The XV104 Riptide is the latest Battlesuit to have been developed by the Earth caste. It stands twice as tall as the XV8 Crisis Suit but retains the fluidity of movement typical of all Tau Battlesuits.
The Riptide Battlesuit box contains a multi-part plastic kit featuring 108 components which provides parts to make all of the weapon and support system options from the new Codex, two Shielded Missile Drones and a Tau transfer sheet
It is always nice to tackle a larger kit from time to time as there is often much less fiddling with smaller pieces involved in the build. Construction of this kit should be a lot easier than many kits, especially for those of us who are not blessed with slender fingers.
In fact it turns out that the Riptide kit is so simple to build that there is little to mention in the construction part of this review, certainly there is little to criticise. The instructions are clear and parts fit together with little fuss.
One feature of the build to note however, the Riptide has “location pins” on the hip joint of the legs which hold the legs in the default pose, but these can be snipped off, freeing the ball joint and making a greater range of poses possible. This is a great idea – for a quick and easy build use the pins – to build something a little more unique, snip them off. The knees and ankles also have some movement complementing this flexibility at the hip. The arms are basically ball sockets also allowing a wide range of positioning.
The Smart Missile System, Fusion Blasters & Plasma Rifles, the additional weapon systems, could be easily magnetised to allow weapon swapping. The main weapon, either Heavy Burst Cannon or Ion Accelerator, also looks magnetisable as they attach underneath the arm, but there is a small pipe that runs between the weapon and arm that might make this slightly tricky. However this can either be left off or could potentially be pinned or magnetised separately if desired.
Visually, I have to say I’m undecided on the Riptide. Some of the weapon options look like after thoughts rather than parts of the kit – specifically the Fusion Blasters / Plasma Rifles than can replace the default Smart Missile System. Also the head is out of proportion with the rest of the Battlesuit – I know what the designers were doing here, they were thinking “It is simply a group of sensors so why should it be bigger on a bigger suit” and this is only a personal gripe, but it does look odd / unbalanced.
I want to just quickly discuss the fluff (background) for a moment. From a personal perspective I’m not happy about a few things in the new Tau Codex and the Nova Reactor fielded by the Riptide is one of them. In previous Tau Codexes I have always had the feeling that the Tau were cautious in battle (not cowardly but cautious), for example they do not sacrifice Tau lives without reason and more to the point their plasma technology has always specifically been low Strength but stable. We now have numerous entries in the Codex for items, like the Nova Reactor, that can be overcharged or used with a risk to the Tau that uses it. To me this seems to go against what we have been told of the Tau in the past. With that said, if putting your life on the line is for the “greater good” who am I to argue?…
Lastly, value for money, at £50 RRP the Riptide represents reasonable value for money, for a Games Workshop kit. Looking at it compared to the Slaughterbrute we reviewed a couple of months ago it is a much more substantial model at the same price point, whilst compared to the Broadside we reviewed yesterday it is at least double the size for less than double the price.
The Tau XV104 Riptide kit is a pleasure to build and contains parts for all of the various options that are included in the Tau codex.
The kit is highly pose-able and lends itself to magnetisation/weapon swapping, so you are not stuck with only a single build.
Visually it is not my favourite model from the new release but that is just down to person taste.
All in all a very nice kit indeed!
Overall score: 8/10
Big Orbit Games was up at Games Day this year and we took a few pics to share with those that couldn’t make it.
Anything we missed may have been caught by Neil Challis who was also taking pics at Games Day: Tykens Rift
The much anticipated 6th edition boxed game for Warhammer 40,000 is finally here!
The standard version of Dark Vengeance contains 48 miniatures, all of which are snap-fit plastic models (meaning that the use of glue is optional). The box also contains a mini rulebook, an introductory guide entitled “Dark Vengeance”, two quick reference sheets, assembly instructions and all the dice and templates you’ll need to play the game.
The boxed set contains the following models:
1 Dark Angels Company Master
1 Dark Angels Librarian
5 Death Wing Terminators
10 Dark Angel Tactical Marines
3 Ravenwing Bikes
Exclusive to the limited edition (available at launch): 1 Interrogator Chaplain
Chaos Space Marines:
1 Chaos Space Marines Lord
6 Chaos Space Marine Chosen
1 Chaos Space Marine Hellbrute
20 Chaos Cultists
All the models in this boxed set are of great quality – the sculpts all being of a standard that would traditionally have been thought of as superior to those expected in an introductory boxed set. The models lack the mono-dimensional aspect of some of the models in the old Assault on Black Reach boxed game – I’m thinking particularly of the Ork Boyz models from the Black Reach box.
