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D-Company Forum > Index Xenos > Orks > The Golden Throne is Kaput.


The Golden Throne is Kaput.
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Derling
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40k Armies played: Tau, Space Marines, Space Wolves, Imperial Guard, Eldar, Tyranids, Orkses
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 Posted: Tue Nov 17th, 2009 11:48 pm

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Even as a lowly Ork boy, SnikkGrim was fascinated by the Stormboyz.  He admired their feverish drilling and nitro-injected rokkit packs.  Stormboyz are always among the first to get stuck in the fight, sometimes even beating the outriders into the fray.  It wasn't long before SnikkGrim liberated a stormboy rokkit pack and joined a stormboyz mob and it wasn't long before the other Stormboyz were calling him Boss or Cap'n.

Few could tell that Ork history was in the making towards the end of the ork cleansing on Keriak III.  The Imperials had the Orks on the ropes, but SnikkGrim's Stormboyz were carefully prepared to attack the Imperial's rear echelon, where most of the of guard's Artillary were positioned. Right as SnikkGrim was set to call the waaagh, the sky began raining Uumies,  six Valkyries from the  312th Vebanese Drop troop regiment arrived to stall the Stormboyz and quickly SnikkGrim's Bold flanking manuever become an Ork rout.  

After the battle, SnikkGrim was determined to assemble his own unit of drop troops.  He pleaded with Warboss Wizgrot to put up the teef to fund the Project, and the cunning Wizgrot saw great promise in SnikkGrim's plan. SnikkGrim handpicked a mob composed of the bravest and killyest orks he could find. Meanwhile, WizGrot got his best Meks working on a  special Fighta Bomma that could carry nearly a full mob of Orks.  This heavily modified Bomma would be named the Skreemin Egul, named after Big Mek Egul, the routiest Mekboy in the bunch.

SnickGrimm's initial forays into Drop infantry came with some gliches. He first tested his lads at the Battle of Dung River Gulch.  When the green light in the cargo bay flashed, SnikkGrim started shoving his boyz out the rear hatch.  Mork blessed SnikkGrim by catching his shoota's lanyard on the cabin's emergency Fire Thumpa.  As he freed himself, he had time to look out rear hatch at his boyz below... and knew now why the Uumie Drop troops wore Grav chutes to slow their descent.  SnickGrimm would not make this same mistake more than four more times, the last time yelling at his boyz to flap their arms faster.  WizGrot was begining to grow impatient and SnikkGrim knew his days were numbered unless something changed quickly.

There were two changes that occurred at the first battle of Mogh Tuton that would forever change the fortune of the Paratroopas. The first was that SnikGrimm removed his lanyard.  The second was the capture of an imperial Dropship pilot the day before.  This Uumie( after a couple of good thumps on the head) taught the boyz to make crude parachutes that would keep Paratroopas from becoming Green stains on the landscape.  At last, SnikkGrim's dream began to take form. So gleeful was SnikkGrim that not only did he rename the concussion-addled Uumie "UumeGrot", but he also allowed him to live and join his mob.  Having a dislike for the business end of SnikkGrim's Supa Dakka blasta and having no remaining memories of his former life in the Imperium, UumeGrot accepted.

SnikkGrim's paratroopas would make a big name for themselves in Waaagh Wizgrot and spawned many notorious Ork heroes.  There was the brash young Mad Doc Wayd, xXx (at least that's what he signed his name down as in the Mob roster.), and the infamous mob sharpshoota JakDakka;  who prayed to Mork each time he sighted an enemy and belched a storm of lead from his scoped big shoota.    

Perhaps the most notable was Drillboss WortThwakka, SnikkGrim's second in command, who had the odd knack of scooping up dirt into cans on the battle field, because it would made a great snack later.  It would be hard to find a more capable or more loyal ork in all of Waagh Wizgrot.  Because of this, SnikkGrim could barely stand him and made a practice of shooting the Drillboss to restore order to his boyz the few times it was necessary(and a few times it wasn't), an honor WorthThwakka endured with great pride.

SnikkGrim's paratroopas are some of the fiercest fighters around and WizGrot makes sure to stick these boys into the toughest fights in any given battle.  SnikkGrim's Paratroopas once were inserted into a barren wasteland land tasked to destroy a squadron of Imperial Baneblades. SnikGrimm's boyz put their heads down and made use of every scrap of cover as they were hit with volley after volley of Imperial super weaponry.  No matter what the Uumies threw at them, they slowly trudged their way towards the enemy tanks, only twice slowing at all to the thunderous explosions around them.  Though only a handful of Paratroopas survived the day, which could not be said of the enemy squadron. 

Unit Historical Commendations:

Once, his small unit held off an entire imperial mechanized collumn at the Rhodienne Bridge on Ghellas IV. 
 
