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Poll

Pick your favourite, congratulations to all the contestants on their fantastic entries.

DA RUNTS by moc065
3 (13.6%)
DEFF'BELCHA by In_Theory
2 (9.1%)
TUNNUL DIVER by Gutstikk
6 (27.3%)
WAR SQUIGS by kadeton
4 (18.2%)
CYBORK MONSTROSITIES by DropFall
5 (22.7%)
DA SQUEELAZ by Melthor
2 (9.1%)

Total Members Voted: 22

Voting closed: May 7, 2010, 02:18:06 AM

Author Topic: Ork Forum Competition No.1 - "Create A Unit Competition"  (Read 4559 times)

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Offline DropFall

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Ork Forum Competition No.1 - "Create A Unit Competition"
« on: March 24, 2010, 06:50:34 AM »
The 'Create A Unit Competition' poll is now up. Click me for link.

Dropfall



The following are competing in Competition No 1:
DA RUNTS by moc065
DEFF'BELCHA by In_Theory
TUNNUL DIVER by Gutstikk
WAR SQUIGS by kadeton
CYBORK MONSTROSITIES by DropFall
DA SQUEELAZ by Melthor

« Last Edit: April 23, 2010, 05:51:46 AM by DropFall »

Offline moc065

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Re: Competition No. 1 -
« Reply #1 on: March 24, 2010, 02:04:14 PM »
I am game for this... (and I wanna build one too -- I need someting to inspire me)

Quote
•  The unit entry should use the following formatting:
  - First up should be the units' background story/info in Italics. Followed underneath by its title in
    Bold and at least size 14pt. Next to the title should be the units' cost again in Bold.
  - Next is the unit Statline. This should be in table form (scroll down page in link for instructions on
    tables).
  - Unit Composition is next, followed by Unit Type, Wargear & Special Rules lists (any new
    weapons/special rules descriptions come later), Transport (if applicable), Options and any
    Character options come last. Each of these headings should be in Bold.
  - Any new weapons or special rule descriptions’ must be under a New Rules/Wargear heading
    beneath the unit entry.
  - Creating bulletin points is easy, hold the Alt key and type in 0149.

Background:
     Well the land of Mork is a funny funny place, where little guys have a funny funny face, and they always have some fun.... especially with a gun.... in the land of Mork.
     Ah da puniest of da grots were known as Da Runtz, and day were oft conzidered even toooo puny for da udder Orkz to even bodder uzing as a shnack (well lets phaes it, ya would need bout 100 of dem to make a shnack, day are not dat tazty, and da little buggers are fazt and hard to catch upz wif... toooo much workz). I guezzes dat if a bunchez of dem all banded into one puny swarm of a mob and grabed one of me gunz or a stikk or someting hard at least; den day mightz become someting to conzider... butz fer now, I justs ignorez dem. Sometimes I sees dem riding around on little Rats or even Spiders, but even den I generalees ignorez dem.


Unit:
Da Runts (Almost a Swarm)

Unit Cost:
6pts / base, Fast Attack

Stats:
Name   WS   BS   S    T    W    I    A    LD   SAVE
Da Runts   2   --   2   2   3   4/*   3   *   6+/6++   

Unit type: Swarm, Jetbike, Small Targets (puny), Scouts

Unit Size: 3-12 bases

Wargear: Stikks & Stones (ta break yer bones) and whateva else day can getz.

Special Rules: Waagh, Furious Charge, Stupid, Its a Snots Life, Who Cares, Puny.

Waagh:
• As per Codex

Furious Charge:
• As per Universal Special Rulez

New Special Rules:
Stupid:
Well day don't really need leadership if der Stupid now do they... Treat them as "Fearless" except that they never test for anything leadership based, nor do they take additional wounds if they loose Combat. Hey their Puny, they are expected to loose Combat.

Its a Snots Life:
Being one of Da Runts means dat yer even more insignificant than a Grot when it comes to clan hiarchy, so you should expect to be given the most dangerous, or dirty, belittling duties. If Da Runts go inta da Mine Field, Den destroy da Mine Field and remove 1D3 Bases of Da Runts as day evaporate from da big Kaboom.

Who Cares:
Da Runts is so puny dat day are ignored for da most part; thus, although they are a Fast Attack choice, they do not count towards the Force Organization Chart. Also, if they initiate a Close Combat action, then they will always strike first (even vs Dark Eldar Wyches, Eldar Howling Banshee's, or any other thing that normally would always strike first), as most enemies don't even notice them until after they getz hit a few timez.

Puny:
Da Runts is so small dat lots a stuff simply goes right ova der heads or misses dem outright; to represent this, Da Runts always get their 6+ save no matter what (even if the enemy codex states that no Saves are allowed, such as C'tan Weapons or some Grey Knight Wargear), and of course, cover can still be used to increase this save (even vs such things as Flamers that would normally remove Cover Saves, etc). Example: A swarm of Da Runts moves into Dangerous Terrain, they are required to take a Dangerous Terrain Test for each base entering the terrain because they are considered Jetbikes; but, they also recieve a 4+ Save vs any failed Dangerous Terrain Tests as they always get their Save (6+/6++), and its modified (-1) by the Cover they enter and (-1) by their Small Size.
     

