The Freebooterz book is an amazing thing. It allows you to build almost any Ork army you want. All you need to do is pick a Warboss and his retinue, and a bigmob of at least ten Orks, then after that Freebooterz is your guide for making a fantastic army using whatever takes your fancy. The Outcast Retinue mob allows you to use a different clan to your main clan and still take whatever special rules that second clan has. Now, I haven’t got a main clan yet (though I have Goff and Bad Moonz clan Orks), so an Outcast Retinue is a pretty pointless thing to have. Still, the dice rolls were in, and an Outcast Retinue it was. I then rolled for a clan and it was Evil Sunz. But I’ve just finished a red, vehicle-based mob! An Evil Sunz Retinue offers you two Meks (and their associated odddbitz), plus cheap vehicles. But we’re not going to do that! This Retinue is missing all the things that make it an Evil Sunz Retinue! Mostly, this is because almost all my minis were already packed for my house move. One day I’ll add a load of vehicles to it, I’ve already bought one of the cool new Ork vehicles (did I say this last time, I love the new Ork vehicles, but I hate the modern Ork minis and flufff), and I will add a couple of tanks or something. The looted rhino (counts as a battlewagon) came in a lot I bought a few years ago and is a rough and ready conversion that didn’t need a lot of messing with. I cleaned up the paint job, added a few more bitz and some weathering and hoped that covered up the worst of it. The story behind this retinue is that a telly-porta accident seperated them from the rest of the clan, leaving the warboss, the boyz, the wagons, the runtz, and all the perks of kultur somewhere entirely different to the retinue. Following a period of adjustment, during which Big Mek Gorrunt ascerted his domination through a judicious use of a giant power klaw, they are now back and looking for a scrap. As any Ork knows, a wagon and a bike aren’t enough speed for Evil Sunz, they need more vehicles and they’re willing to fight for them!
Hello everyone, its Orktober again, and its nice to see so many people painting Orks in celebration of the happiest time of year. GW have done well, releasing some properly Orky vehicles and a new game that I might pick up if I find a spare ninety quid at some point in the near future. My Orktober has mostly been spent packing boxes, as I am moving house, and indeed country. I am moving to Caerdydd, where they speak a different language. What’s Welsh for “more dakka, ladz!”??
My contribution to Orktober is one that I’m not really very happy with. To use a common expression, “they’re a bugger to paint”. Four 2nd Edition warbikes, and a tiny RT warbike. He’s the yoof, on his practise bike! Actually, the RT bike was a pleasure to paint, but the plastic ones not so much. I simply don’t think that they are very good minis. The scale is better, but they feel like a cheap children’s toy rather than a finely detailed collector’s model! I also had to repair and rebuild them, all of them being scrap from the bitzbox. I think I did alright but compared to some of my previous Freebooter mobz I don’t get the warm glow of success!
Never-mind, its all a learning curve. I present to you Magog and his Bad Ork Bikeboyz, the only survivors of an Evil Sunz warband who were wiped out by Space Marines. They survived because they drove right through the Marines and off into the distance, more into going fast than shooting. By the time they calmed down, turned round, and found the battle again there was nothing left of their old warband. Now they’re Freebooterz, willing to fight in exchange for food and fuel.
There are few pleasures greater than modelling Rogue Trader Orks. Lots of dice rolling and consulting of tables, then figuring out how to fit it all together, then finding the parts and building the models, and finally many hours worth of painting. All the things I enjoy about this hobby!
The two biggest influences on this mob were 1) rolling five times on the ranged weapons chart, and getting four flamers; and 2) rolling five times and the bioniks chart, and getting some fantastic modelling challenges.
Without further ado, may I present Kaptin Durskab and his Fiery Flashaz!