Games Workshop continue to improve the sense of depth in their plastic kits with the 8 part Hellbrute being built in layers, making this model extremely intricate for a model comprising so few parts. The thought that goes in to doing this is impressive as I’m sure it needs to be considered throughout the design/sculpting process.
From a personal perspective, I like about 90% of the models in this boxed set, (and am crazy about 50% of them) just one or two of the Chaos Cultist models don’t work for me, but this is just my opinion and I have spoken others that have no problem at all with these selfsame miniatures. The highlight for me are the Chaos Chosen, these are truly beautiful sculpts.
Here are the sprues for you to look over:
Just as an observation – I have to say that I am surprised to see the Chaos/Imperial models grouped together on the sprues, making it easier for people to break up the boxed sets and sell individual armies on eBay etc – this reverses the situation with Island of Blood which mixed up the Skaven and High Elves quite extensively. Maybe Games Workshop didn’t want to make life harder for those that wanted to split a box with a friend…
It’s not just about the models however – also included is a mini rulebook that includes the full game rules. The difference between this book and the full Warhammer 40,000 6th edition rulebook is that it doesn’t include all the background and hobby information but more importantly it doesn’t weigh over 2kgs (weighing in at a couple of hundred grams) so is easy to carry around.
Also included in the boxed set is an introductory guide to Warhammer 40,000, entitled “Dark Vengeance”. This book helps those that find the 156 page mini rulebook a bit intimidating learn to play. It contains 6 missions, the first focusing on individual elements of the game and the last two represent two larger battles that can be played once the basics have been mastered.
Above and beyond this are the usual accessories you expect from a Games Workshop boxed game, dice, templates etc but an unexpected gem is the quick reference sheet (of which there are two), these are really useful and will save wear and tear on the rulebook when looking up some of the most commonly used charts and tables.
With regard to value for money – some of the models in this boxed set don’t have a direct equivalent available separately so it is difficult to calculate what they might cost if bought individually, but by using logical equivalents – Hellbrute for Dreadnought, Cultists for Imperial Guard etc the models could be valued at approximately £175. Add to this the mini rulebook – worth £10-£15 of anyone’s money and the boxed set represents great value for money.
All the models in this boxed set are of great quality – the sculpts all being of a standard that would traditionally have been though of as superior to those expected in an introductory boxed set.
Also included is a very handy mini rulebook that is much more portable than the full hardback rulebook.
The models could be valued at approximately £175. Add to this the mini rulebook – worth £10-£15 and the boxed set represents great value for money.
The only potential downside is if you don’t want to collect either of the included armies…
Well, the long awaited Warhammer 40,000 6th Edition Rulebook has landed at Big Orbit Games and we’ve spent the day pouring over it.
As expected, the book is absolutely huge and a single day isn’t anywhere near enough time to read it cover to cover, but if we waited to write a review until we’d finished going through the thing you wouldn’t be reading this until well after release.
The 6th edition rule book is 40% thicker than the previous edition, running to 432 pages, all rendered in glorious techni-colour, with loads of new artwork.
The book comprises of:
130 pages of rules
101 pages of background information
63 page miniatures showcase
29 page hobby section
45 pages of example missions, details of the various expansions and information on running campaigns
The book is capped off by a comprehensive reference section
The book has a black ribbon bookmark to help you keep your place.
There seems to be increased use of headings and bold text which makes flicking through to find those all important rules mid-game significantly easier, it certainly helped with the writing of this review.
The core game rules (before special rules) only comprise 30 pages – which is nice and concise and will help new players ease themselves into the game.
Below is a run down of some of the main changes to the rules in Warhammer 40,000 6th Edition.
Though core principles such as unit statistics and the basic turn sequence remain the same, there are some significant changes; fortunately the game remains recognisably Warhammer 40,000.
Rules – Core Game
On page 4 is one of the main differences to the core game “You can always check any distance at any time”, basically introducing pre-measuring like in Warhammer Fantasy Battle 8th Edition.
Rules – Army Selection
The Force Organization Chart (FoC) is still in use, but with the addition of new sections Fortification & Allied Detachment (a reduced FoC for a secondary army attached to the primary one).
