Showing posts with label Fifty Fiff Bad Redz Brigade. Show all posts
Showing posts with label Fifty Fiff Bad Redz Brigade. Show all posts

Monday, 4 May 2020

Viva La Revulushun! - part 7 - Badlanding City

Big Mek Kogwarp Grot Kicker

Kogwarp is the de facto ruler of Blandlanding City, but no one really knows it. He wouldn't even realise it if you asked him. But he is unusually astute, even for an Ork Big Mek, and he keeps a close eye on the productivity of the other Ork Meks in the city. He instinctively tracks the quality of their various creations and kustom-jobs, making mental notes of the good, reliable machines and weapons, as well as the shoddy and down-right dangerous inventions.

For example, if a particular Mek is really good at making shootas, but prone to being distracted by making awful trukks from nearby piles of wheels and engines, Kogwarp will make sure that the grots under his control surreptitiously move all the trukk parts to another part of town overnight. Probably dumping them in the Mek Yard of a talented dragster-maker. Kogwarp will also have the grots round-up supplies of shoota parts, including anything really flashy and likely to make a lot of noise, encouraging the recalcitrant or uncooperative shoota-Mek to focus on his strengths.

In this way Kogwarp's innate ability and organisational skills keep the wheels of orky industry turning smoothly within Badlanding City. Fumes fill the air as the Mek-yard's furnaces and factories run at maximum capacity. And the grots just have fun "nikkin' stuff".





I got this Big Mek kit in the post the other day and couldn't wait to get started on him. I used an Ironjawz Orruk Brute's right arm (that amazingly fitted without any trimming at all!) and parts from the Ork Runt Herd (from the Gretchin kit). The rest of him is just the Shokk Attack Gun Big Mek, with bits missed off! 

The Kustom Force Field Generator next to him is made from left-overs from the Mek Gunz and Gorkanaut kits.

Kogwarp Grot Kicker will be a "sort-of NPC" in a narrative Kill Team campaign that Viktor and I are brewing. In Kill Team a Big Mek with just a kustom mega-slugga is "only" 24 points, so he won't be massively overpowered. 

I have undercoated and zenithal basecoated him but I won't be able to get paint on this guy for a few days now but I'm pleased with how he's going.

Wednesday, 25 March 2020

Viva La Revulushun! - part 6 - Badlanding City

Inspired by the Ork Mekworlds article in this month's White Dwarf I started making some Ork themed scenery again -- but I don't have time, space or money for a full set.

I plan to use my Wortbad mat and my Tor Megiddo industrial ruins, with a layer of Orky additions to sell the setting. So I'm making Orky armour plate add-on in lots of different klan colours, that just sit on top, or hang off the side, of the industrial ruins. This means I don't even need to buy anything as I have loads of orky spares in boxes already!

A lot of my stuff is in storage as we were in the process of moving house before the lock-down, but I made 2 pieces of Mekworld scatter terrain for Badlanding City from the left-overs of the Mek Gun kit (which I bought for the grot crew I wanted to add to my Rebel Grot Kill Team).


Kustom Mega-kannon wreckage, front:


Kustom Mega-kannon wreckage, back:


Bubblechukka wreckage, right:


Bubblechukka wreckage, left:


More Orky wreckage to come soon (ish)...

Monday, 16 March 2020

Viva La Revulushun! - part 5

The Ork-held Space Hulk dropped out of the warp in a blaze of light and green fire, it drifted silently through the Duskhurn system, near the Malfactus Rift. No signals were transmitted. No messages sent. The Hulk's archaic systems ticked-over quietly on slowly dwindling power reserves.

The Rebel Grots hidden on board started making plans to jump-ship in secret. They wanted to leave the Hulk without their former masters and find sanctuary in the hope that the Hulk would slip back into the Warp quickly, taking the Orks with it, and leave them far behind on a forgotten world.

But as they watched from their hiding places the Orks prepared to drop to the world they could see beneath them; to explore, to fight, to conquer (the Orks weren't fussed which). 

When a giant Traktor Kannon beam locked onto the Hulk from the planet's surface, the Rebel Grots realised with annoyance that they would not be leaving alone and that the Hulk was not going to pass through the star system: there was more than enough time for the Orks to make many trips to the world below and back.

Unfortunately for the Rebel Grots, the primary planet of the Duskhurn system was an Ork Mekworld. There were many, many more Orks down there!

