Alan Borthwick

Fields of Blood 2004

WAAAGH BUZZSAW

DA WUN

DA ONLEE

DA BUZZSAW!

 

Trans: Waagh Buzzsaw lots of dakka, lots of teef

WAAAGH BUZZSAW

Da Buzzsaw is Da biggest meanest Badmoon dis side of Nazdreg. Wun day e saw wun of dem beaky Fisty kans all in da yellow and he fort too imself, I’ll ave dat. So e and Ugfangs boyz snuck up on it and started to womp it, but dem fings is ded ard. Ugfang got clobbered, but da boss put da boot square in. e dragged da fisties kan back to da meks oo made im da biggest set of armur I’d ever seen. Ugfang got lucky too, and dere was enuff left over to fix im up, but es never been da same since da painboy dun finished wiv em.

If youz wants be a real Ork in da Buzzsaws gang, u gots to get a big gun, den you gots to be real big to keep it, cos everyone wants a big gun, cept dem choppa nutters oo put all dere teef into dere jalopy.

Its all about da dakka, da more, da louder da better. U’ze best watch out, cos if Da Buzzsaw finks you got some good stuff, ee’ll come over and frump ya.

Wee’z all about to Waaggh up to Da Orklands, up in da Bombay swamp. Deres going to be a big smash up dere and loads of loot. And deres a cupple of Skumgrods kalled Dazhkull and Reddakka up dere oo fink deys as big as Buzzsaw, but we’ll fiz em of dat idea.

WAAAAGGGHH DA BUZZSAW!

PERSONAL ARMY RULES:

Rich is best: The Warboss must have the most wargear in the army and all nobs must have either a heavy weapon or powerclaw to show their wealth.

More Dakka: The army is a shooting army, so no close combat foot troops, and a max of 1 trukk mob.

It’ll be ready soon ‘onest: The meks are too busy making lots of guns, so have no time to make big tanks or kustom force fields (no one has time to carry them), so the army has no heavy tanks, and only a small number of fast vehicles. And most of the armies grots are helping, so no grot mobs.

BAD MOONS

Da richboyz. Dey grow teef a lot faster den wot kan da uvver clanz, so dey iz richer den wot da uvver clanz iz, see? Loadsa teef-snatchin Gretchinangin around ‘em all da time. Loadsa slaves an’ all. Deyave to spend it all on gear to fight off da over clanz wot wants to redistribute der welf a bit.’

The symbol of the Bad Moons clan is a grimacing, yellow moon-face wrapped in a halo of black flames. Bad Moons are the richest of all the Ork clanz. Orks use their teeth for currency, and as the Bad Moons’ teeth grow faster than everybody else’s they are very wealthy. This is not regarded as an unfair advantage, as any Ork who is tough enough can always bash a Bad Moon on the head and steal his teeth! The Bad Moons are what passes for a merchant class in Ork society, continually buying, selling, swapping and

conning to get even more teeth. Bad Moons like to display their wealth with expensive technical and highly decorated wargear. They usually have the best wargear, and wear the most gaudy clothes preferring a yellow and black pattern derived from the clan symbol. They also love to spend their teeth on food, which means that many Bad Moons are a bit stout around the belt.

USING A BAD MOONS ARMY IN WARHAMMER 40,000

Core mobs: Flash Gitz

Common units: Battlewagon

Rare mobs: Stormboyz; Slugga Boyz; Skar Boyz.

Clan Warboss upgrades: The Warboss receives a kustom mega blasta for free, and must purchase at least 40 points of additional wargear.

Clan Boss upgrades: Any Troops choice other than Gretchin Mobz can choose to purchase a Mad Dok or Mekboy for +10 pts, instead of upgrading a model to a Nob. The Mad Doc must take three Grot Orderlies, and the Mekboy must take three Grot Oilers. Each may take any other wargear they would normally be allowed to take from the armoury.