I thinkz I am dun, so have a  laugh and next I want to draw up a base of them & then build them too; Cheers.
« Last Edit: April 7, 2010, 09:39:58 AM by moc065 »
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Offline In_Theory

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Re: Competition No. 1 -
« Reply #2 on: March 24, 2010, 03:34:34 PM »
Official Entry
Lieutenant Dekkar barked orders to his men on the wall defenses, citing Imperial Doctrine as well as Scripture to bolster morale. His men's nerves were steeled by his confident words. The Orks were pouring over the hills towards the outpost. The dusty brown hills were soon green with the bodies of the xenos.
The Lieutenant gave the order and stubber, autocannon, and battlecannon fire soon bellowed across the open ground.
Orks fell by the dozens, by the hundreds, and yet still more emerged over the hillsides.
Accompanying the orks on foot, trukks and battlewagons -insidious vehicles crafted by the foul xenos- trundled towards the outpost's walls.
Lascannon and missiles took their marks and blew apart the transports before they could spill their passengers.
As more orks continued to charge the defenses, a new mechanized threat was spotted. It looked to be similar to imperial designs, a tank of sorts. The Lieutenant took a pair of magnoculars from his assistant. He inspected the new tank, sizing up the threat. The massive plow on the front shoved all resistance aside, trees and barricades were either crushed or scooped hatefully out of its path.
The Lieutenant gave the order to bring it down. The batteries took their aim and as the ordnance impacted the front of the machine, the attacks did nothing more than spatter the tank's plow.
Continued fire could not stop the determined tank. It sped towards the outer wall, and when it found resistance- it punched through. The ceramite walls had withstood missile impacts and lascannon blasts- yet this tank was able to crack through.
The Lieutenant tried to bring weapons to bear on the machine, but it turned and bathed fire over the gun crews. A few were quick enough to avoid the blast, but those that were not were completely enveloped in the gout of promethium and lost.
The breach in the wall allowed orks to enter the outpost, as the tank continued to breath fire and death in all directions. The Lieutenant escaped into the command center and directed the transmission of their distress and of the new ork threat.

The Deff'Belcha was an inventive Mek's solution to armored defenses and barricades. A mechanized beast filled with fire and stocked with guns. No consideration of safety was taken into account and very often these vehicles explode or fall apart before they reach their target.
The Deff'Belcha tanks that do reach their target spit death in every direction and are followed up by mobs of boyz ready to swarm any defenders.
A wise commander will eliminate these targets swiftly before they are allowed to reach their lines, lest their troops are consumed by it.


Deff'Belcha - 110 points
Heavy Support
BSAVFrontSideRear
2121210
Unit Type: Tank.

Weapons: Hull-mount Mega-Skorcha.

The Deff'Belcha may select up to 2 of the following sponson-mount weapons;
Skorcha - 10 points
ZZap gun - 15 points
DeffGun - 15 points

The Deff'Belcha may select up to 2 of the following weapons to be pintle-mounted;
Big Shoota 5 points
Rokkit Launcha - 5 points

The Deff'Belcha may select any of the following vehicle upgrades:
Red Paint Job - 5 points
Grot Riggers - 10 points
Wreckin Ball - 10 points
Grabbin Klaw - 10 points
Reinforced Armor - 5 points
Reinforced Ram - 5 points
Pulverizer - 30 points

Special Rules: Mega-Skorcha*, Ramshackle*

New Special Rules:
Mega-Skorcha: The primary weapon is a massive flamethrower incorporated in the front hull. It projects massive gouts of burning promethium, usually immediately after penetrating a defensive wall or barricade. The Mega-Skorcha is a multiple barreled skorcha that has the following profile.
WeaponRngSAPTypeRules
Mega-SkorchaTemplate64Heavy 3 Inferno*
*Inferno: The Mega-Skorcha, while not as powerful as imperial counterparts, overwhelms its targets in fire and burning fuel. Models that take an unsaved wound from the Mega-Skorcha must take an initiative test or suffer an additional wound with no armor or cover saves allowed (invulnerable saves and feel no pain are still valid).

Ramshackle: The Deff'Belcha is a haphazard construct of metal plates, engines, generators, and weapons. Structural damage often is amplified by this issue. Any result of "Wrecked" or "Explodes!" on the vehicle damage chart rolls on the following chart for the effect instead.
   1-2: Creeeaak!: The structure groans under the strain and controls become unresponsive. The vehicle is wrecked. Leave the vehicle on the table as impassable terrain, it is still intact, but unuseable and unsafe.
   3-4: Fwoooom!: The hull is breached and causes hot gases, burning fuel, and shrapnel to explode outwards. Use the scatter die to determine a random direction from the vehicle, place the flamer template originating from the center of the vehicle's hull in the random direction indicated. All models touched by the template take a S4 AP6 hit. The vehicle is wrecked. Leave the model on the table as impassable terrain, but it is unusable.
   5-6: Ka-BOOOM!: The vehicle is ripped apart by the detonating weapon stores and fuel supplies. All models within d6" take a S3 hit with no AP value. Remove the vehicle as the explosion leaves little to be considered intact.


