz slamming into the enemy lines either at the same time as or to soften it up for the bikers & boyz and burnas
Fast Attack #2: 2 Warbuggies w/ Rack of Rokkits. No particular reason other than they’re the most Mad-Max-lookin’ thing in the entire orky arsenal and for that reason alone I must have a couple of them
Fast Attack #3: Deff Kopta. Because Gyro Captain from Road Warrior.
Alternate Fast Attack #3 if I free up points by taking away some toys/rokkits/etc: Dakkajet. Because Jeddidiah from Beyond Thunderdome.
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asktheadeptus · 8 years ago
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Orks - Technology
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Ork Technology
Ork technology appears ramshackle and slapped-together (it often is), but is as potent as any weapons used by the Imperium or other races. Ork technology (or "teknologee") is characterised by a constant stream of poorly thought-out experimentation and attempts to constantly outdo the competition to build the biggest gun, the largest Gargant (a huge land-based combat walker), or the fastest Warbuggy, and also mainly by the fact that in many cases the only reason it works at all is because of the Orks' minor psychic powers. This means that if enough Orks think it will work, it usually will. Many a Techmarine has opened an Ork Slugga to find it to just be a box with bolts and bits of metal in it. Therefore, Ork technology is not uniform, lending Ork warbands a cobbled-together, slapdash and random appearance. Ork mechanics ("Mekboyz") are specialists in the field of producing powerful force fields that can protect against damage, and battlefield repairs. They can salvage almost any burnt-out wreck, and many Ork vehicles have been reported destroyed dozens of times, only to be cobbled back together, given a fresh lick of paint (if even that), and sent back into the fray. The tough, resilient nature of Orks means they accept crude bionics ("bioniks"), transplants, and other medical shenanigans being performed on them with ease. Some Orks build inventions that fly for airborne bombardment, which they call Fighta Bommas, while some Orks loot vehicles from their enemies.
Ork weapons include Sluggas, Choppas, Burnas (Ork Flamers), and Kombi-weapons like Shoota/Skorcha,Shoota/Rokkit Launcha and the twin-linked Shoota.They also make use of Stikbomz, which are crude Ork grenades. However, due to the highly experimental and competitive nature of Ork technology, some weapons and wargear they have created are as effective and deadly as they are unique and random. Prime examples are the Shokk Attack Gun (a gun built by an experienced (i.e., "lucky-to-be-alive") Mekboy, called a Big Mek, which creates a tunnel through the Warp itself, (which the Orks have put to good use by firing Snotlings, and occasionally the Big Mek firing the gun, at the enemy), the downright dangerous Deffkoptas (crude helicopters, fitted with oversized weapons, blades and bombs and piloted by renegade Speed Freeks for whom the ground is a bit tame) and the shoulder-mounted Deffguns (created when an Ork approaches a Mek with some of the enemy's guns he found on the battlefield, and asks the Mek to "make dem mor killy").
Ork Starships
Orks utilize a wide variety of star-faring vessels to cross the immense interstellar distances of the void. Most Ork voidcraft sport some kind of totem or decoration at the bow to give it the appearance of a massive Ork head. A Kill Kroozer, a common ramshackle Ork voidship, possesses this type of prow. These vessels can be massive, and are classified as Battle-Kroozers when they have reached a size in excess of thirty megatonnes or more.
Other Ork vessels found alongside the Kroozers include gunships and other Escorts. The Orks utilise a small boarding ship known as a Brute Ramship to breach the hulls of their enemies, though most Orks are happy to ram any type of ship into their foes. Orks also use asteroids as warships, hollowing them out and adding engines and weaponry so that they are capable of Warp travel. These "Roks" make for extremely durable voidcraft, and can easily be created in each new star system the Greenskins attack to replace any losses they suffer.
Another method of travel favored by the Ork race is via Space Hulks. These titanic amalgamations of numerous starships, asteroids, and other spaceborne debris become mobile colonies for Ork raiders. When a Space Hulk is found by a klan of Orks, they quickly board the vessel and begin scavenging all they can from the immense ramshackle vessel to fuel their war efforts. Mekboyz begin fabricating weapons, armour, and vehicles almost immediately as metals and other valuable assets are salvaged and stockpiled in areas of the Hulk. Often completely new voidships can even be assembled inside the huge holds or caverns to be found within massive Space Hulks.