Ow it werks

Each clan has a list of what’s different about their army that is broken down as follows:

Core mobs: These are the kind of Orks that most typify the clan. Mobs of this type may be chosen as Troops, regardless of which Force Organisation slot they normally occupy. In addition, they may also be taken from the slot they normally occupy. For example, a Goff Clan army may take Skarboyz as both Troops and Elites, meaning the army could take up to nine of these mobs in a Cleanse mission. They also have any restrictions on number removed (ie, 0-1, 0-2). A clan army must fulfil its compulsory Troops choices with core mobs.

Common units: These are units that are common and/or popular with the clan and so have no limit on the number that can be chosen (subject to the normal force organisation chart limits, of course). They are still taken from the Force Organisation slot as normal.

Rare mobs: These units are less likely to be seen in a clan warband and so become 0-1 choices. If the unit is already 0-1 then the clan may not use it at all.

Clan Warboss upgrades: A Warboss exemplifies the traits of his clan and may have compulsory wargear choices or extra options to reflect this.

Clan Boss upgrades: Many clanz have a preponderance of ‘oddboyz’ – Mekaniaks or Bad Docs for example. Where appropriate they can include these as leaders for their Boyz mobz in place of Nobz. Other clanz may be distinguished more by the wargear the nobz carry, and so this category may also contain details of wargear the character must take, or gets a points break on.


Da Buzzsaw and ‘is Boyz

Da Wun, Da Onlee, Da Buzzsaw

Da biggest and meanest Badmoon around. He takes no crap from noone and is a mean shot with his blasta. Once I saw im smash three of dem Obliterater gitz in one go and e never took a scratch.

Unit Name

##

WS

BS

St

To

Wo

In

At

Ld

Save

Cost

Da Buzzsaw

Warboss (HQ)

1

5

2

5/10

4

3

4

4

9

2+/5(I)+

114

Independent Character; Power Klaw; Kustom Mega Blasta

  Mega-Armour

2+ armour save. Always moves as if in difficult terrain. Cannot Infiltrate.

[30]

  Ammo Runt

Carries loads of Ammo for use by Orks around it.

[4]

    Sumicus

1

2

2

2

2

1

2

1

5

-

[0]

  Mega Boosta

Re-roll the dice to determine how far the model moves. If a unit of Mega-armoured Orks includes some with and some without Mega Boostas, only the ones with the boosta get the benefir of the re-roll.

[10]

  Cybork Body

5+ Invulnerable save.

[10]

MadFang DuffSkab and Da Jolly Orks

MadFang and is krew are real keen on dem Tau gitz. Dey luvs to smash em and den steal dere stuff to make good dakka guns out uv. Deys got all da flashy optics and gubbins, but dey is still number two ta Ugfangs boyz, and dat duz not make MadFang appy at all.

Da Jolly Orks

Flash Gitz (Troops)

15

4

2

3

4

1

2

2

7

6+

274

Kustom Shoota.: More Dakka; Shoota (x11); Big Shoota (x4)

MadFang DuffSkab  

Nob

1

4

2

4

4

2

3

3

7/8

6+

[47]

Kustom Shoota.: More Dakka; Choppa (x1); Big Shoota

    Bosspole

Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.

[3]

    Iron Gob

+1 Leadership if leading a Mob.

[6]

UgFang Grotgut and Da Gorers

UgFang and his boyz are da top dogs, but dats onlee cos ugfang elped da boss get is beaky dread armour. Ug got fair mashed up doing dat to, es aff dread imself now.

Da Gorers

Flash Gitz (Troops)

15

4

2

3

4

1

2

2

7

6+

274

Kustom Shoota.: More Dakka; Shoota (x11); Big Shoota (x4)

 UgFang Grotgut

Nob

1

4

2

4

4

2

3

3

7/8

6+

[47]

Kustom Shoota.: More Dakka; Choppa (x1); Big Shoota

    Bosspole

Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.

[3]

    Iron Gob

+1 Leadership if leading a Mob.

[6]

Lt Kernel Dakka Duffgrim and Da Cadiorkth 8fth

Dese boyz is nutz, deys always marchin and chantin stuff, and dey weres the silly colourz of da umioe guard, oo would want to dress up like da people we’ze always frumpin. Bogged if I no. Dakka duffgrim is totally squigbrained tho. Once e got dat at, es ben off is rokka eva since. Still dey are good at getting in da way of da bullits for da rest of uz.