New Vehicle Upgrades:
Pulverizer: This is a massive plow attached to the front of the Deff'Belcha. While a plow is usually sufficient for imperial designs, the Ork Meks decided to add drills, klaws, and saws to it. It pushes aside trees and barricades, and punches holes in armored walls allowing the Deff'Belcha to pour firey death over the stunned defenders. A vehicle with the Pulverizer upgrade ignores difficult area terrain as it crashes through it. Against Death or Glory attacks, the front armor is considered +2 (so 12 counts as 14). In addition, Glancing hits taken on the front armor are at a -1 on the vehicle damage chart (has no effect on penetrating hits). Against impassable terrain, a vehicle with the Pulverizer must take a difficult terrain check. If passed, the terrain gives way the the vehicle crashes through. Supports collapse and rock walls fail from the violent damage. Remove that section of impassable terrain and replace it with difficult area terrain (such as ruins). This can potentially destroy buildings with models inside, following the rules for such an event. If the test is failed, the vehicle is stunned (not immobilized) and the terrain is unaffected.



Modeling:
The hull would work as a leman russ, as a chimera/hellhound, or even a LandRaider is you like.
The belly should have a large tri-barreled skorcha (think 3xheavy flamer). Sponson-mount weapons can be anywhere along the sides. Pintle-mounts are 2 separate weapons anywhere on the top of the hull.
The Pulverizer would work using the large siege shield off of the vindicator chassis, but any large ram/plow would work. Add a bunch of drills or cutting bits and it would have a cut-out for the mega-skorcha to fire through.


I definitely plan to build this model when I can and use it in Apoc games!
« Last Edit: April 14, 2010, 11:56:33 AM by In_Theory »

Offline Gutstikk

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Re: Competition No. 1 -
« Reply #3 on: March 27, 2010, 07:06:11 AM »
Posting in my intent to compete. I'll be crafting rules for the following unit:

FAST ATTACK

On battlefields throughout the Maelstrom, where the thunder of defensive batteries deafens the valiant defenders of humanity as they make their last stand across many worlds threatened by ravaging hordes of Orks, the sinister rumble of a new Mekination goes unheard until it is too late. The Tunnul Diver, an inspired contraption one-half mining equipment and one-half battlefortress, is used to break through enemy lines by tunneling beyond them and then obliterating enemy strongholds and defense weapons. The surprising speed and devastation of an assault by such a vehicle can potentially break an enemy holding force, while affording an approaching horde of Orks the luxury of a pause in bombardment.

Though Gubmut the Rok Eater claims all credit for inventing the Tunnul Diver, he had little to do with actually crafting the prototype. Instead, he imprisoned a group of Mekboys in the depths of his homeworld, Borstal Septima, a mine-prison where those Gubmut the Rok Eater captured or conquered inevitably ended up.. Chained to a lump of metal atop a pile of raw materials, and kept from murdering each other by an attendant throng of Squighounds, the only way for the meks to escape their incarceration was to build their way out of it. Each Mek added a little something to the machine to aid them in their escape, and the Tunnul Diver was the result. The front of the vehicle was made into a mighty drill, supported by two claws that moved ore from in front of the machine into its engine, where it was used to fuel the machine. As they tunneled their way out the meks modified the machine, adding wrecking balls that could be fired to bust up rock, providing a point for the drill to bite into. Later on, the meks modified the drill to house a slagmelta cannon, designed to reduce metal veins to molten slag when the drill proved insufficient, and added a vent to the rear that could give the Tunnul Diver a speed boost to power through steep inclines.

While the meks proved clever enough to tunnel their way back to the surface, Gubmut the Rok Eater had no intentions of rewarding them for building the machine he'd been theorizing. Instead, recognizing an opportunity, he had the meks thrown deep into another shaft to repeat their efforts. In this manner the first fleet of 50 Tunnul Divers was created without Gubmut ever hefting a tool in the process. Eager to implement his new style of warfare, Gubmut uses the Tunnul Divers to strike behind enemy lines on mining worlds to break the defenses of the enemies. Once in possession of their mines, the Tunnul Divers carry a crew of Meks deep into the tunnels below the surface, to expand Gubmut the Rok Eater's ever-growing line of subterranean assault vehicles, which he then hires out as needed to other Bosses while amassing an incredible personal fortune.


TUNNUL DIVER         160 POINTS
BSFrontSideRear
Tunnul Diver
2
14
12
10

Unit Composition:
•  1 Tunnul Diver

Unit Type:
•  Tank

Wargear:
•  Slagmelta Kannon
•  Tunnul Drilla
•  Pushin Shovel
•  Boosta

Special Rules:
•  Dive! Dive! Dive!
•  Savin' You fer Later
•  Look Out Above!