A Space Hulk usually has no means of propulsion of its own. It simply travels on the flows and eddies of the Warp, on a journey across the void. Industrious Meks and Weirdboyz can sometimes assist in moving a Space Hulk into a Warp rift or other passage, but this is by no means an exact form of travel. This suits the Orks just fine, as it appeals to their sense of adventure and conquest -- they feel that a Space Hulk is a gift from their gods Gork and Mork, taking them to new and exciting battles. A Space Hulk is often accompanied by fleets of Kroozers and other Greenskin Escort vessels as it moves through the void to its next destination. When an Imperial world detects the imminent arrival of a Space Hulk, it often sends waves of panic throughout the sector. There are many well-known legends and rumours of the destruction such a vessel can bring, and many are based in horrific fact.
Ork Vehicles
Warbikes
Mobs of Ork Warbikers (or Bikerboyz) race into battle at suicidal speeds, exhausts belching greasy clouds of smoke. As they hurtle toward the enemy ranks, the Warbikers fill the air with a murderous storm of shots from their blazing Dakkaguns. Surrounded by billowing clouds of smoke and dust, the Warbikers are protected from the worst of the enemy's return fire -- by the time the Bikerboyz thunder out of this swirling cloud, they are all but on top of the foe. Wide-eyed and panting behind goggles and dust-masks, most Warbikers' need for speed is such that they can barely stand to stay still for five solar minutes. The more canny Warbosses use this to their advantage, sending their Warbikers to trigger traps and ambushes prematurely, to run down enemy supply convoys, or to soften up the foes’ defenses before the rest of the tribe gives them a good stomping.
Warbuggy
Orks tend toward light, fast vehicles with big guns that can be cobbled together from any junk to hand. Most are crewed by a mad-eyed Ork driver and cackling gunner, with perhaps a Grot or two hanging on for dear life. What they lack in suitability, these crude vehicles make up for in speed, numbers and dakka. They encircle the enemy in speeding squadrons, guns blazing wildly while their crew throw their heads back and howl like Madboyz. Most consist of little more than chassis, engine, gubbins and a sizeable gun, and are capable of an impressive turn of speed. For traversing dense terrain, some Warbuggies will be converted into the half-track Wartrakks, while the addition of a jutting flamethrower, some sloshing fuel tanks and a crew of slavering Burna Boyz transforms a Warbuggy into the much feared Skorcha.
Deffkopta
Deffkoptas buzz across the battlefield, weaving through the sky on a trail of foul-smelling smoke. As they swoop low over the heads of the enemy, the fiendish Ork flying machines fire punishing salvos of shot, rokkits and bomms into their midst. Leaving flames and blood-splattered craters in their wake, the Deffkoptas jink erratically away, already hunting for their next victims. Deffkoptas are able to navigate over the roughest terrain in order to hunt down the foe. Many get blown out of the sky when first sighted thanks to overconfidence on the part of their warlike pilots. Yet those Orks with a real knack for the job have the self-control to locate the enemy then lead the rest of the Boyz down on top of them. These rare Greenskins take pride in finding the best scraps for the rest of the tribe to get stuck into, before diving down to join the fun.
Dakkajet
Streaking into battle through war-scorched skies, a Dakkajet's massive thruster leaves an oily contrail of black smoke in its wake even as its guns spit streams of bullets at the foe. Though not as nimble as the aircraft of some other starfaring races, Dakkajets are capable of an incredible turn of speed that makes them a fearsome enemy to face in aerial combat. It also helps that Orks fly like complete headcases. Dakkajet pilots are great believers in quantity over quality. As such they ensure the Meks strap every gun available to the fuselages of their jet. In the heat of battle, while corkscrewing madly through formations of enemy aircraft, Dakkajet pilots will cut loose with an absolute storm of fire. Some have even been known to smash out their cockpit glass with the butts of their Sluggas in order to add their own pistol-fire to that of their plane. All of this makes Dakkajet pilots unusually effective shots; with so many bullets fired, some are bound to hit the target.
