Waaaaaaaagh Bugsnak!
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(The Abridged Fluff)
Bugsnaks Wasteland Skrappers
Bugsnak and his small band of Deathskulls make a good living riding the wake of the Tyranid Hive Fleets, picking over the remains of Imperial outposts. Bugsnak claims credit for this kunnin plan, though it is more likely the credit belongs to his mentor, Dok Smiley. Bugsnak, his Meks, and the boyz are quite attached to the half-dozen or so trukks they use to move the band and their skrap across the wasteland. The band sports an impressive array of burnas which are useful not only for carving up Imperial wrecks, but for skorching out any nests of bugs that may still be lurking around.
(The Army List)
| Unit Name | ## | WS | BS | St | To | Wo | In | At | Ld | Armor | Cost |
| Warboss | 1 | 5 | 2 | 5/10 | 4 | 3 | 4 | 4/5 | 9 | 3+/5(I)+ | 138 |
| Independent character (unless accompanied by
a bodyguard). Power Klaw Rokkit Launcha |
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| Frag Stikkbomz | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | [1] | |||||||||
| Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Bionik Arm | Causes one S4, I6 hit against one model in base contact in Close Combat. | [10] | |||||||||
| Bionik Bonce | +1 armour save (included on profile). | [10] | |||||||||
| Cybork Body | 5+ Invulnerable save. | [10] | |||||||||
| Painboss | 1 | 4 | 2 | 4 | 4 | 2 | 2 | 3/4 | 7 | 6+ | 34 |
| Independent character (unless accompanied by
a bodyguard). 'Urty Syringe Choppa |
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| Dok's Tools | May be used on an ork in the same mob at the end of the shooting phase. Roll a D6- on a 6 the Ork regains 1 wound, on a 2-5 nothing happens, on a 1 the Ork loses a wound. | [1] | |||||||||
| Frag Stikkbomz | When attacking models in cover, both sides strike simultaneously (Power / Chain Fists go last). | [1] | |||||||||
| Grotznadz Wreck n Krew (Burna) | 7 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 115 |
| Frag Stikkbomz Slugga & Choppa (x5) Burna (x2) |
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| Grotznadz (Mekz) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | [33] |
| Frag Stikkbomz Slugga Kustom Force Field |
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| Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | [2] | |||||||||
| Waaarghboom's Burnaz (Burna) | 10 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 172 |
| Frag Stikkbomz Slugga & Choppa (x6) Burna (x4) |
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| Waaarghboom (Mekz) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3 | 7 | 4+ | [48] |
| Frag Stikkbomz Choppa Burna |
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| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Bionik Arm | Causes one S4, I6 hit against one model in base contact in Close Combat. | [10] | |||||||||
| Mek's Tools | May be used on an 'Immobilised' or 'Weapon Destroyed' vehicle, or a damaged Big Gun, instead of shooting or fighting. At the end of the turn, roll a D6- on a 6 one bit of damage is repaired, on a 2-5 nothing happens, on a 1 you can't try again until the vehicle / weapon recieves further damage. | [2] | |||||||||
| Grot Oiler | Each Oiler in base contact with a Mek gives him a +1 bonus when fixing vehicles, up to +3, but a '1' is still a '1'. | [6] | |||||||||
| Grot | 1 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | [0] |
| Tankbustas | 9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 166 |
| Tank Hunters: The mob always passes Tank
Shock tests, and adds +1 to all Armour Penetration rolls. Frag Stikkbomz Tankbusta Bomz Slugga & CC Weapon (x6) Rokkit Launcha (x3) |
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| Nob | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 4+ | [46] |
| Frag Stikkbomz Tankbusta Bomz Choppa Rokkit Launcha |
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| Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Gretchin | 25 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | 95 |
| Orks shot at through Gretchin mobs make take
5(I)+ Cover saves, but for every save made one Grot is killed. If Grots are moving through
the same difficult ground as Orks, the Orks may re-roll the distance they can move (unless
they're wearing Mega-Armour... stomp *squelch*, stomp *squelch*, etc). If Grots move
through a minefield, remove 3d6 grots and the minefield- if there are too few grots to