Options:
May take any of the following:
•  Armored Plates...........+10pts
•  Grot Riggas............. ....+10pts
•  Wreckin' Ball............... .+10pts each, maximum of 2 (mounted one per side of vehicle)
•  Grabbin' Klaw..............+10pts each, maximum of 2 (mounted one per side of vehicle)
May take up to 4 of the following:
•  Kustom Mega-Blasta...+20pts

WARGEAR
WEAPONS
•  Kustom Mega-Blasta - As per Codex:Orks, page 89

Slagmelta Kannon -
Range: 12”  Strength: AP: 2   Type: Heavy 1 Special Rules: Ordnance, Large Blast, Slag Heap

UPGRADES & OTHER EQUIPMENT
•  Tunnul Drilla - A large drill mounted in front of the Tunnul Diver that permits it to bore through the hardest of substances as it digs its way under the surface, it's also quite useful in breaching enemy fortifications. This model may treat impassable terrain as clear terrain, provided it doesn't end its movement in impassable terrain. As this model enters impassable terrain it must take a dangerous terrain test.
•  Pushin Shovel - This is a large steam shovel mounted over the drill on the front of the vehicle, used for hefting objects out of the Tunnul Diver's path or lifting enemy targets off the ground to strike at their soft underbellies with a devastating collision. Enemy models may not make death or glory attacks against this vehicle. When this model rams an enemy vehicle, resolve the attack against the rammed vehicle's rear armor.
•  Boosta - The Tunnul Diver is capable of discharging sludge carried in its holding tank to give it a bit of extra thrust, adding greater punch when smashing into especially difficult substrate. This vehicle may move an additional d6 inches during the movement phase provided it is capable of moving. Additionally, once per game it may reroll the results of the reserve roll to determine if this model arrives from reserves.
•  Armored Plates - as per Codex:Orks, page 93
•  Grot Riggas - as per Codex:Orks, page 93
•  Wreckin' Ball - as per Codex:Orks, page 93
•  Grabbin' Klaw - as per Codex:Orks, page 93

SPECIAL RULES
Tunnul Diver:
•  Deep Strike
•  Dive! Dive! Dive! - One of the features of the Tunnul Diver that makes it attractive to an Ork Boss is its capacity for sneakin' behind enemy lines by burrowing underground. Provided the Slagmelta has not been destroyed, at the start of your turn before making reserve rolls you may place this model back into reserves. This model always enters play from reserves via deepstrike.
•  Savin' You fer Later - When mounting Grabbin' Klaws on the Tunnul Diver, the Mekboys go to great pains to ensure they're even better at holding things in place. After all, rock walls held in place by the Grabbin' Klaws are all that stands between the crew of the vehicle and a rockslide into the next life. Vehicles affected by this model's Grabbin Klaws suffer the effects of Crew Stunned vehicle damage.
•  Look Out Above! - Once in a while something goes terribly wrong and the Tunnul Diver doesn't emerge quite when expected, if at all. Eventually a large rift opens in the ground above it as rock falls into the tunnels below. A cunnin' Warboss can use even these mishaps to his advantage, since often the cave-in is so sudden that enemies above ground get sucked into the abyss along with the Tunnul Diver! If this model contacts any other models when it Deep Strikes, and as a result of the Deep Strike Mishap roll is not placed on the table, place each unit it contacted into reserves.

Slagmelta Kannon:
•  Slag Heap - Rock quarried by the Tunnul Diver as it burros underground is stored in a holding container on the back of the vehicle and heated into molten sludge, which is fired through the opening at the tip of the drill under great pressure for the sake of melting through objects too difficult to smash aside. Units suffering casualties or vehicles suffering damage rolls from this weapon count as being in dangerous terrain on their next turn.
« Last Edit: April 20, 2010, 01:51:40 PM by Gutstikk »

Offline kadeton

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Re: Competition No. 1 -
« Reply #4 on: March 28, 2010, 03:22:30 AM »
Squigs are always found living with Orks, and fulfill many useful or delicious functions in Ork society. Occasionally, a particularly strange sort of Madboy will get it into his head to try to create his own breeds of squigs. Such an Ork is generally referred to as a Squigherd, or (behind his back) as a crazy Squigboy. The Squigherd will often come to prefer the company of squigs to other Orks, which generally suits everyone concerned, as other Orks find it hard to deal with the smell and the horde of snapping squigs that inevitably follows them around.

Squig 'breeding', in the Ork sense, is often a process of selecting squigs with desirable characteristics, especially the ferocious face-biters, chopping them up to get the 'good bits', and nailing them onto other squigs or squig parts to produce the desired result. They are then dosed up with whatever growth hormones and psychotropics the Squigherd can pester a Painboy into producing for him. Fortunately, squigs are more than capable of surviving such an indignity, and the results are often spectacular, or at least extremely violent and demented.

Occasionally, a Warlord will experiment with letting Squigherds try out their creations in a fight, generally with mixed but hilarious results. Even the most jaded Ork veteran gets a chuckle out of watching a squig chew off a Space Marine's face.