Once Dropped directly onto the head of Reaver Titan “Storm Dog One”, dispatching the crew and razing the imperial warmachine.

Attachment: SnikkGrim.doc (Downloaded 1 time)

Last edited on Thu Nov 19th, 2009 10:36 pm by Derling



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There are two things I know to be true. There's no difference between good flan and bad flan, and there is no war.
Derling
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 Posted: Tue Nov 17th, 2009 11:48 pm

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SnikkGrim's Paratroopas                                            Base cost      110 pts.

                                        WS   BS   S   T   I   W   A   LD   Sv 

Cap'n SnikkGrim                5         2    4   4   3   2    3    7      4+       

DrillBoss WortThwakka    4         2    4   4   3   2    3   7  4+                                          
Paratroopas                         4         2    3   4   2   1    2    7      5+   

 

Unit type: infantry 

Unit composition: the unit consists of Snikkgrim, Drillboss WortThwakka

Equipment: (all) Stikkbomz, Defensive grenades, Flak Jakkit (provides the 5+ save)

SnikkGrim: Eavy armor, cybork body Tankbusta bombz , Supa Dakka blasta (counts as a twin linked SnazzGun with shootier and more dakka upgrades and can be used as a power weapon in melee combat)

DrillBoss WortThwakka: Uge Choppa, Shoota, Tankbusta bombz, Eavy armor.

ParaTroopas: Shoota, ,choppa, Krak StikkBombz

 
Options:

the unit may take up to 20 additional paratroopas at a cost of 10 pts per model.

Up to 2  Paratroopas may be upgraded his shoota with a  big shoota for 5 pts.

One model in the unit may upgraded to Mad Doc for 25 pts and additionally comes equipped with Doc's Tools.

Special Rules: 

Furious charge, Stealthy, ShellShokk!, Deff from Da Skyz!  

Deff from da skyz!!!:  SnikkGrim's paratroopas get as excited by their lightning descent as regular orks do during a hearty waaagh!  Occasionally in their excitement to board the Plane, they sometimes are a bit hasty in packing their parachute.

The unit is always be held in reserve and arrive via deepstrike, though if they roll doubles while scattering (whether they roll a hit or not),  the unit removes a number of models equal to the double value rolled. In games where the both the flyer rules are in effect and the Skeemin Egul is in the army, the mob drops may begin the game embarked in their Bomma Transport “The Skreemin' Egul!”When they disembark the craft via deepstrike, they oll 2d3” for scatter rather than 2d6 " as long as they drop in a location the flyer moved over that turn.

All members of the unit may shoot AND run on the turn they arrive.

ShellShokk!-SnikkGrim's orks are crack infantry and are so used to fighting that only the roughest of battlefield conditions even phase the Paratroopas, and this only results in the men stumbling as they recover their wits. 

This squad makes morale and pin checks as normal. If the unit fails a roll, the unit is still assumed to have passed their check, but suffers the following results until the end of the following ork turn.  The unit may not  run or initiate an assault and suffer a -1 to both their Ballistic skill and Attacks characteristics.

Last edited on Thu Nov 19th, 2009 10:38 pm by Derling



____________________
There are two things I know to be true. There's no difference between good flan and bad flan, and there is no war.
Derling
Administrator


Joined: Wed Apr 6th, 2005
Location:  
Posts: 1445
40k Armies played: Tau, Space Marines, Space Wolves, Imperial Guard, Eldar, Tyranids, Orkses
Status:  Offline
Mana: 
 Posted: Tue Nov 17th, 2009 11:49 pm

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The Skreemin' Egul!!!     Cost: 230                 

Shock Bomma

            Front      Side           Rear         BS

            11            10            10            2


Unit type: flyer

Transport capacity: Snikkgrim's Paratroopas can always find a way to cram into the small bombay of the air craft. They may embark the aircraft regardless of unit size provided they are not joined by an independent character.

 Weapons:

2 Twin linked Loota Gun.

1 Twin linked Zzap gun.

2 Rokkit Launchas

The bombs and rokkits are removed to make room for the boyz!

 
Special rules:

 Geronimoooooo!!!!!:  Para troopas are a jumpy bunch and have to hold back the urge to jump out the Bombay hatch!.Every turn  in which the Para troopas are embarked in the bomma with out jumping make an LD test.  If the test is failed, one overly eager Para troopa jumps out the hatch and is removeved from play.

 
When the bomma is hit by fire or starts on fire just makes the boyz jumpier.  If the Paratroopas are on board while the flyer is destroyed,   The Para troopas  deploy as normal in a location closest to where the plane  is destroyed, but roll 3D6 for scatter instead of the other dice possibilities.  Any doubles rolled count as parachute casualties and  if a triple is rolled take casualties equal to twice the double value rolled.



____________________
There are two things I know to be true. There's no difference between good flan and bad flan, and there is no war.

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