All over Angelis there is a story that the runts tell each other, and it goes something like this…
So der was dis grot, right? An’ his master was hungry, but there was nuffin to eat in the whole place. An’ his master sez to ‘im, “Oi you orrible grot, get me somethin to eat or I’m gonna pull yer arms and legs off and eat them!” Now dis grot dint ave no teef, and his masters credit was no good. He tried nicking sum food, but he got caught an given a right kickin, and he sat down outside ‘is master’s shack and he had a bit of a sniffle cos he dint want his arms and legs pulled off. Then dis ork shows up and says ‘Ere, wot’s up wiv you little Stinka” and the grot looks up and sees the Runtherd what raised him and trained him and sold him to ‘is master. ‘Dat big git is gonna pull my arms and legs off and eat ’em, mister Skabnik boss,’ and e explained ’bout the teef and all that stuff. Now, the Runtherd in question was a bit odd but was alright, yer know, and ‘e’d had a few jars cos it was Gork’s birthday so ‘e was feelin’ a bit soft. An’ ‘e sez, “Dat bastard, dat would invallydate yer warranty. I’ll show ‘im.” And ‘e fishes around in a pile of scrap until ‘e finds a suitable tool, and then ‘e goes into the master’s shack and beats ‘im around the ‘ed with dis big old bell what he found, clang-a-lang-a-lang until the master is proper dead. Stinka der grot widdled himself with joy, it was der best thing ‘e’d ever seen. Den another ork showed up cos ‘e’d ‘eard da noise, and he said, ‘Ere what’s going on, why’d you beat his hed in?” So the Runtherd sez, “cos he was gonna eat dis grot”, and the new ork sez, “so what, i eat grots all da time, dat’s what dey is for” and the Runtherd sez “you ain’t havin no runts offa me then, Wortlug yer beggar”, and the new ork says “yer runts are crap anyway, they’z all weedy and no good anyfin cept eatin”. The Runtherd, he has a think about things, and then ‘e its Wortlug wif da bell as well, clang-a-lang-a-lang, and the grot runs to get Wortlug’s grots who all agree dat dis is da best Gork’s birthday ever. Den the Runtherd rounds up all da grots ‘e can find and says “come on lads, let’s show ’em who is weedy” and dat’s da story of how come we all got thrown out of Gorkamorka and ‘ad to become Freebootaz.
Something for the whole family to enjoy there, I am sure you’ll agree.
One of the lesser-remembered Ork mobz from the Rogue Trader period was the Human Mercenary mob. I am not sure I ever saw one painted or used. When I pulled an old metal Escher ganger out of the lead-pile I knew what I needed to do. With the release of Shadow War Armageddon getting everyone hot for Necromunda action, I thought that they could double as a Necromunda gang, should I ever decide to play it….
The galaxy is a big place. Beyond the reaches of the Imperium are millions of Ork-held star systems. Plenty of humans live in these systems. Some are slaves toiling in Ork factories, others are (relatively) free, ignored as long as a massive tithe of weapons and vehicles are forthcoming (and the Orks have got better enemies to fight, of course). Some of these humans are feral or semi-feral, living lives not much different the Orks themselves. Some of them even seem to think that they are Orks, much to the amusement of Orks themselves, who reckon that these humans are cracked. Nevertheless, when the Orks go off to Waaagh sometimes they bring some of these Kultured humans with them (normally as light entertainment or cannon-fodder); sometimes the humans come along anyway and just turn up, shouting in pidgin-Orkish and shooting at the same things. Big Sal’s Dakkagurlz is one of those mobz….
Now this was a fun project! The list in Freebooterz is for a Mek, a Dok, and a Dread. I added another Dread (because I had 2), and seeing as i wanted to use the Bionik Dok mini I took a 3 rolls on the bionik bitz chart, rolling telescopic legs, stainless steel teef, and an extra set of bionik arms with a kustom melta. For the Dreads I rolled to see how many modifications they got. I ended up with the first having an extra autocannon, kustom force field and speakers. The second though, whew! I ended up with a kustom d-cannon, squig-injection, extra autocannon, speakers, kustom ff, and a scorcher turret… In the end I couldn’t fit the speakers on it, but I think i’ve got the rest right. The red one is Da Nipper, and the yellow one is called Hot Lips. Enjoy!