War Squigs                  50 points

Elite
WSBSSTWIALdSv
Squigherd
4
2
4
4
2
3
3
7
6+
War Squig
3
0
4
4
1
4
2
3
6+
Chunda Squig
3
0
4
4
1
4
2
3
6+
Chompa Squig
3
0
5
4
2
4
3
3
6+

Unit Composition:
  • 1 Squigherd
  • 5 War Squigs

Unit Type:
  • Squigherd: Infantry
  • Squigs: Beasts

Wargear:
  • The Squigherd is armed with a slugga and a squigwhip.

Special Rules:
  • Squigherd: Mob Rule, Furious Charge, Pack Leader, Sic 'Em
  • War Squigs: Squigs
  • Chunda Squigs: Squigs, Vomit
  • Chompa Squigs: Squigs, Om Nom Nom

Options:
  • The unit may include up to three additional Squigherds for +20 points per model.
  • For each additional Squigherd, the unit may include:
    - up to five additional War Squigs at +6 points per model.
  • Any Squigherd may be accompanied by:
    - a Chunda Squig for +10 points.
    - a Chompa Squig for +15 points.
    - a Bomb Squig for +5 points.
  • Any Squigherd may replace his squigwhip with a zappastikk for +5 points.
  • Any Squigherd may take any of the following:
    - 'Eavy armour for +5 points.
    - Bosspole for +5 points.

Wargear:
  • Squigwhip: A long, sturdy whip made from squig leather and jagged pieces of metal, the squigwhip is generally used to goad a herd of squigs forward, but finds equal utility in allowing the Squigherd to lash the enemy from behind the mob of squigs. A model armed with a squigwhip can attack in assault if it is within 4" of a model from the same unit that is in base contact with an enemy.
  • Zappastikk: A short stick sporting two nasty-looking prongs, the zappastikk is able to deliver an electric shock capable of stopping a squiggoth in its tracks, or at lower voltages, goading a squig into a killing frenzy. At the beginning of the Assault phase, a model armed with a zappastikk can choose not to attack, and declare that he is using his zappastikk on a Squig within 2". The Squig will fight with +1d6 Attacks and +1 Initiative in the Assault phase. Using multiple zappastikks on the same Squig has no additional effect. If the Squigherd attacks normally, the zappastikk counts as a close combat weapon.
  • Bomb Squig: See Codex: Orks, page 42.

Special Rules:
  • Pack Leader: The confidence of the Squigherds is bolstered by the pack of slavering beasts at their beck and call. For the purposes of Mob Rule, a Squigherd counts models with the Squigs special rule as Orks. If there are no Squigherds remaining in the unit, the squigs will immediately scatter in all directions - the unit counts as destroyed, and any remaining squig models are removed from the game.
  • Sic' Em: When the enemy is near, the squigs become nigh-uncontrollable in their desire to chase, and a sensible Squigherd will simply let them run and try to keep up. In an assault, models with the Squig special rule can be moved up to 12", even though the Squigherd can only assault 6". The Squigherd must still maintain squad coherency with his unit.
  • Squigs: War squigs are fundamentally vicious, near-mindless creatures with no understanding of strategy or tactics. Units that contain models with this rule can never hold or contest objectives. In addition, squigs make exceptionally poor companions in enclosed spaces - models with this rule can never embark onto vehicles or enter bunkers.
  • Vomit: The digestive systems of the specially-bred Chunda Squigs are overflowing with acidic bile. In the shooting phase, a Chunda Squig can spew forth a stream of noxious vomit onto the enemy, with the following profile:
    Weapon  Range    Strength    AP  Type 
    VomitTemplate
    X
    -
    Assault 1, Special: Always wounds on a 4+
    In addition, the Chunda Squig's close combat attacks count as Poisoned (4+).
  • Om Nom Nom: Specifically bred for their impressive teef and oversized jaws, Chompa Squigs will chew through just about anything given half a chance. A Chompa Squig's close combat attacks have the Rending special rule.
« Last Edit: April 20, 2010, 10:06:48 AM by kadeton »

Offline DropFall

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Re: Competition No. 1 -
« Reply #5 on: March 31, 2010, 05:37:55 AM »
Coming up with a new unit from scratch is excruciatingly difficult when you've already written rules for dozens of other units previously.

HEAVY SUPPORT
If an Ork ever needed to understand why it is a very, very, very, bad idea to visit a ‘Bad’ Dok, one needs only look at the twisted machines of flesh and metal that were formerly Orks, now slave-patients of the Dok. Unfortunately Orks are dim-witted, and when injured and desperate, and with a distinct lack of teeth, they will seek out that ‘free outlawed Dok' to fix em up, often to a horrific end.