Fortifications are static defences / weapons that are not included in current Codexes but some are presented in the 6th Edition book and more are promised for White Dwarf later.
Allied Detachments must be from a different codex from the primary army, so no using this rule to double the number of a particular unit in your army. There is a complex grid that shows which armies can ally – it is too complex to summarise here.
Rules – Movement Phase
Movement is pretty much the same as in 5th edition with infantry able to move 6″, Jump Infantry 12″ and so on. Unit coherency rules also remain the same.
Rules – Shooting Phase
The basic rules for ballistic skill and rolling to hit remains unchanged, as does rolling to wound and using AP to either ignore a save or leaving it unmodified.
That said, there are substantial changes to shooting in 6th ed. Saving throws are now taken before wound allocation, wounds are then allocated to the target unit member closest to the unit that it shooting at it. Additionally only models within range and visible to the shooting unit can be removed as casualties. These rules must inevitably result in a screen of standard troopers being used to protect special weapon troopers and unit leaders.
A completely new rule is “Snap Fire”, primarily allowing some heavy weapons to shoot on the move and units being charged can also get off shots before they are assaulted, in both these case firing is resolved with a Ballistic Skill of 1, meaning a roll of 6 is required to hit.
Other rule changes affecting the shooting phase:
Rapid Fire weapons can now fire at their maximum range whether they move or not – that said they can still only fire twice at targets up to 12″ away.
When shooting at a unit that is only partially in cover a player may choose to “Focus Fire”, targeting only those models that benefit from a lower (or no) cover save.
Most grenades can now be thrown up to 8″ in the shooting phase, this is limited to one grenade per unit per turn.
There is also a new weapon type “Salvo”, these can fire at maximum range with a full number of shots if the model carrying it doesn’t move, or at half range and with half the number of shots if the model moves.
Rules – Assault Phase
Although many of the core tables, to hit, to wound etc are the same as 5th edition, the assault phase is significantly changed.
The core rule changes affecting the assault phase are:
As in Warhammer Fantasy Battle 8th ed, charge distance is now slightly random, in this case 2D6 inches.
A unit can shoot in “Overwatch” if being assaulted, this is a passive ability, basically “Stand and Shoot” for Warhammer 40,000 using the snap fire rules, discussed previously.
Units declaring multiple assaults are now deemed to have performed a “Disoriented Charge” and do not get the bonus attack for charging.
Individual close-combat weapons now have AP values.
Models that are in base-to-base contact with the enemy are removed as casualties before those that are not in base-to-base contact.
Rules – Vehicles
One of the main changes to the vehicles rules is the introduction of hull points as the vehicle equivalent to wounds – a vehicle reduced to zero hull points is considered wrecked. Consequently the wrecked result has been removed from the vehicle damage table, to be replaced by an increased chance of a crew shaken result ( now on a roll of a 1-2) with all other results shuffling up the table i.e. 3 = Crew Stunned, 4 = Weapon Destroyed, 5 = Immobilised & 6 = Explodes. Most vehicles have 3 hull points but light vehicles, Space Marine Lander Speeders, Eldar War Walkers etc with just 2 hull points and the likes of Space Marine Land Raiders & Necron Monoliths with 4.
Another significant change is that most weapons can now be fired most of the time. The classification of vehicle weapons as defensive or primary weapons has been removed, players can now fire all weapons on a vehicle at any time. Moving over 6″ in a turn (i.e. at combat speed) means that only one weapon may be fired at normal ballistic skill, the remainder using the snap fire rule, that keeps cropping up in 6th ed rules, so shooting on these is resolved at ballistic skill 1.
There are many changes to the vehicles rules in 6th edition – here are a few highlights:
Full, and comprehensive rules, for flyers are now in the main rulebook.
To accompany the new vehicle damage table (mentioned above), modifiers are also changed on AP2 weapons adding a +1 modifier to rolls on the table, AP1 weapons add +2, AP- no longer results in a -1 modifier.
The full strength of blast weapons is now used even if the central hole is not over the vehicle.
Disembarking infantry can now be placed up to 6″ from the vehicle access point.
There is a new vehicle type, Chariot – the rider may fight any model in base to base contact with the chariot.