+ + +

I got hold of the last grots I needed for my Rebel Grot Kill Team. I bought a Mek Gun for a bargain price on eBay, just for the crew. But the left-over gun parts will not go to waste (see further down this post!)

So here are Dagbelly - Leader Specialist Specialist, Spotta - Scout Specialist, Worm (grot with drill), Spark (grot with welding mask and reel of cable), Snout (grot carrying case) and Bolt (grot with rivet gun).









That completes the full 20-grot Kill Team, plus Da Red Gobbo! I can use these gits as a team on their own or mix them into the Dust Hogz for a more "normal" Ork Kill Team. Now we just need to come up with a campaign to field them....

+ + +

On the subject of Ork-centric campaigns... After seeing the mention of Ork Mekworlds on the cover of this month's White Dwarf I started thinking about making some Ork themed scenery again -- but I don't have time, space or money for a full set.

I realised I can use my Wortbad mat and my Tor Megiddo industrial ruins, with a layer of Orky additions to sell the setting. So I my plan is to to make Orky armour plate add-on in lots of different klan colours, that just sit on top, or hang off the side, of the industrial ruins. This means I don't even need to buy anything as I have loads of orky spares in boxes already!

A lot of my stuff is in storage as we are in the process of moving house, but I started making some Mekworld scatter terrain for Badlanding City. This is almost all the left-overs from the (now crew-less) Mek Gun I bought for the grots above.





There will probably be a lot more of this appearing at some point!

Thursday, 6 December 2018

The Malfactus Rift Campaign - part 11

I have updated the Dust Hogz with coloured panels from their old Kultures and 32mm bases for the Ork Boyz. I hope this makes them a bit less "muddy" and a bit more photogenic!

They are not going to be great on the table (in Kill Team) without Looters, Burnas, Shoota Boyz or Kommandos but I might add a few more models to fill in those gaps later.

+++

Kaptain Throttle
Throttle used to be part of the infamous Blood Axe warband known as Da Fifty Fiff Bad Redz Brigade, but he was outcast because he was far too interested in loot, and not interested enough in the militaristic formalities the Bad Redz delighted in. He became a Freebooter and set off with a very small group of Boyz loyal to him. Since hitching a ride on a Space Hulk that dropped out of warp space in the Ghoul Stars he has gathered a few more followers to his crew.

He is often exasperated and constantly frustrated by the failures of his warband. He just wants a "job" to go to plan; just once!

Warphead Ghizzud was a member of a Snakebite clan until he Jumped a whole warband into a nest of angry dino-squigs. He was the only survivor and the rest of his tribe made it clear they didn't want him around anymore. He was exiled when the rest of the clan made planetfall to join Waaagh! Bork he was set adrift alone in a space hulk.

The hulk slipped into the empyrean again and he was carried on the tides of the warp to the Ghoul Stars where he was found by the Dust Hogz when they boarded the hulk. He was... changed somewhat by the journey, but Warboss Throttle saw how powerful he was and made it clear that he was now part of the crew.



Bossnob Nognox is a loyal first mate and a tough, deadly fighter. He has been at Throttles side since the "old days" in the Fifty Fiff.


Draktor is the warband's heavy weapon specialist. And he is a bit thick. But since his brings the big guns and seems to know not to shoot anyone on his side the others put up with him.



Arg is the warband's psychopath. He is always first in the charge and though carries a slugga on his back he rarely uses it, preferring to get "messy" with his Big Choppa.


Smarg is a sarcastic bastard with a bionik eye. He never says what he means and what he says is always mean.


He claims to have been to Lesotho Two-Twelve, but no one believes him.

Mugwak is a miserable git. He mourns the loss of his lost mob-mates, and keeps a Slugga from each dead Nob as a memento, believing that he will gain some of his dead mates' strength by carrying them.


Nognox and his Krew



Hoop and Twitch are the warband's fetchers and carriers, dogsbodies and slaves. They run errands, carry messages, fetch ammo and try not to get trodden on. The class a day when they don't nearly die as a good day. They have only been with the warband for a few weeks, they don't know but they are the latest of a long line of Grots that usually have very short lives in the Dust Hogz and they are already well past their expected "expiry date".



Boss Nob Woz and his Boyz Boyz are all Freebooterz - they have been kicked out of their old klans for their strange ways.


Boss Nob Woz 



Mangul



Hatchet



Finder



Retch



Frenzy



Lockjaw



Turbo




Mudge



Mudguts - Ork Gunner



The whole Freebooter krew