SO YOUZ ISN'T APPY WIV YUR TRUCK AY, WELL IVE GOT JUST WAY YUZ NEEDZ. NOT ONLY AZ I GOTZ YER OLD FAVURITZ, BUT I AZ ALSO GOTZ IN SUM BRAND SPANKING NOO STUFF HOT OFF DA PRODUCSHUN LINE. GUST TAKEZ A LUK FUR YURSELVZ.
HAND RAILS: (3 teef) This is a great set of gubbinz if you use your truck to race around the board dropping and picking up boyz to collect scrap or gain good positions. Hand rails are placed all the way around the sides and rear of your vehicle. Any model (friend or foe) attempting to board or jump off the vehicle (this includes those falling off unless they are down) may re-roll their roll to get on or stay on the vehicle not the roll to see if they are hit.
SIEGE TOWER: (5 teef) A siege tower takes the form of a large lift or raised platform, and is mainly used for asaulting forts. Any model on the vehicle may declare that he wants to move onto the siege tower at the begining of his movement and may do nothing whilst he is there, (note, drivers cannot drive from the platform and gunners cannot fire their fixed weapon from the platform). After a model has been on the platform a full turn he may then take advantage of the extra hight when attaking things such as forts or watch towers. The model counts as at the hight of the platform and is allowed to charge at any time during his movement phase, if the tower is the same hight or higher than the fort a charging model does not count as having scaled the walls, don't forget that an ork takes an S3 hit when leaving a thrusting vehicle on a D6 roll of 4+. Please note the tower may be no more than 4 inches above the ground, as any higher would cause a vehicle to topple, also for this reason a siege tower is for use by buggies trucks and tracks only. This comes into its own against cowardly Orks who scarper up watch towers or hide in their fort.
DUST CHURNA: (4 teef) Isn't it just soooooooooo anoying when some scumbo driver decides that hes going to follow you so no matter what you do you can't get away from him, well heres just what you need. A dust churna is a set of roters or ploughs attached to either the side or rear of your truck so it throws muck into the face of drivers and clogs up engine parts. This means the driver suffers a -1Ld when rolling to turn after thrusting and a -1 to all rolls to thrust ie requires a 3+ for his first thrust 4+ for his second and a 5+ from then on.
DA ROLL KAGE:(5 Teef)
Da Roll Kage was made by Da Mekboyz to give the Orks a bit more konfidents as they hurtle around at top speeds in their vehicles. By using all different sizes of piping and tubing, they were able to create a 'Kage' around any vehicle that it was attatched to. By bolting, or prefereably, welding the kage to the vehicle's chasis, it would reduce the amount of damage that would be sustained, boyz included, if the vehicle rolled upside down.
If Da Roll Kage is added to any vehicle, then the Driva may add +1 to any Leadership test when making a turn after using the Thrusters. He seems to think that the vehicle will have less chance of rollong/spinning with a few bars over his head.If hit in Da Gubbinz, Da Roll Kage is destroyed on a 4+.
DINO DROPA':(Cage-10 Teef Dinos-10 Teef)
In their many travels, the Ork slavers captured dinosaurs. Some overly cunning Nob decided to build a cage and cart them around on a trukk. Then, when those feisty other trukks get too close, ya let the dinos feast.
Give them stats equal to an Ork with two attacks, and 5 movement. They have no armor and can only attack in boarding moves. They must have an Ork slaver handler for every three Velociraptors. (That's all I could fit in my cage.) If they fall off the trukk, work out damage as normal and roll a die, 'cuz they're mad! On a 1-3 your opponent controls the 'raptor, on a 4-6 you do. You could also make a table for this if you wanted. More in keeping with the Orky way of doing things, you could do without the cage. You still need the Ork slaver, but when the dinos get rambunctious, he must make a Ld Test. If he fails, one of the 'raptors bites either the driver (1-3) or the "co-pilot" (4-6) at ST 3. Armor saves are allowed.
Modeling Tips: I made a cage that fit and painted up some of the velociraptors from the Jurassic Park game.Build a cage to fit in the back of the trukk. I built mine with a cardstock base that fits in the back of a trukk. Buy some 1/8"x1/8' balsa wood for the bar holder of the cage. Glue these strips to the outside of edge of the cardboard base. Cut some more strips Exactly the same size. Drill some holes with a pin vise for the bars. Cut 1/16" brass rod in one inch pieces for the bars. Using tacky glue (PVA), glue these in your holes. Let dry an hour or so. Now fit the extra balsa strips for the top of the cage. I just pressed the wood down lightly on the rod and it left light marks. I then drilled holes with the pin vise and glued the top down. Let this dry, undercoat it black, and drybrush your choice of metallic color. I painted the dinos with an undercoat of desert yellow and spots of a brownish purple for the markings. Drybrush lightly with white and they look pretty cool.