Da Cadiorkth 8fth

Shoota Boyz (Troops)

18

4

2

3

4

1

2

2

7

6+

211

Shoota (x15); Big Shoota (x3)

Lt Kernel Dakka Duffgrim Nob

1

4

2

4

4

2

3

3

7/8

6+

[43]

Choppa (x1); Big Shoota

    Bosspole

Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.

[3]

    Poncy Hat

+1 Leadership if leading a Mob.

[6]

Mad 'Amish McDuff and Da Skirt Wearing Jordies

Acterly, dese guys is da mental ones. Prancing around in dere dresses, always saying, scrivens, and bigjobs. Drives ya up da wall. Still dey is usually betta at acterly blowing stuff up dan da tankbustas.

Da Skirt Wearing Jordies

Shoota Boyz (Troops)

9

4

2

3

4

1

2

2

7

6+

126

Shoota (x6); Rokkit Launcha (x3)

Mad 'Amish McDuff  

Nob

1

4

2

4

4

2

3

3

7/8

6+

[39]

Choppa (x1); Rokkit Launcha

    Bosspole

Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.

[3]

    Big Kilt

+1 Leadership if leading a Mob.

[6]

Zog Skarslag and Da Skullface boys

Dis lot is always poncin around, deyz got da best rockets, and dere scary masks, but dey is always just posin, dey never acterly shoot nuffin. Cept when its nearly all over, and da boss is watchin, dey’ll blow up somefing small, and then look all pleased with demselves, gits.

Da Skullface boys

Tankbustas (Troops)

6

4

2

3

4

1

2

2/3*

7

6+

128

Tank Hunters; Slugga & CC Weapon (x3); Rokkit Launcha (x3); Frag Stikkbomz; Tankbusta Bomz

Zog Skarslag  

Nob

1

4

2

4

4

2

3

3

7/8

6+

[41]

Choppa (x1); Rokkit Launcha; Frag Stikkbomz; Tankbusta Bomz

    Big Mask

+1 Leadership if leading a Mob.

[6]

    Bosspole

Mobs trying to 'Mob Up' with the mob led by this character may re-roll their Ld test.

[3]

Kaptain Skargut MadStuff and Da Choppa Boys

Bit odd for Badmoonz, stead of gettin big guns dey went out and spent all dere teef on a bleedin truck, sose dey can get in an smash da uvver gits on da ed. Deyz ment to have big gunz, dats da point of bein a bad moon. But deyz pretty good in a scrap, cept dey are a bit good at makin tanks blow up in dere faces!

Da Choppa Boys

Trukk Boyz (Fast Attack)

8

4

2

3

4

1

2

2/3*

7

6+

174

Only take a wound on a 6 (instead of a 4+) if their Trukk is destroyed with them in it; Slugga & Choppa (x7); Burna (x1)

Kaptain Skargut MadStuff  

Nob

1

4

2

4/8

4

2

3

3/4

7/8

6+

[51]

Choppa (x1); Power Klaw (x1)

    Big Horns / Iron Gob

+1 Leadership if leading a Mob.

[6]

Da Jolly Ork 

 Trukk

1

BS: 2 Front: 10 Side: 10 Rear: 10

[45]

Fast; Open-topped; Rokkit Launcha (x1)

    Grot Riggers

If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn.

[2]

    Turbo Boosta

Vehicle moves +D6" straight ahead. It counts as moving it's unmodified amount for shooting & disembarking, but if you roll 4+" nobody may shoot or disembark.

[5]

    Stikkbom Chucka

Vehicle can make Tank Shock attacks. If it can already Tank Shock, enemies have -1 to their Morale check when it does.

[3]

Da Grim Krooza, and Da Flash Grot

Dem bluddy grots got demselves weels, and dey zoom around and make a right pain of demselves. We always use dem for target practice tho, but dey move so bleedin fast. They userly hang around da Kaptains truck, which is good cos da enemy has to shoot dem first so we’s all gets to watch ‘splode.