Burna-Bommer
Burna-Bommers are an inevitable by-product of the Orks' love for speed, fire, and the desire to combine these things while killing something. Strapped with as many incendiary bombs and rockets as is physically feasible, Burna-bommers streak low over the battlefield, raining conflagrant death down on tightly-packed enemy infantry. The wild-eyed Burna Boy pilots of these craft like to watch their targets burn "up close and crispy". As such they regularly return to base with their undercarriage streaked with gore and scorch marks. Burna-Bommers sometimes carry Skorcha Missiles, making them even more deadly. These corkscrewing missiles make a mockery of fortifications, their warheads bursting in conflagatory showers that drive their victims from cover, or else cook them alive within defenses turned death-traps.
Blitza-Bommmer
Even on their best day, the average Ork Flyboy has little patience for trajectories, payload arcs, and all the other "boring bits" of high-altitude bombing. Blitza-Bommer pilots instead ensure their massively unsubtle Boom Bombs land more-or-less on target by simply dropping them from point-blank range. To pull this off, Blitza-Bommer pilots throw their aircraft into screaming nose-dives, their terrified Grot bombardiers pulling the bomm-release lever at the last possible moment. After a loud clank and some alarming shuddering, the bomb plunges groundward and explodes more-or-less on target with a thunderous bang. With his payload away, the cackling Flyboy (hopefully) pulls up. These maneuvers don't always end well, and most Grots have to be forcibly nailed into their bombardier’s nests to avoid them bailing out before take-off.
Gorkanaut
A Gorkanaut is everything an Ork aspires to be. Massive, tough, loud and destructive, its blocky silhouette looms menacingly over friend and foe alike. From its hulking, Orkoid shape to the brutal weapons it wields, a Gorkanaut epitomises the unsubtle brutality of Gork and his no-nonsense way of war. Every Gorkanaut is essentially a massively overbuilt armoured war suit bristling with dakka and packing an armoured claw the size of a Killa Kan. They are ideal for a lone Nob who wants to make a name for himself, serving as weapon, transport and (rather cramped and smelly) home all in one. Gorkanauts have become especially popular in recent years as more Greenskins are seized by visions of the Great WAAAGH! and find themselves compelled to pilot these mighty engines into battle, trampling their panicked foes as they go.
Morkanaut
Where Gorkanauts epitomize the unsubtle brutality of almighty Gork, a Morkanaut displays all the lethal kunnin' of equally almighty Mork. Every Morkanaut is personally built and piloted by a skilled Mekboy, and packs a wild array of energy weapons and glowy gubbinz from the Mek's own workshop. Morkanaut pilots -- like their Gorkanaut equivalents -- are usually outcasts. Some feel the call of the Great WAAAGH! and set out to cause carnage in the name of Mork, while others hunt like (violent) magpies for the technological secrets of other starfaring races. A rare few, known as Badmeks, will be ejected forcibly from their tribe for crimes such as using the local Weirdboy tower for target practise. These rogue pilots are especially dangerous, and will often begin their wanderings by flattening their former tribe's settlement with their Morkanaut's guns.
Deff Dread
Deff Dreads are clanking monstrosities that behave in battle much like enormous metal Orks. They clank toward the foe, waving piston-driven arms that end in saws, claws and really big guns. Lurching along as fast as their hydraulic legs will carry them, their bellows of "WAAAGH!" echo from in-built speakers at earsplitting volume. Though all this is hugely entertaining for Orks fighting alongside a Deff Dread, for enemies it is utterly terrifying. Deff Dreads epitomize the unstoppable ferocity of the Greenskin race, and the damage they can do is jaw-dropping. The brutal implantation surgery and subsequent claustrophobia tends to drive Deff Dread pilots a bit bonkers. They will take any opportunity to vent their frustrations violently upon the foe, if only to make themselves feel better about having to eat everything through a straw.
Killa Kan
Killa Kans bear many similarities to Deff Dreads, with their snipping klawz, chugging heavy weapons, and lumpy metal hulls. Yet in place of an enraged Ork, Killa Kans are piloted by cackling Grots. Though individually smaller than a Deff Dread, Killa Kans charge toward the enemy lines in jostling mobs of riveted iron and roaring saw-blades. The Killa Kans' Grot pilots put their relative skill with firearms to good use, blowing the zog out of anything unlucky enough to cross their path. Despite being hardwired into a ten-foot tall killing machine, Killa Kan pilots still retain a good degree of Gretchin cowardice. As a result they still believe in safety in numbers, and have a bad habit of losing their nerve under fire. It is not unheard of for Killa Kans to waddle about in circles or freeze up entirely at the first sign of danger.