These Cybork Monstrosities are the result of many unnecessary surgeries preformed on an unsuspecting ‘subject’ by an overly eccentric and unscrupulous Dok, called a Bad Dok. Of course, no sane Ork would voluntarily allow such repetitious surgery on himself knowingly. Good thing one of the first ‘ops of inventiveness’ (at least that’s how they see it) the Bad Dok performs on the ‘subject’, if they’re remember to, is the squig brain transplant, leaving the patient unable to refuse any of the following procedures.
Eventually over a period, broken only by bouts of boredom and the occasional desperate Ork requiring his skills, the Bad Dok will tinker with his creation, until one day the Bad Dok thinks it is as good as he can get it.
What once was an Ork is now a mass of scar tissue, whirling cogs, hissing pistons, bundles of wiring, fist sized sutures, and metals plates, all mashed together in some semblance of the Ork form. In place of the Orks hands or arms, it now sports guns and blades of varying calibre and size; where eyes should be are now optical sights, and from exhausts on its back belch smoke from an engine.
A Cybork Monstrosity is strong, resilient, ferocious and utterly stupid. To the Bad Dok it is a marvellous creation, to other Orks, an insane butchering of an Ork. It is with little wonder that Warbosses boot Bad Doks out of their warbands, for if left to their own machinations within camp many more Orks will under go the same unpleasant transformation.

When a Bad Dok goes to war, it is generally out of curiosity or a need for certain parts; be it that extra head, or a bigger gun. Whatever the reason for their presence on the battlefield a Warboss quickly forgets past wrongs when his creations start chewing through the enemy faster than he can. This is until the Bad Dok bites the bullet, and they begin to rage through friend and foe alike…


CYBORK MONSTROSITIES         60 POINTS PER MODEL
WSBSSTW
I
A
LdSv
Cybork Monstrosity
4
2
5
5
2
3
D6
4
4+
Bad Dok
4
2
4
4
2
3
3
7
4+
Unit Composition:
•  1 Bad Dok
•  1-3 Cybork Monstrosities

Unit Type:
•  Infantry

Wargear:
Bad Dok:
•  ‘Eavy Armour
•  Cybork Body
•  Doks Tools
•  ‘Urty Syringe
•  Goo-gun

Cybork Monstrosity:
•  ‘Eavy Armour
•  Cybork Body
•  Big Choppa
•  Big Shoota

Special Rules:
•  Waaagh!
•  Fearless
•  Furious Charge
Cybork Monstrosity only:
•  Squig Brain Transplant
•  Relentless
•  Bulky

Options:
•  Any Cybork Monstrosity may replace their Big Shoota for:
   - a Rokkit Launcha for +5 pts
   - a Kustom Mega-blasta for +5 pts
   - a *Kannon for +10 pts
   - a *Deffgun for +15 pts
•  Any Cybork Monstrosity may replace their Big Choppa for:
   - a Burna for +15 pts
   - a Power Klaw for +15 pts
   - a *Dreadnought Close Combat Weapon for +30 pts
•  Taking a weapon option marked with an asterisk (*) means you may not choose any other weapon options for that Cybork Monstrosity.

Bad Dok:
•  The Bad Dok may replace his Goo-gun and/or ’Urty Syringe with:
   - a Big Choppa for free
   - a Power Klaw for +20 pts
•  The Bad Dok may be accompanied by a Grot Orderly for +5 pts



NEW WEAPON
•  Goo-gun - From the mind of the particularly mad, the goo-gun fires globs of toxic material. While short range and lacking any real kinetic force, it has the ability to kill quite effectively as the results of seeing an enemy reduced to a pool of quivering flesh gives testament to that.
Rng: 6"  Str:AP: -   Type: Pistol, Poison (3+)


NEW SPECIAL RULES
Squig Brain Transplant - The worst indignity an Ork can ever suffer is having his brain removed and replaced with that of a Squig’s (usually of the face-eater variety). This 'eksperimental serjery' tends to make the Ork thicker than a spaceship bulk head, and left only with a primal instinct to attack everything on site, albeit sometimes ineffectively as the brain fails to work properly. It is only with proper direction from its master are the rages of a Squig Brain transplant subject brought to heel.
To represent the drastic brain change models with the Squig Brain Transplant special rule must roll a D6 each Assault phase to determine the basic number of attacks they will have.
In addition at the beginning of every Ork turn in which the Bad Dok is no longer alive, models with the Squig Brain Transplant special rule must pass a Leadership or they will immediately move as fast as they can towards the closest unit, friend or foe, and attempt to shoot and assault that unit if possible. All rolls for attacks made by the models with the Squig Brain Transplant special rule against friendly units are made by your opponent.

•  Bulky - Models with the Bulky special rule count as two models for purposes of transport capacity.
« Last Edit: April 20, 2010, 10:04:11 PM by DropFall »

Offline Melthor

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Re: Competition No. 1 -
« Reply #6 on: April 4, 2010, 12:41:29 PM »
Gorbad was born on a savage jungle world where the tribes enjoyed constant warfare with the local wildlife population.  It was during “da hunt” one winter when Gorbad stumbled over a tree stump and landed face to face with a pig larger than a man, with one large tusk pointing right at him.