Rules – Other Rules
Psykers now have a Master Level, the level can be either one or two, for each level the psyker gets one warp charge counter, the number of warp charge counters a model has dictates how many psychic abilities a model may use per turn.
Another significant change to psychic abilities in 6th edition is the introduction of 5 new psychic disciplines, each has 7 powers and each army has access to different disciplines, if it has access to psychic powers at all.
In 6th edition, the HQ model in your army with the highest leadership becomes your Warlord. Warlords get a roll on a one of three tables, there is a choice of Command Traits, Personal Traits or Strategic Traits – these abilities can significantly change the outcome of a battle. For example, the Warlord and his unit may gain the outflank special rule or enemy units may have to use the lowest leadership in a unit within 12″ of the Warlord rather than the highest.
The 41st Millennium – Background
There are nearly 30 pages of history and 2-7 pages of background per army.
The history section has a 10 page illustrated time-line covering the age of the Imperium.
Warhammer 40,000 Miniatures Showcase
This section is pretty self explanatory, we have a brief introduction followed by 61 pages crammed full of beautifully painted miniatures.
Warhammer 40,000 Hobby
This section comprises 29 pages of hobby advice, giving useful advice on building Citadel miniatures to those new to the hobby.
I use the word Citadel intentionally here as a couple of the pages are essentially adverts for Games Workshops products, shops, Warhammer World and events, such as Golden Demon.
Warhammer 40,000 Battles
This is section provides details of 5 example missions illustrated with some beautifully produced battlefields – this section contains some real eye candy as well as ideas for novel games, the highlight for me being “Scour the Starfort” (The Bane of Daemons). Following these is a list of more mission ideas and 11 War Zone Traits, special rules that can be applied within games to add variety.
This is then followed by a series of entries detailing various Warhammer 40,000 expansions including Apocalypse, Planet Strike and Cities of Death.
Finally, in Iconoclasm, there is detailed information on the battles that were fought for the cathedral world of Eydolim – Lots of resources that would allow players to create a rich setting for their games.
As with most Games Workshop books, the Warhammer 40,000 6th Edition Rulebook is great to look at and well presented. There seems to be increased use of headings and bold text, which makes flicking through to find those all important rules mid-game significantly easier than the previous edition.
All in all, you definitely get your £45 worth here. Calling this simply a rulebook does it a disservice – as detailed above the rules only take up the first 130 pages. The remaining 300 pages contain more background, hobby and gaming ideas than a whole series of source books. However, this is potentially a problem, as many would be happy with just a copy of the rules, which could retail at say £20, as they have all the details of the game background in their previous rulebooks / codexes.
I do feel that Games Workshop do need to start thinking about breaking away from this case of tome-creep they seem to be suffering from – maybe selling rulebooks and sources books separately. However, I feel certain they won’t as I’m sure they see the rulebook as a great way of selling everything Warhammer 40,000 to their target audience – expect 7th Ed to be at least equally weighty… These books just aren’t of a size that you want to lug around from game to game, many players may want to wait until the 6th edition boxed games has been released to get a pocket sized rule book (assuming one is included) along with a whole host of models – details on what these might be are unknown right now.
As with the recent Warhammer 8th Edition Rulebook it could be said that a couple of dozen of these pages are simply advertisements for other Games Workshops products but, at the end of the day, Games Workshop are a business and they are hardly going to recommend that you use a different companies range of paints, for example.
With regard to the rules, there have been some very significant changes and the way people play the game will change significantly. There will be winners and losers, but all in all I like the sound of most of the new rules concepts, hull points & warlords particularly – as with any rules changes, individual opinion is likely to hinge on how they impact your particular army.
In terms of content and book quality the new Warhammer 40,000 Rulebook cannot be faulted – it is an excellent tome.
There have been some very significant rules changes and the way people play the game will change significantly, as with any rules changes, individual opinion is likely to hinge on how they impact your particular army.
The only downside is the price, the book is well worth what Games Workshop are asking for it but the question remains should all this content form part of a single book or should a cheaper “rules only” book be made available. This isn’t a deal breaker by any means, as any fan will lap up the new full colour art and gaming ideas, even if they are now reading the background for the 6th time. That said it does stop us being able to award a full 10 stars, therefore the Warhammer 40,000 6th Edition Rulebook gets…
Over the past month or so we have been busy rearranging the layout of the unit at Big Orbit Games.