Battlewagon
Ork Battlewagons rumble to war on a collection of tracks, tyres and massive spiked rollers. Whether lumbering gun-fortresses, bright red speedsters or gaudy rust buckets smeared with Ork glyphs, Battlewagons are massive slabs of motorised junk built to carry big mobs of Greenskins into battle. No matter each Battlewagon's individual peculiarities, all fulfil the essential role of armoured attack vehicle. A solid wedge of these mighty tanks can provide a warband with a (somewhat rusty) mailed fist that can be jammed right down the throat of the enemy army. With guns booming and deff rollas coated in mud and gore, Ork Battlewagons carve a path of bloody ruin through the foe while their Ork passengers blaze away at the dazed survivors, and bellow "WAAAGH!" at the top of their lungs.
Trukk
Ork Trukks speed into battle at breakneck pace, mobs of Boyz crammed into their rear compartments or hanging recklessly from their hulls. As they close with the foe the Trukks' gunners blaze away wildly. As the enemy lines loom large the driver puts his foot down, squeezing out an extra spurt of acceleration from his ride. With a roar like a predatory beast, the Trukks plough into the enemy's midst before the Boyz on board pile out and get stuck in. Boyz who spend a lot of time fighting and, in some cases, living out of the same Trukk will soon take to personalizing their ride with clannish paint jobs, grisly trophies, kill-markings and all manner of dangerous tat. It has been known for entire warbands of Evil Sunz or Freebooterz to form into Trukk mobs, riding to battle in ragged columns amid vast clouds of exhaust-smoke and dust.
Mek Gun
The roar of Mek Gunz has heralded the end for many a hapless foe. Spitting out blasts of crackling energy, swatting planes out of the air or crushing their victims in crackling fists of bright green force, these big, clanky field guns have enough dakka to stomp even the toughest targets. Of course, as no self-respecting Ork would be left behind when there's a fight in the offing, crewing the gunz is left to the long-suffering Grots. The Orks drag the Mek Gunz into battle behind speeding Battlewagons and Trukks before abandoning them in a heap and leaving the Grots to sort them out. Though capable of blasting a tank in half or scything down enemy infantry, these weapons are just as likely to backfire explosively. The biggest hazard for enemies facing Mek Gunz is that, until they start firing, no-one is really sure what they will do.
Gargants and Mega-Gargants
The Gargant is the Ork equivalent of an Imperial Titan. Gargants are as much idols of the savage Ork Gods, Gork and Mork, as they are engines of destruction. Big Mek Orks receive a divine vision of sorts from Gork (or possibly Mork), and set out to bring that vision to life in the artistic medium of thick armour plates, smoke-belching engines, and lots and lots of very large guns. This activity quickly spreads amongst other Big Meks in the local Ork-settled area who seek to compete in Gargant-building, and soon Gargants spring up all over the place. The construction of Gargants is one of the typical signs of an impending WAAAGH! from an Ork-held star system. In an Ork warband, there can exist Gargants and Gargant-like war machines from Killa Kans (which are the Ork equivalent of the Space Marine Dreadnoughts) crewed by a single Gretchin to the vast armoured behemoths that are the Mega-Gargants.
Stompa
A Stompa is an effigy of war built by the Orks to ape their brutal gods. Cobbled together in typical Ork fashion, the Stompa's bulk is festooned with overlapping metal plates, bolted atop one another to present a formidable frame and allow the Stompa to shrug off incoming firepower. It has a large crew of Orks and Grots to keep its vast engine going and its weapons blazing away. And Stompas are festooned with weapons -- ranging from Big Shootas and Skorchas poking out from between their protective plates to the Deff Kannon, an enormous piece of ordnance, and the bullet-spewing Supa-Gatler. A Stompa can also carry a full mob of Orks to war, ready to jump out and put the boot in at a moment's notice. Once in combat, a Stompa wields its Mega-Choppa --  a massive whirring blade that can cleave a bastion in two or hack a Titan down to size in a flurry of roaring violence.
Source: http://warhammer40k.wikia.com
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13solnce · 6 years ago
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