 Gorbad jumped up, laughed at the pig, and went for the kill, but it seems the pig had other ideas.  Instead of turning and running as most native pigs, this one jumped at Gorbad,  severing his left arm in the process.  Not wanting to seem weak in front of the other orks ( who it seems hadn't noticed gorbads fall) gorbad lept up and jumped on the boars back, sending it running through the jungle, away from his tribes camp.  Gorbad, enjoying the thrill of the speed, hung on and rode for 2 days in he wrong way before realizing he was hungry!  His first thought was to eat the boar, but just as the though came to him a large branch hit him in the face and he blacked out.

He woke up some time later to a wet nose sniffing his face and when he opened his eyes there was a Huge Spidersaur (large predator), checking how fresh he was.  Knowing there was no escape for him, but wanting to hurt the animal in the process he kicked upward, gettin the creature in the jaw with his spiked boots.  The spidersaur, now rather annoyed pinned gorbad to the floor with four of its limbs and raised the others high as was custom before the killing blow.  Just before the creature made its move there was a loud shriek and out of the bushes came the Boar from earlier, puncturing the lizards heart with its charge. Gorbad lept up and finished the monster off with his shoota, his wounds almost healed by then,  yelled into the air with joy, then the boar came up to gorbad and seemed to roar along with him.  Believing this boar to be sent from Mork(or gork) he spared its life and ate the spidersaur instead, sharing with the boar and building its strength for the journey home to his tribe.

At first the other orks laughed at him, believing him crazy for riding a “stoopid pig”, until gorbad and his “stoopid pig”, now named RHINO, came home day after day with the biggest kills from the hunt, despite his one arm.  Soon several other orks started to follow gorbad on boars and called them selves “da Squeelaz" after the noise the bloodthirsty boars made. It was at this point a Local warboss turned up looking for orks to join da big fight against da humies.  Gorbad jumped at the chance as it meant he might actually get his arm back.  Gorbad soon became bored with fighting the Imperial guard as he found them too easy to kill compared to 20ft 8legged lizards, and returned to his own planet, where his skills and brain soon made him the local Warboss.


Da Squeelaz         +50 pts per model
Fast Attack
       
WS
BS
S
T
W
I
A
LD
SV
Da Squeelaz
4
2
4
5
2
3
3
7
4+
Gorbad
5
2
5
5
3
4
5
9
4+/5++

Unit Composition
•  2-5 Squeelaz
•  0-1 Gorbad

Unit Type
•  Cavalry

Wargear
•  Shoota
•  Choppa
•  'eavy Armour
•  Warboar

Special Rules
•  Furious Charge
•  Mob Rule
•  Waaagh!
•  Chaaarge!

Da Squeelaz May take the following Options
•  Replace Choppa with Big Choppa +5 pts per model
•  Twin Linked Shoota+5 pts per model
•  Kombi-Scorcha+5 pts per model
•  Kombi-Rokkit+5 pts per model
•  Waaagh! Banner+15 pts per model

Gorbad da Pig
•  One Squeelaz mob may be lead by
              - Gorbad Da Pig (see below).......180p

New Special Rules/Wargear

•  Warboar
These aggressive Creatures are trained for the hunt and always give the rider a better position from which to strike.  They allow the rider to re-roll one failed to wound roll in each assault phase

Chaaarge!!
Because of the momentum these beasts gain duging a charge, if one puts a foot wrong it could spell disaster for all of the unit. If the unit decides to run during the shooting phase, on the roll of a 1, all models in the unit must suffer 1 wound, saving throws allowed.  However  if the unit rolls a 6, it gains an additonal +1 to the strength of its attacks in the that players Assault phase
GORBAD DA PIG

Wargear
•  Shoota
•  Power Klaw
•  Boss Pole
•  Cybork Body
•  'eavy armour
•  Rhino (see below)

Special Rules
•  Furious Charge
•  Mob Rule
•  Waaagh!
•  Chaaarge!
•  Skilled Rider
•  Preferred Enemy (Vs Monstrous Creatures & Units with T5 or above)

New Special Rules/Wargear

•  Rhino:-                         
Rhino is an aggressive boar to say the least and allows Gorbad, during any Assault phase, to re-roll and failed any to hit roll AND the normal one to wound roll for riding a warboar.  Rhino also has the turbo boost special rule (although doesn't actually have boosters, he ain't a rocket pig! Just a fast angry one)
« Last Edit: April 20, 2010, 09:43:33 AM by Melthor »

Offline Scorn

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Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #7 on: April 23, 2010, 02:18:06 AM »
Quote
Voting for the inaugural Ork forum competition is now open. Please keep in mind the hard work these people have put in, and that your vote should be based on whether the competitiors unit fits with the Ork background, is costed appropriately, and whether or not the unit is balanced in comparison to the Ork Codex.

Cheers
Dropfall

Vote now...

Names of contestants are links to the entries
Rejoice.  Despair. 
Fate does not care.
Each knotted mind entwined. 
Each soul another's bind.
And blind though we are led. 
In time we do know when, to cut a thread.
-Erfworld

Offline Gutstikk

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #8 on: April 23, 2010, 04:00:33 PM »
All of the entries are loads of fun, good job to all who entered, had a few good laughs! I'll have to see if I can get permission to try some of these units out sometime.