remove, they are all killed and the minefield stays. Blasta |
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| Naffstik (Slave) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | [20] |
| Slugga Grabba Stick |
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| Squighound | If the Squighound is in contact with the Slaver, the Mob or Battery he leads can re-roll failed Morale checks & Leadership tests. | [5] | |||||||||
| Squighound | 1 | 3 | - | 3 | 3 | 1 | 2 | 1 | 2 | - | [0] |
| Gretchin | 15 | 2 | 2 | 2 | 2 | 1 | 2 | 1 | 5 | - | 57 |
| Orks shot at through Gretchin mobs make take
5(I)+ Cover saves, but for every save made one Grot is killed. If Grots are moving through
the same difficult ground as Orks, the Orks may re-roll the distance they can move (unless
they're wearing Mega-Armour... stomp *squelch*, stomp *squelch*, etc). If Grots move
through a minefield, remove 3d6 grots and the minefield- if there are too few grots to
remove, they are all killed and the minefield stays. Blasta |
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| Azog (Slave) | 1 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3 | 7 | 6+ | [12] |
| Choppa Slugga |
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| Stiffkrank's Boyz (TrkMb) | 9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 197 |
| The Trukk Boyz only take a wound on a 6
(instead of a 4+) if their Trukk is destroyed with them in it. Slugga & Choppa (x8) Burna (x1) |
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| Stiffkrank (Nob) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3 | 7 | 2+ | [68] |
| Mega Armour Shoota / Skorcha Power Klaw |
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| Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
| Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | [4] | |||||||||
| Kustom Stretch Trukk (Trukk) | 1 | - | 2 | - | - | - | - | - | - | 10/10/10 | [42] |
| Fast, Open-topped. Rokkit Launcha (x1) |
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| Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | [2] | |||||||||
| 5 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. | [5] | |||||||||
| Klutcher's Boyz (TrkMb) | 9 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | 6+ | 191 |
| The Trukk Boyz only take a wound on a 6
(instead of a 4+) if their Trukk is destroyed with them in it. Slugga & Choppa (x8) Burna (x1) |
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| Klutcher (Nob) | 1 | 4 | 2 | 4/8 | 4 | 2 | 3 | 3 | 7 | 2+ | [67] |
| Mega Armour Shoota / Skorcha Power Klaw |
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| Kustom Job: More Dakka | Makes a Shoota or Slugga Assault 2 (Sluggas can still be used in close combat as a pistol). | [4] | |||||||||
| Kustom Job: Shootier | Makes a Shoota or Slugga S5. | [2] | |||||||||
| Kustom Job: Blasta | Gives a Shoota or Slugga AP3 at 12" and AP2 at 6". Overheats- if you roll a '1' to hit, make a save or take a wound. | [3] | |||||||||
| Trukk | 1 | - | 2 | - | - | - | - | - | - | 10/10/10 | [37] |
| Fast, Open-topped. Rokkit Launcha (x1) |
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| Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | [2] | |||||||||
| Warbuggies / Wartracks | 3 | - | 2 | - | - | - | - | - | - | 10/10/10 | 138 |
| Fast, Open-Topped. Twin Linked Big Shoota (x3) |
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| Killer Kan | 2 | 4 | 2 | 5/10 | - | - | 2 | 2 | - | 11/11/10 | 135 |
| Dreadnought CC Weapon Skorcha (x2) |
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| Killer Kan #1 | 1 | 4 | 2 | 5/10 | - | - | 2 | 2 | - | 11/11/10 | [45] |
| Dreadnought CC Weapon Rokkit Launcha (x1) |
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| Rhino | 1 | - | 2 | - | - | - | - | - | - | 11/11/10 | 62 |
| Make a Breakdown test for each looted
vehicle at the start of each turn. Roll a D6, on a '1', roll again; 1) May not move this
turn, roll again next turn, 2-3) May not move this turn, 4+) Don't press that... the
vehicle moves 2D6" straight ahead, as if moving normally (e.g., tank shock, dangerous
terrain, etc. apply) and cannot move further that turn. Rhinos; Tank. The Rhinos can carry 10 models each. Storm Bolter |
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| Grot Riggers | If the vehicle is immobilised, it is repaired on a 4+ at the start of it's turn. | [2] | |||||||||
| 10 pt. Armour Plates | If the vehicle is hit, roll a D6- on a 6 ignore the hit. | [10] | |||||||||