Since the business moved to Evesham we have always had a shop and a number of gaming tables but it was starting to get a little cramped so we decided to take 30 square metres from the warehouse and add it to the shop.
Here’s the main central area:
Here’s the till area – it needs a few posters etc underneath to brighten it up – we’ll add these soon 🙂
Here’s the new layout of the entrance area:
All the above photos mainly show areas that formed part of the old shop. Moving on to the area we’ve added to the shop – here’s the new gaming area:
Finally, we’ve added an area with sofa’s and a snack bar – The retro furniture may not be to everyone’s tastes but we love it:
The first event we’ll be holding in the new shop – not counting this evening’s Friday Night Magic is a Dystopian Wars intro/games day – experienced and novice players (as well as absolute beginners) all welcome.
Magic the Gathering Intro Games all day. From 5:30pm we are hosting a Magic the Gathering Booster Battle Pack draft tournament – You will be given half of a Booster Battle Pack on entry, this is yours to keep. Entry £10 (£5 of which goes to a prize fund) the top three win a prize, prize value distribution approx 65% for 1st, 25% for 2nd, 10% for 3rd.
Saturday 10th September
Magic the Gathering Celebration. Celebration is a global Magic the Gathering event that features a free mini-masters tournament – You will be given, free of charge, 1 booster pack to start and an extra booster pack for every round of the tournament you win. The tournament isn’t knock out so you will proceed even if you loose so beginners will benefit immensely from this. There are also FREE T-Shirts for the first 4 people to buy a MTG Deck Builders toolkit.
Friday 16th September
Magic the Gathering Intro Games all day – From 5:30pm we are hosting a free to enter pre-constructed deck tournament.
Saturday 17th September
Ex-Illis beginners day. Intro games and tournaments all day. Check out Ex-Illis here: Ex-Illis. Starts at 10am.
Friday 23rd September
Magic the Gathering Intro Games all day – From 5:30pm we are hosting a booster draft tournament – You will be given 3 Booster Packs on entry, these are yours to keep. Entry £15 (£4 of which goes to a prize fund) the top three win a prize, prize value distribution approx 65% for 1st, 25% for 2nd, 10% for 3rd.
Saturday 24th September
Warhammer 40,000 Apocolypse – HQ KO. Standard Apocolpyse rules but only HQ’s can kill other HQ’s – other troops can only knock them out for a turn. Starts at 10am.
Friday 30th September
Magic the Gathering Innistrad launch event. From 5:30pm we are hosting a booster draft tournament – You will be given 3 Booster Packs on entry, these are yours to keep. Entry £15 (£4 of which goes to a prize fund) the top three win a prize, prize value distribution approx 65% for 1st, 25% for 2nd, 10% for 3rd. Buy an Innistrad booster and get a free foil promo cards.: Booster boxes are £109.99 but price charged will actually only be £99.99 when we take in to account the £10 discount you’ll get from our loyalty scheme.
Saturday 1st October
Magic the Gathering Innistrad open day. Intro games & tournaments all day. FREE STUFF: Take part in a tournament and get given a free Innistrad Booster Pack (limited to 1 per player).
You can find us here:
Big Orbit Games
Blackminster Business Park
Tel: 01386 513013 Lexapro
The Space Marine Special Edition contains an exclusive 24 page full colour Space Marine booklet & Redeem code to download a golden version of the iconic Chainsword weapon for use in multiplayer games… be the envy of your enemies.
This edition is only available in hobby stores such as Big Orbit Games and cannot be purchased from mass market computer game stores.
This is a modelling guide explaining how I converted the Games Workshop, Dark Eldar Talos/Cronos, so it can be also used as both a TalosPain Engine and a Cronos Parasite Engine.
In this guide I’ll be using a lot of magnets, using magnets is probably the easiest way of making interchangeable components. Blue Demon magnets are a great range
First you need to divide the model into several components, I’ll go through each one individually explaining where the magnets go. I’ll assume you stick the magnets in place, in the right orientation (relative to adjacent components)
1 – HIPS – Heres the first component, it will be glued to the rest of the body, but i’m describing it as a separate component as the magnets have to be attached before it is fully assembled. Cut away at the “bottom” and “back” attachment areas creating holes, insert a piece of greenstuff for the magnets to rest against, I used a large magnet for the tail as this is quite a large piece.