Offline Melthor

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #9 on: April 23, 2010, 11:48:15 PM »
Id love to test out any of the units.  Shall we get a few more volunteers and decide who plays each unit? It would be nice to collect a catalogue of "homemade" units, along with some user feedback for each, giving example tactics perhaps.  Would perhaps be better to wait until after the poll, so not to sway the votes :P 

Offline DropFall

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #10 on: April 24, 2010, 12:27:49 AM »
Unless you wanna make copies of all the units that have been written, you're not gonna be able to read them after the winner has been found; only the winners will remain.

Offline OD from TV

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #11 on: April 24, 2010, 01:52:39 AM »
Is there a way that maybe we could preserve the other entries that didn't win?  I really gotta say each of the entries were great, not a single lemon in the bunch and to have some of the entries deleted just seems... well wrong.

I know I didn't enter this kontest, but if I did I would feel so horrible to know that my hard work was essentially tossed in the bin.  But thats me.

I did want to mention that all the entries were boss, and that I certainly didn't have an easy choice.

Peace
~OD
Truly beautiful work. That's the kind of stuff that makes a true mekanik cry tears of joy.
OD, you once again prove that your are still the freakin Da Vinci of plasticard

Offline DropFall

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #12 on: April 24, 2010, 04:07:57 AM »
I will see if Gutstikk will be willing to cut the entries of those who didn't win into an unstickied thread with a link to it in the Contest End post so people may compare them.

Another option is to re-post your entry in another thread.

Edit: Also if voting is close, 1st, 2nd and possibly 3rd maybe put in the Contest End post.

People have to remember this is a competition, like every competition, its all about the Winner.
« Last Edit: April 24, 2010, 04:11:37 AM by DropFall »

Offline SKEETERGOD

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #13 on: April 24, 2010, 08:26:50 AM »
Being a KoS type I relly like both those vehicles!  Can I vote for both of them?
There is a GI Joe/cobra model that looks like a tunneler, I may have to get a few and orkyfy them.

On a different note the squeelaz are good too, and might just end up in my army, as they are calvary, but not vehicles....  Hmmmm, I might have to paint them red ;D
"It needs but one foe to breed a war. And even those who have not swords can still die upon them" (Lady Eowyn)
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Quote from: angel of death 007
Skeetergod: (adj) A crazy fascination for all things combustible mixed with an unhealty lust for red paint. see also Speed Freak

Offline Gutstikk

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #14 on: April 24, 2010, 11:08:43 PM »
We [staff] try not to throw posts out unless necessary, and even then, they're archived and can be restored. What I'll be doing in this case is:
-splitting all the entries off of the main contest thread as its own new thread.
-linking the new thread back to the sticky thread in the post reserved for winners, like so:

(url=link) Ork Forum Competition Number One: Design a New Unit [Winner: Membername] (/url)

Then the old thread will be left open for commentary if decided, it'll eventually fall off the frontpage and there you go ;). Meanwhile the sticky can be used for the next contest.

Offline Melthor

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #15 on: May 6, 2010, 09:21:36 PM »
Anyone who has not yet placed their vote only has a few hours to do so!!!
Good luck to all you other guys, i know i had a good laugh writing mine, and also reading yours!
« Last Edit: May 6, 2010, 09:24:18 PM by Melthor »

Offline DropFall

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We Have A Winner
« Reply #16 on: May 7, 2010, 03:40:48 AM »
Congratulations to Gutstikk for taking out the 1st Create A Unit Competition.

To all competitors, thank you for entering, and keep your eye out for the next (and different) competition to be announced

Dropfall


The entries in the competition thread will remain in that thread until such time as I have discussed various 'comp end' things with Gutstikk.

Offline Gutstikk

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #17 on: May 7, 2010, 07:17:40 AM »
Thanks to everyone who entered this, there were a ton of entertaining entries. Lots of creative and twisted minds here on the Ork forum!

I hope to see the same level of involvement as these contests continue. I think there's gonna be a lot of variety in terms of the type of contest, hopefully something for everyone. So if you sat this one out because new units aren't your thing, don't worry - there's sure to be a contest that catches your eye soon enough!

Offline Melthor

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #18 on: May 7, 2010, 07:23:32 PM »
Congratulations Gutstikk! 
Are there any more eager players out there willing to test the top 3?

I usually play at least once a week and i know my mates wont mind me using these for a laugh.
With permission ill start by playing the Cybork Monstrosities, is that ok DropFall?
Also any suggestions on Models to proxy, killa kans perhaps, or somthin bigger?

Offline Gutstikk

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Re: Ork Forum Competition No.1 - "Create A Unit Competition"
« Reply #19 on: May 7, 2010, 09:52:10 PM »
The Tunnel Diver is basically looted wagon/battlewagon size, closer to the kit battlewagon probably, at least that's what I envisioned. I overcosted it somewhat on purpose. Make sure your opponent wants to face it before you put it on the table :).

 


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