Wednesday, December 7, 2016

Masters of the Forge: Civilized Gaming



Episode 75 – Civilized Gaming with Teri & the London GT with Zach


In this episode, we have a chat with Teri Litorico about her new book, The Civilized Guide to Tabletop Gaming. We also discuss the London GT with Zach.

Masters of the Forge: The Time of Ending


Episode 73 – The Time of Ending


The Time of Ending is on everyone’s minds these days for one reason or another. In this episode, Adam, Jason, and Snorre get together to give a brief run-down on the Time of Ending and explain just how much 40k lore is packed into the last 500 years of 41st Millennium.  We also discuss the possibility of delving deeper into these events in the future, framing them in the context of the Time of Ending paradigm. Also in this episode, we have a chat with Reece from Frontline Gaming about the Las Vegas Open.


Episode 74 – Good Morning, Imperium of Mankind 224.750.M41


For this episode of Masters of the Forge, we have a special treat: the 224.750.M41 edition of Good Morning Imperium of Mankind which was written by Adam. It is presented to you with apologies to the Welcome to Nightvale podcast and the Regimental Standard blog. A big thanks goes out to Brian Harvey and Melinda Clarke who were the voices of Good Morning Imperium of Mankind and, of course, Jason Mitchell for editing.

Orksvent 2016 Part 5: Paragon Orks - Krork Brutes



Krork Brutes are the shock troops of an Ork WAAGH! which has reached Paragon status. The great WAAGH!bands which blaze a trail of death and destruction from one world to the next give rise to entire phalanxes of orks who are as big and mean as any Nob. The sheer weight and ferocity behind a Krork charge is enough to break even the sturdiest mortal troops and crumple any defense.

Hobby note: Krork Brutes are best represented using the Age of Sigmar Orruk Brutes kit, the Ork Nobz kit, or a combination of the two. In either case, Orruk Brutes should be modeled on 40mm bases. For the Brute Boss Nob, any Warboss model in 'Eavy Armour is appropriate and should be modeled on a 50mm base.

Krork Brutes

Role:  Troops
Points: 250
Unit Type:  Infantry. The Brute Boss Nob is Infantry (Character)
Unit Composition:  9 Krork Brutes and 1 Brute Boss Nob


                      WS BS S T W I A Ld Sv
Krork Brute           4  2  4 4 2 3 3 7  4+

Krork Brute Boss Nob  5  2  5 5 3 4 4 8  4+

Wargear:
  • 2 Choppas
  • 'Eavy Armour
  • Stikkbombs
  • Bosspole (Brute Boss Nob only)
Special Rules:
Options:
  • May include up to forty additional Krork Brutes ... 19 pts/model
  • The unit may be equipped with Deff Trophies ... 2 pts/model
  • Any model may replace both of their choppas with a supa choppa ... 6 pts
  • Any model may replace a choppa with a slugga ... 1 pt/model
  • Any model may replace its other choppa with another slugga ... 1 pt/model
  • The Brute Boss Nob may take items from the Ork Ranged Weapons and/or Melee Weapons lists.
  • May take a Trukk or a Battlewagon as a dedicated transport.
Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.

Sunday, December 4, 2016

Orksvent 2016 Part 4: Paragon Orks - Krork Megaboss






A Krork Megaboss has reached a level of brutality and cunning which few beings, let alone Orks, can ever hope to attain. He is a walking mountain of bravado and terror. He won't even notice the beam of a lasgun. A bolter round is an annoyance. Krak missiles do little more than get his attention. The appearance of Krork Warbosses but a myth throughout the Imperium. This is largely due to the fact that few survive an encounter with one.

Hobby note: Krork Megabosses can be modeled on 60mm round bases and may require a degree of modeling ingenuity. They should be about the size of a Daemon Prince. Indeed, that model with an Ork head and various Ork bitz could work well as a Krork Megaboss. Also, look to the Age of Sigmar line for more inspiration.

Krork Megaboss

Role:  HQ
Points: 180
Unit Type:  Infantry (Character)
Unit Composition:  1 Krork Megaboss

                      WS BS S T W I A Ld Sv
Krork Megaboss        6  2  6 7 5 5 5 10 3+


Wargear:
Special Rules:
WAAAAAAGH!: Once per game, at the start of any of your turns after the first, a model with this special rule can, if he is your Warlord, call a Waaaaaagh! On the turn he does so, all friendly units made up entirely of models with the Tide of Brutes special rule add 3" to their charge distance. In addition, the usual maximum charge distances are waived for all abilities which grant additional charge distance (including the Tide of Brutes special rule and Boarding Planks).

Crushing Strength: Wounds caused by the Krork Megaboss which are made on a natural roll of a 6 are resolved at AP 3 unless the wounds are already AP 1 or 2.