Pulling a plastic push-fit Warhammer Orc out of the leadpile, I thought to myself “gosh, what am I going to do with this then?”. I considered a few ideas… perhaps I could put together a Warhammer regiment. Maybe I could use an arm with a gun instead of an arm with a sword and have it as a feral-looking boy in a boyz mob. But I wanted to do another Freebooterz unit. Wait a minute! Is that a bit of my brain trying to alert me to something… I checked the book, riffled through the pages, there it is! Wild Ork Outlawz, discovered by Freebooterz instead of proper Orks, who learn Kultur from them and are forever ruined for the Clans… There were no proper figures for Wild Orkz, you were probably supposed to use Warhammer miniatures, with minor conversions. So that is what I did. Not a lot of Oldhammer goodness here, but Oldhammer in spirit. Enjoy!
Long time no see! It’s been a while since I finished anything, so it’s good to be back with another update. Once again I’ve finished another mob for my Ork Freebooter army. I’ve now got 5 Freebooter mobs and a big mob, so I really should paint a warboss and retinue so as to have a complete game-legal army ready to play with.
This bunch took me longer than I expected, not least because I did it properly. Having decided to paint some Stormboyz and picked the minis, I then chose the weapons load-out. Giving them all bolt-pistols and hand weapons seemed a no-brainer, after all they were going to be assault troops. Curiously, you still need to take a boy with a heavy weapon, even when using jump packs, so I gave mine an heavy plasma gun because it seemed like the coolest Orkiest thing to do. Heavy plasma gun and jump-pack! You can see below how I modelled it. Then I gave the nob a roll on the assault weapons chart and got a power glove. Rolled for some stikkbomz, because the nob had one modelled onto him. Then I rolled for chaos rewards. D4 + 1… 5 gifts! I went to Slaves To Darkness and rolled 5 times on the rewards charts. This is what I got: bestial face – flesh hound / dog; a pack of chaos hounds; gift of the gods – weapon hand; eye of the gods – chaos weapon (singing) + collar of khorne; aggression bonus (+1 ws, bs, s). Whew! This chap is quite the fighter. But now I had to model it! Lacking anything that remotely resembled chaos hounds, i ordered a box from GW. Khorne’s number is 8, there were ten in a box, so i had a spare to make a bestial face with. I scraped away the Nob’s face, then glued in the chaos hound’s muzzle. as you can see, i didn’t fill it in enough. I thought it would be alright when painted, but i needed more green stuff. It’s not a deal-breaker though. I decided to pass the power glove down to a lieutenant, as i couldn’t see a way of having a weapon hand, a chaos weapon, and a power glove on this model. If anyone complains that its not game legal I’ll say it’s a bionic arm and doesn’t have any game effect. I sawed the hand off the nob, then sawed part of the bolt pistol off, and glued the two together. Sorted! The power axe that the nob already carried could easily pass as an orky chaos weapon. I chose this nob because he was bigger than the other Orks. Mostly I’m not into the modern Orks, but these nobs (from Assault At Black Reach) work sometimesbecause they’re so big and muscly compared to the RT period Orks. He really comes across as a gnarled champion of Khorne. For the rest of the Stormboyz I was happy to use RT and 2nd Edition minis. Normal Orks are a bit beserk, so it stands to reason that Khornate Stormboyz would be smartly dressed and uniform.
I didn’t take a lot of time over the chaos hounds, just experimented with washes and drybrushing. Worked out OK, but I won’t be showing them off. I’m a lot happier with the Orks. My painting skills are improving gradually and I think these are amongst the best I’ve ever done. I hope you enjoy them.
‘e duz tricks, ‘e blows things up wiv ‘is mind, ‘e’ll make yer grotz widdle ’emselves!
Nargob is a Weirdboy who really enjoys being weird. Where most weirdboyz are looking for an excuse to go and sit somewhere quietly out of the way, Nargob is looking for a war to fight. He gets a thrill out of seeing how much power he can channel. He particularly enjoys overloading over psykers and causing their heads to explode. Long ago he left his minders behind and disappeared off in search of bigger and better battles, and along the way he has picked up a load of madboyz who sing and chant for him, doing tricks and pratfalls. They travel from waaagh to waaagh, performing for da boyz and searching for psykers that Nargob can pit himself against. He’s not found his match yet!