Da Grim Krooza

Warbuggies / Wartracks (Fast Attack)

1

BS: 2 Front: 10 Side: 10 Rear: 10

40

Fast; Open-Topped; Twin Linked Rokk. Launcha (x1)

Da Flash Grot

Warbuggies / Wartracks (Fast Attack)

1

BS: 2 Front: 10 Side: 10 Rear: 10

40

Fast; Open-Topped; Twin Linked Rokk. Launcha (x1)

BadRunt Skarstuff and Da zzap boyz

Badrunt keeps all da grots in da army doin all da work. Deyz good little scroungers too, so es got eeps of teef from all dere swipin. Dats how ees got da teef for 3 big guns, ee bought dem off Zog and is boyz after dey smashed some of dem bluies. Dey is quite useful, cos either dey get shot instead of uz, so weez get to laff, or dey blow stuff up makin it easier for uz to smash stuff. Deyz splatted about zoggin heaps of dem oblitoratorz gitz, made a uge mess.

Da Zzaps

Big Gunz Battery (Heavy Support)

3

Armour: 10

118

Randomise hits between the Gun and Krew (1-4 Krew, 5+ Gun); Zzap Gun

  Da Grots (Krew)

8

2

2

2

2

1

2

1

5

-

[46]

BadRunt Skarstuff    

Slaver

1

4

2

3

4

1

2

2

7

6+

[22]

Rokkit Launcha

      Squighound

Re-roll Leadership tests and failed Morale checks.

[5]

        Big Fluffy

1

3

-

3

3

1

2

1

2

-

[0]


Option Footnotes:

   

  Ammo Runt

Once per battle, one ork in base contact with the Grot may re-roll 1 shooting dice to hit. The Grot cannot be chosen as a casualty from normal shooting, but is hit by templates as normal.

 

  Big Shoota

36"R, S5, AP5, Assault 3.

 

  Burna

(Template, S4, AP5, Assault 1) OR (No armour save in close combat). May not be used as both in the same turn. 2D6 AP vs. vehicles in close combat.

 

  CC Weapon

+1A if used with another Pistol or CC Weapon. Note: A CC Weapon is NOT a Choppa.

 

  Choppa

+1A if used with another Pistol or CC Weapon. Saving throws of 3+ or 2+ count as 4+ against a Choppa.

 

  Frag Stikkbomz

When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last).

 

  Kustom Mega Blasta

24” R, S7, AP2, Assault 1. Gets Hot

 

  Kustom Shoota.: More Dakka

24"R, S4, AP6, Assault 2.

 

  Power Klaw

Doubles strength, no armour save & always strikes last in close combat. +1A if used with another Pistol or CC Weapon.

 

  Rokkit Launcha

24"R, S8, AP3, Assault 1.

 

  Shoota

24"R, S4, AP6, Rapid Fire.

 

  Slugga

12"R, S4, AP6, Pistol. +1A if used with another Pistol or CC Weapon.

 

  Squighound

If the Squighound is in contact with the Slaver, the Mob or Battery he leads can re-roll failed Morale checks & Leadership tests.

 

  Tankbusta Bomz

AP 6+(D6 * 2) vs vehicles and immobile Dreadnoughts in close combat- only one attack may be made per model with grenades.

 

  Twin Linked Rokk. Launcha

24"R, S8, AP3, Assault 1, Linked.

 

  Zzap Gun

24"R, S(2D6), AP2, Heavy 1. Hits automatically. If you roll an 11 or 12 for the Strength, one of the Krew is killed.

 

Models in Army: 95

Total Army Cost: 1499 Pts.

Validation Results:
Roster satisfies all enforced validation rules

Troop Type

Count

Unused

Points

Unused

Percent

HQ (>=1unit <=2unit)

1

1

114

1386

7%

Elite (<=3unit)

0

3

0

1500

0%

Troops (>=2unit <=6unit)

5

1

1013

487

67%

Fst. Atck. (<=3unit)

2

1

254

1246

16%

Hvy. Supp. (<=3unit)

1

2

118

1382

7%

Other (N/A)

0

n/a

0

1500

0%

Equipment Summary

19

n/a

120

n/a

8%

Roster created with Army Builder - Copyright (c) 1998-2001 by Lone Wolf Development, Inc.