2 – WEAPONS – The left weapon hand can be interchangeable, there are a few option, but only 2 arm plates. Chose the 2 weapons you want to change between, and construct them. Drill a hole where the piece meets the upper arm, and insert a magnet.
3 – BODY – Build the body, and attach the hip piece, before fixing on the carapace, cut away the top piece of the neck, and glue in one magnet, this will allow the helmet to be attached. Drill into each arm socket and glue in a magnet.
4 – HELMET – Nice easy one, put a small magnet into each helmet. Its best to use the helmets without holes in, as i found out when i super-glued one to my finger.
5 – TAIL – A simple magnet on each end will do, you may need to cut a little plastic away to make a flat surface.
6 – GUNS – Glue in a magnet into the back of the gun, leave off the cover on the top of the gun as this is interchangeable. it just slots in so no magnet is required.
7 – CRONOS ARMS – Attach a magnet at the shoulder joint of each arm.
8 – LEFT ARM – This is a piece that must join two other components, so a magnet at each end is required.
9 – SOUL THING – Quite a small surface to attach the magnet here, so a small strong magnet is needed.
10 – OTHER THING – A weird little component here, I worked out the magnets either side need to be attached so their repelling each other so glue one on, wait for it to dry, then carefully attach the second.
11 – TENTACLES – You need quite a strong magnet here.
12 – RIGHT ARM – Another easy one, a single magnet at the shoulder joint.
And there we are, your Talos, can now also be a Cronos!
New plastic kits for Warhammer 40,000 Dark Eldar have now been unveiled by Games Workshop – here are our first impressions.
Dark Eldar Scourges
The new Dark Eldar Scourges multi-part plastic kit replaces the old metal miniatures that haven’t been available for a while.
These new miniatures are as big an improvement on the old metals as the new Kabalite Warriors and Wyches were on their previous incarnations, when they were released last year. The wings look awesome and the number of weapon options is impressive. A big thumbs up from all at Big Orbit games. Click here for pics.
Dark Eldar Talos Pain Engine / Cronos Parasite Engine
Games Workshop have listed these in two seperate entries on their website but they are in fact a single kit. I’m loving the Talos Pain Engine, especially the arms. I’m really not liking the Cronos at all however, the tentacles are just too much. I feel that if they were just at the front it would work, but front and back is overkill. Click here for Talos pics & here for Cronos pics.
The Dark Eldar Talos Pain Engine has been available before and is a big improvement on the old metal model, the Cronos Parasite Engine is an all new model.
Personally I’ve been waiting for the Venom since the new Dark Eldar Codex was released and the kit looks as good as I’d hoped. The Wyches should hopefully be easily swappable with the Kabalite miniatures that come with the Raider, allowing the option of representing the troop type being carried in either vehicle. Click here for pics.
Magnets, the magic little objects that stop gravity spoiling all our hobby fun. They come in a variety of shapes and sizes from flexible sheets, to 3mm diameter disks. Never used them before? well maybe you should read this!
Have you got a banner bearer? Holding out his arm in a heroic fashion… sun glinting on his battle standard…. and then falling on his face for the 10th time today, because the model is so horribly unbalanced. Well magnets can fix that.
I use Blue Demon Basing Kits, it comes with a flexible magnetic matt that you can cut to size, you can stick this inside your movement tray.
Also included are a set of small magnets, these can be attached to the underside of a models base.
Now its going to take a lot more to knock your banner bearer over, infact you can turn the whole unit upside down with no casualties.
Putting a plastic kit together? Stressing over what parts to use? Well why not use all of them! An increasing amount of kits are including many additional parts for all the options the model can carry in game. Make the most out of your model and magnetize the snot outa him!
The basics here are to attach one magnet to the static piece, and another to any interchangeable piece so they attract each other holding the model together instead of using glue. You can even place magnets inside plastic components, they will still attract other magnets through the plastic! Just make sure you get the magnets the right way around to attract each other otherwise they’ll repel each other and that could be embarrassing!
Heres a conversion on the SANGUINARY GUARD kit for detachable arms, I used really small magnets here.
This is a gun from the DREADKNIGHT kit, allowing detachable barrels. notice one magnet is completely inside the gun body, the other is held in the barrel by green stuff.
Finally my Ork DEFF DREAD, loadsa weapon options, all magnetized. Very killy!
This guide was written by Owen from Painted Legions, visit his blog for more great guides: Painted Legions