DA SMASHA:(5 Teef)
Da smasher is a big long poley thing with a big bit o meatle stuk on da top, it looks lika a big hammer. If your buggy is being chased one of da boyz cuts da safty rope and sendsda smasher into the front of da buggi behind ya. The buggy takes a strength 5 hit and on a 4+ a random crew member is hit.
Modeling Tips: get a barrel frome the box set and stik it on top of about 2 and a half inches of quit thick wire(or a cut up biro)
WELL IFF I KANT TEMPT YOUZ WIV VEICUL UPGRADEZ DEN YOUZ KUD ALLWAYZ DOO WIV YOUR WEPUNZ DOIN UP. NOW I NO WOT YOUZ IZ FINKIN BUT DEES IZ GREAT NOO ADD ONZ WAT YOU CAN TAKE OME AN DO YOURSELF, JUST TAKE A LUK.
Please note as with vehicle gubbinz weapon gubbinz are for specific weaponz only and may not be swapped around, even onto other weaponz of the same type, once a set of gubbinz is on a weapon they may never be removed. If a weapon is lost or destroyed for any reason then all gubbinz are lost also.
METUL SHIELD: (1 toof) A metul shield may be fitted to ork gunz, not big gunz or hand-to-hand weaponz. The shield confers a bonus of +1 to saves when the owner is being shot at.
SIGHTZ: (3 teef) These come in a variety of forms from telescopez to lazers but they all perform similar jobs. Any model may fit a sight to any shooty weapon and confers a +1 to hit modifier when he fires the weapon in his shooting phase (not during close combat or on overwatch). If the model hits then the target (if animate) will spot the dot or see the model lining up and dodge out of the way on a D6 roll of 6 in which case the shot automatically misses.
SGUIGSKIN CARRY CASE: (2 TEEF): A model with a squigskin carry case can put his weapon away between fights or when it is not in use. This helps to keep dust and grime out of the worky bitz which is one of the major causes of jams. A model with this gubbinz may add plus one to all ammo rolls.
BAYUNETT: (1 toof) A bayunett may be added to Ork gunz, not big gunz or hand-to-hand weaponz. Bayunetts take the form of a choppa or knife or similar fastened to the front of the weapon, allowing it to be wielded in hand-to-hand combat with a +1S bonus.
EXTRA AMMO: (1/2 weapon cost rounding up) This is basically what it says and allows any gun or shooty hand-to-hand weapon to ignore its first failed ammo test.
WEAPONS STAND: (3 teef) This is a clever device which allows big gunz to be fired by models on foot. A big gun with weapon stand gubbinz may be carried by any Ork who may nominate to set up the weapon before he moves, in which case he may do nothing else that turn and if charged may not set up the weapon. The model may then fire the weapon within his normal 90 degree fire ark but may not move other than to turn on the spot. If a model moves then he counts as having put the weapon stand away and it must be set up again before firing. A model with an unset up weapon counts as having -1I and -1WS.
ARMOUR PIERCIN' AMMO: (2 teef) Tipped with a small explosive charge this ammo can bust through sheet steel like it was paper. Well that's the theory anyway. Armour piercin' ammo can be used by shootas and gains a +1 strength bonus when shooting at vehicles. The ammo confers no bonus against Orks as the ammo tends to pass straight through flesh without exploding.
EXPLOSIVE AMMO: (2 teef) Tipped with a bloody large explosive charge, this ammo is designed to throw a huge amount of shrapnel a short distance meaning that cover is of no benefit to the target. Explosive ammo can be used by shootas and ingnores all modifiers to cover. However should you fail an ammo test there is a good chance that a bullet may have been caut in the barrel. Take a further ammo test, if this also fails then the bullet explodes. The firing weapon takes a hit of equal strength to the shoota.
EXTRA RED PAINT - 3 teef || By Grimtooth
For a small and economic fee the mekboys can slather your vehichle with a extra thick fresh coat of bright red paint. And as we all know, red goes fasta'. The vehichle with its new paint job will not only look more impressive but will gain an extra D3 inches when using its thrusters. Although the spiffy looking vehicle will go faster it becomes much more difficult to control, thus the driver suffers a -1 to their Leadership attribute (Ld) when attempting to turn.
Modeling tips: I won't insult your intelligence by including modeling tips for this one.
Seeing as how Snotlings seem to be all the rage amoungst players, I'll toss in my vision.. rather than a troop-type I see them as more of a gubbin..scurrying about under the feets of the boyz on the backs of trukk and buggies, tossing off any one who tries to board.. something like spiky bits.. or what have you..I have thought of any real rules.. maybe in a day or two..
Modeling tips: glue some snotlings on your vehicles.
Please note all gubbinz must be modelled or converted on the model as stated 0n p60 of Da Rulez book.