23 Apr 2010
Filed under: Experimental, Scenarios
The third and final scenario in Get Scrappin’ is finally online!
Every Ork will tell you that no-one likes a show off. If a mob starts struttin’ around Mektown like they own the place then other mobs will be more than happy to take them down a peg or two by attacking their fort. They won’t attack just to get more scrap or rescue one of their boyz, they will attack to humiliate the swanky mob and show them just how un-Orky they are.
It’s essentially a siege scenario with different objectives. That’s pretty much all there is to say, enjoy.
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(Pictured: Adrian Wood and Markus Trenkner)
Written by Jonathan Smith back in 1999 and appearing in Citadel Journal #31, here’s some rules for adding squigs to mobs.
Featuring hopper squigs, nasher squigs, and hound squigs, it’s pretty comprehensive. There may well be other rules for squigs out there, but here’s a classic.
Do let us know if you try them out, we’re keen to know how well they work.
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(Artwork by M. Richins)
21 Apr 2010
Filed under: Experimental, Scenarios
In December we posted a scenario from White Dwarf 216, Hunt Da Dread, from a feature of three scenarios. Since then we’ve located a copy of WD216 and can present the second scenario from it.
Sandgulpers!
Have you ever wondered what that location was supposed to be?
Out in the desert, many miles from the Skid, there is a grim deserted region known as Gulkartslag: the vehicle graveyard. The area is littered with ancient wrecks and the bones of the dead for miles around. It is a place of immense danger, but also holds immense wealth. An Ork mob brave (or stupid) enough to risk the terrors of Gulkartslag can bring home a veritable mountain of scrap to sell to the Meks. Of course, that’s if they survive!
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Random fact – at the time of writing, the location has only got one result on Google. Bizarre.
18 Apr 2010
Filed under: News
A few improvements have been made to the site over the last week or so, starting with the wall.
Each article has its own comments section, but there’s not one for the site as a whole. Well, now there is. You can reach it by clicking on “contact” up in the top left corner of the site. We’ve already had some praise from Kromlech (a scant few hours after the wall went up), why not post your two cents?
Secondly, some time has been taken to fix the many other issues with the site, such as the background to the menu not rendering. If you spot something that’s broken, post it on the wall.
Finally, the site has ditched the old mobile version, WPtouch, in favour of WPtap. The old site wasn’t overly pretty and was a pain to customise, the new one took about an hour to get up to speed.
It’s not perfect, but it’s more suitable than the old one. The code is also easier to mess about with, allowing further customisation. Eventually the site may have a dedicated mobile section for play, as in resources that players might find useful to have access to in-game.
Any suggestions for mobile-specific content are welcome and can be left as comments to this post.
17 Apr 2010
Filed under: Battle Reports
If you visit the site regularly you might have read some of our battle reports, such as the recent battle we had between muties and freebootaz. The Questers of Magod are our campaign’s mutie mob who have had steady growth in both skills and killiness.
We’ve not encountered many other mutie mobs online but there’s probably some out there (comment and let us know if you have one). Regardless, we thought you might be interested in the first (and as far as we know only) mutie battle report published in White Dwarf back in July 1998, well over eleven years ago.
In this article Paul Miller’s Diggas, Da Mashers, face off against Gav Thorpe’s muties, The Brethren of Magod, in We Woz ‘Ere Furst.
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Tags: Muties