Waaaaaaaagh Bugsnak!
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(The Abridged Fluff)

Bugsnak’s 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
  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
  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)
  Grotznadz (Mekz) 1 4 2 3 4 1 2 2 7 6+ [33]
Frag Stikkbomz
Slugga
Kustom Force Field
    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)
  Waaarghboom (Mekz) 1 4 2 3 4 1 2 2/3 7 4+ [48]
Frag Stikkbomz
Choppa
Burna
    '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)
  Nob 1 4 2 4 4 2 3 3 7 4+ [46]
Frag Stikkbomz
Tankbusta Bomz
Choppa
Rokkit Launcha
    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
  Naffstik (Slave) 1 4 2 3 4 1 2 2 7 6+ [20]
Slugga
Grabba Stick
    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
  Azog (Slave) 1 4 2 3 4 1 2 2/3 7 6+ [12]
Choppa
Slugga
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)
  Stiffkrank (Nob) 1 4 2 4/8 4 2 3 3 7 2+ [68]
Mega Armour
Shoota / Skorcha
Power Klaw
    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)
    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)
  Klutcher (Nob) 1 4 2 4/8 4 2 3 3 7 2+ [67]
Mega Armour
Shoota / Skorcha
Power Klaw
    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)
    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)
Killer Kan 2 4 2 5/10 - - 2 2 - 11/11/10 135
Dreadnought CC Weapon
Skorcha (x2)
  Killer Kan #1 1 4 2 5/10 - - 2 2 - 11/11/10 [45]
Dreadnought CC Weapon
Rokkit Launcha (x1)
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
  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
    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)

(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)

the one-ork retinue
Bugsnak ug Slagguz,
Deathskulls Warboss

the kunning mastermind
Dok Smiley, Bugsnak's creator and mentor...

fragile and ultimately expendable-- but a lucky little git a highly sophisticated eldar weapon becomes a lowly bionik burna...
The Meks: Weedy little Grotznadz and the mighty Waaarghboom.

(squig hound is resting just off camera...) nothing worse than havin a grot hump yer leg...
Runtherds Naffstik and Azog.

nasty choppa implement jackhammer and floorplans
Skakdreg and a couple of his "siegebusta" boyz prepare to tackle a bunker...

shoota-skorcha with more dakka grot riggers on coffee break... shoota skorcha and lots of kustom work
Stiffkrank, a mighty nob; his custom trakk-trukk; and Klutcher, a vicious stumpy bastard.

gunner sits on big skrap piece gunner stands on top platform
Two of three "skrap luggaz"-- trukks chock full o' skrappy goodness.

fun tread conversion... just in case grots can screen. =) hard to quite see here-- but the forklift moves up/down just your standard kan
Three hard-workin' Kans-- wrekker/rokkit, skorcha/lifta, and skorcha/choppa.

aha! some grot riggers finally in evidence... more to come!
Grotznadz' Wreck

bionik flash gitz nob picture is too small to show the full length of his barrel! yee haa! shades of The Matrix...?
Bonus Troops: We've apparently attracted some Pirates-- Flash Gitz, with Kommandos on the way!