Options:
  • May replace both his choppa and slugga with a double-headed supa choppa ... 25 pts
  • May take items from the Ork Ranged Weapons, Melee Weapons, Runts & Squigs, Orky Know-wots, Gifts of Gork and Mork, and Relics of the Krork lists.
  • May replace his deff armour, choppa, and slugga with mega armour, twin-linked shoota, and power klaw ... 30 pts
  • A Krork Megaboss not wearing mega armour may take a Rokkit Pack ... 20 pts
  • May take a Battlewagon as a dedicated transport.
Check out the rest of the series on Paragon Orks

Note:   These rules are experimental. Please report any possible issues including abusive applications to adam.fasoldt@gmail.com.  This is a work for the purpose of fan enjoyment and is not intended to make money or to infringe on Games Workshop’s copyrights.  All symbology and terminology is Copyright Games Workshop LLC.  This has been created with Games Workshop’s fair use policy (available on their website) in mind.

Friday, December 2, 2016

The Orks of 2016

Looking at my log of terrain to build for the Goldensprue Cup, it seems unlikely that I will be painting anything but that before the end of the year. Therefore, I'm going to call my 2016 army projects done now. I'm looking forward to 2017 when I will focus on my Imperial Knights army and Seraphon army.

Including models I made extensive repaints of, I painted a total of over 6200 points and 260 models, 20 of which were vehicles or fortifications (Inquisitor and Sisters of Battle not pictured). My painted to purchased ratio for units in 2016 is about 52:28 which isn't too bad, I'd say.













Oh yeah. And Hero Quest.




Orksvent 2016 Part 3: Paragon Orks - Wargear



A WAAGH!band of Paragon Orks have survived and succeeded on countless battlefields. As their heaps of treasure and experience build, so do their innovations. When a piece of wargear can be added to the list of traditional Ork units, it will be mentioned here. Otherwise, the remaining upgrades are available to other units in this supplement.

Boosta Pack

This piece of equipment works exactly like a Rokkit Pack except that the model moves 3d6" in the movement phase instead of 12". A Big Mek may equip himself with a Boosta Pack instead of a Warbike for 15 pts.

Bosspole

If a unit of Orks with the Brutal or Possibly Kunning special rule has a bosspole in it, then it must re-roll any failed morale or pinning checks.

Deff Armour

Deff Armour is as much of a status symbol of Ork warlords and their lieutenants as they are protective wargear. It is often made from the equipment of fallen enemies such as Space Marines. Deff Armour provides a 3+ armour save. It may be selected by a Warboss instead of 'Eavy Armour for 15 pts.

Deff Trophies

Many Krork units possess a bravado that belies their hubris... and it is well-deserved! They tend to decorate their armour with trophies of past conquests. This reminds them to have no fear in the face of even the most formidable of opponents.

A unit comprised entirely of models with Deff Trophies has the Stubborn special rule.

Deffkopta

A Big Mek may equip himself with a Deffkopta instead of a Warbike for 35 pts.

Mekka-Naught Armour

Many Big Meks aspire to greatness, but are often left in the shadow of greater Orks. The Mekka-Naught Armour is often the result of these delusions of grandeur which culminate in a final mad grab for power, thus allowing the Big Mek his chance in the sun. Unfortunately, the surgical upgrades required to equip a suit of armour of such girth can be problematic for the aspiring warlord.

Mekka-Naught Armour provides a 3+ armour save, a 5++ invulnerable save, +2 Wounds, and the Eternal Warrior special rule. Mekka-Naught Armour comes equipped with a Buzz Saw.

After the Big Mek has taken 2 unsaved wounds, the Mekka-Naught Armour is destroyed and the Big Mek loses all its benefits except the additional wounds. Having said that, after the armour is destroyed, roll a dice. On a 1 or a 2, the Big Mek takes an additional Str 5 AP - hit as the armour's power plant explodes.

Mekka-Naught Armour is 50 pts and can be equipped on a Big Mek instead of a Kustom Forcefield and has the same equipping restrictions.

Personal Tellyporta

One of the hallmarks of a blossoming Paragon Ork kultur is the advent of Tellyporta technology. Some Big Meks even develop portable versions designed to take them and a squad of brave souls to the heart of the enemy.

A model equipped with a Personal Tellyporta and any unit he joins gains the Deep Strike special rule. If the unit would normally suffer a deepstrike mishap due to proximity to enemy units, they are placed in close combat with those units instead. They do not count as having charged and Overwatch may not be taken against them.

In addition, the unit gains the Hit & Run special rule and adds 1d6" to their movement in the movement phase.

The Personal Tellyporta is 50 pts and can be equipped on a Big Mek instead of a Kustom Forcefield and has the same equipping restrictions.

Supa Choppa Weapons


The Supa Choppa is a bigger, meaner, and often brightly-painted version of a Big Choppa. Most Orks are far too weedy to wield such a weapon, even your average Nob. Supa Choppas count as "Choppa Weapons".

                           Range  Strength  AP  Type
Supa choppa                  -       +2     5   Melee, Two-handed, Grinding
Double-Headed Supa Choppa    -       +2     5   Melee, Two-handed, Grinding, Double


Grinding: Successful saving throws made against wounds caused by a weapon with this special rule must be re-rolled. Any saving throw which already allows for a failed result to be re-rolled instead is not re-rolled at all.

Double: This weapon counts as two weapons for the purpose of calculating extra attacks.