New Shiney Bits
Gubbins
THE SCRAPA GRABBA
This is a new gubbins-The scrap grabba this gubbins can grab nearby (2")scrap by
useing a large magnet atatched to a crane. An ork must be in control of the crane in order
to use it. IF it is used with in 2" of a modle wearing 'eavy armor it ataches to him
and can either be dropped for 1 s3hit or can remain there for the rest of the game if so
he is captured. The scrap grabba can only grab one thing at a time. If the skrap grabba is
used on a vehical the vehical must turn with the vehical it is atatched to untill the
driver makes a sucessful leadership test.
TRAILER
This handy little gubbin lets you make your truk even bigger without massive convertion.
After all truks can only be so big before they start to look silly right? But trailers are
perfecty logical and fun. Only truks and traks can have trailers. Trailers are extentions
to the main truk that can carry boyz or extra weapons(rules comeing soon!!!). The trailer
can hold a maximum of 4 boys or a slaver and 5 grots. The handy part about a trailer is
that while the truk is makeing a turn the trailer can be disconnected from the truk. The
trailer rolls 1d6" then come to a stop and all the boyz can get out. This can only
happen while the truk is turning or the trailer will run into the back of the truk and be
destroyed. The trailer isn't as heavly armored as the rest of the truk so it only has an
armor rating of 4. That means if your truk has more than one gubbins and the gubbins is
hit roll to see which gubbins is hit BEFORE appyling dammage. If the trailer is destroyed
roll a scatter dice and a 1d6 for each ork in the trailer and they all have a S3 hit on
them. Boyz from other mobs can attack the trailer just like they would a trukk with no
crew. If you wish to reconnect the trailer with the truk, the trukk must be 1" or
less away and one boy must spend his entire movement in contact with either the trailer or
the truk. If a player trys to board the trailer he can if there're less than 4 boyz in the
trailer otherwise the trailer is to full and he goes on the truk. This gubbin costs ten
teef.
Troop Types
SQUIGS
Squigs, it seems that everyone has rules for squigs now and days exept for me. That will
change now, if you use these rules tell me how they work.
The Squigs will be counted as gubbins when on the vehical and as troops when off the
vehical. In order to have squigs you must have 3 things a squig handler(6 teef) a squig
cage(3 teef for 6 squigs) and squigs(2 teef each). Each of these items will be explained
in detail.
Squig Handlers- These are orks who are Smart enough to handle squigs and stupid enough to
want to. These orks can safly handle ticked off squigs without being bitten, mauled, or
harmed in any way. They can also use slaver equipment and have the same stats as a slaver.
He can't however work as a slaver and he still works in the mines when collecting income.
If a squig handler dies then all the squigs run away never to be seen again.
Squig Cage- This is were the squigs are kept on the trukks and trakks untill they are
ready to be dumped out and let free to rampage. When dumped the cage bounces and rolls
some what randomly so when dumping a squig cage roll a 1d6 and a scatter dice. The roll on
the scatter dice can be motified up to 45 degrees in either direction. When the cage stops
moveing the squig is released as explaind below. When on a vehical the squig cages count
as gubbins and if the are destroyed the squigs are realeased in side the crew compartment
of the truck!(this is very bad). After the battle it is assumed the cages are retrived and
repaired so that they are ready for use in the next battle.
Squigs- M-* WS 4 Bs-0 S-4 T-5 W-1 I-1 LD-*
When the Squig is under the controll of the Squig handler they move as fast as dose. Inorder for this to happen the squigs must bin with in a radius to him = to his leader ship (normaly 7). When this happens the squigs have a movement of 6 and you may controll them like any other troop type. Should the squigs wander out of the raduis of the Handlers leadership them move 1d6 in a random direction unless they can charge anything in which case they do so. If they charge a truk then roll a 1d6 on a rol of 3-6 the bounce into the crew compartment and attack as normal. On anything else they take a str 3 hit and bounce off in a random direction. Should the handler die the squigs act like they would if they weren't in the handler's sphere of infulence.
There are two types of Squigs you can get The basic modle which has nothing special about it for 2 teef or the Buzzard Squig for 3 teef. THe buzzard squig is affected by frenzy, and it must take a leadership test (useing the handlers leadership) before it moves. If it fails then it acts like it would if there was no handler, execpt with frenzy. At the end of the turn it take the leadership again to see if it follows orders again. This is of cousre if the Handler is in range.
Squig Body Gaurds
Your nob may have a Squig body gaurd for 2 teef. If it dose then the squig never moves more than 3" away from him. If he dose then the squig will move 1d6 untill he is reunited with his master. These squigs have been specialy bread for thier loyaly so there's one thing taken care of. Should the nob go down the Squig will stand by untill his master gets back up. If he goes out of action then the squig will go bezerk and will act like a squig without a handler except the squig will be affected by hatred. YAou don't need to have a handler if you want a body gaurd. Well I think that's it.
Big Guns
Snot Rokket- Diggas Squiggets Orks may use this gun.
To range: 12 long: 18
to hit: - -
Strength -1d3+1
Save MOdifyer -2
Damage -1
Ammo Roll +6
Description- This gun was first used by Squiiget Mob but it was soon adopted by several of the other mobs. It's rapid fire mode may depleat the ammo quicky but hey it's great for takeing out troops on foot. Or well at least...umm it's cheep! What it dose is it fires a hail of snots at the enemy. Each of the snots is full of sharp spikey bits to make them arder. It may not make a niffty Dakka sound but the squeeeeeeee *splat* spund more than makes up for it.
Special Rules
1 sustained fire dice! For each hit roll a 1d6 on a roll of one the snot has miraculay survived and the modle he hit is now in hand to hand combat with him. You can find snots stats in the digga nob expansion pack. If it hits a vehicle and survives place the snot inside the crew compartment. If the player can't provied any snot modles then it is assumed to have died.