| Flash Gitz | 4 | 4 | 2 | 3 | 4 | 1 | 2 | 2 | 7 | 6+ | 116 |
| Big Shoota (x4) | |||||||||||
| Nob | 1 | 4 | 2 | 4 | 4 | 2 | 3 | 3 | 7 | 4+ | [48] |
| Choppa Big Shoota |
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| Big Horns / Iron Gob | +1 Leadership if leading a Mob. Not included on profile. | [6] | |||||||||
| 'Eavy Armour | 4+ Armour save. | [8] | |||||||||
| Kommandos | 6 | 4 | 2 | 3 | 4 | 1 | 2 | 2/3* | 7 | - | 84 |
| Infiltrate if allowed. May roll an
additional dice (and choose the best) when moving through difficult terrain. Frag Stikkbomz Tankbusta Bomz Slugga & Choppa (x6) |
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(Army Points Breakdown)
| Troop Type | Count | Points | Unused | Percent |
| HQ (1 - 2) | 2 | 172 | n/a | 11% |
| Elite (0 - 3) | 0 | 0 | n/a | 0% |
| Troops (2 - 6) | 5 | 605 | n/a | 40% |
| Fst. Atck. (0 - 3) | 3 | 526 | n/a | 35% |
| Hvy. Supp. (0 - 3) | 2 | 197 | n/a | 13% |
| Equipment Summary | 26 | 134 | n/a | 8% |
(The Plan)
Seeing as I got into the GT off the waiting list, and this is going to be my first one ever, I'm pretty much expecting to lose pretty bad. That being the case, I just had to decide what army I would have the most fun losing with... and here it is.
The basic background is very simple: Bugsnak and his boyz are something right out of Mad Max, a bit of a cross between Lootas and Speed Freaks. Lots of Mekboyz, lots of scrap and scratch built things, lots of vehicles. Burna boyz to help cut things apart; a small army of grots to scavenge the small pieces and pack it all up; Kans to further weld, chop, and carry the big bits; and trukks to get it all from place to place.
I have a few specific conversions in mind. My looted Rhino is already mostly complete. This is the centerpiece of the army and certainly Bugsnak's favorite ride. Into this Rhino goes Bugsnak, his little mek Grotznadz, Grotznadz attendant burna boyz, and Bugsnak's good friend Dok Smiley.
The wartrakks I plan to model from wartrukks. Really the only difference between a wartrakk and a trukk is the fact that the trukk holds boyz, the trakk does not. So I decided I would model my trakks/buggies all around the basic trukk hull, only I am going to get some big dump-truck like back ends for them and fill them full of bitz of scrap. I can perch a boy or two atop the scrap heap with big shootas.
The last neat little conversion I am planning to do is on my kans. Rather than have the usual saw blades or choppas, I'm going to model their arms with fork-lift like graspers-- the idea being that these are the kind of kans that would be most useful to mekboyz, with skorchas to cut things apart and forklifts they can then use to move things around. Definitely more of an industrial purpose than a military one-- but you know Orks, they'll press just about anything into service. If I have time, I'm going to do this whole hog and actually build a little chassis where you can see the Ork boy inside working the controls.
The final touch of fluff, for me, was figuring out Bugsnak's name and background and fitting it with the kind of models and army I wanted. Where better to find some primo lootable stuff than on worlds that have been infested by tyranids? The tyranids wouldn't have any use for imperial stuff, so it's pretty much just lying there waiting to be claimed. Bugsnak's boyz are actually quite well equipped for this, with lots of burnas for taking out hordes of bugs all out once. They have the odd "military grade" rokkit here and there, nicked from their old warband or scavenged from imperial ammo dumps, and those may come in handy when they start seeing some really BIG bugs. But, despite their "construction crew" background and looks, Bugsnak and his boyz are still Orks at heart and quite ready to get stuck in!
(The Models)

Bugsnak ug Slagguz,
Deathskulls Warboss

Dok Smiley, Bugsnak's creator and mentor...

The Meks: Weedy little Grotznadz and the mighty
Waaarghboom.

Runtherds Naffstik and Azog.

Skakdreg and a couple of his "siegebusta" boyz
prepare to tackle a bunker...

Stiffkrank, a mighty nob; his custom trakk-trukk; and
Klutcher, a vicious stumpy bastard.

Two of three "skrap luggaz"-- trukks chock full
o' skrappy goodness.

Three hard-workin' Kans-- wrekker/rokkit, skorcha/lifta,
and skorcha/choppa.

Grotznadz' Wreck

Bonus Troops: We've apparently attracted some Pirates--
Flash Gitz, with Kommandos on the way!