Orkfest

March 24, 2018 | Author: raegmachine | Category: Infantry, Sniper, Cavalry, Regiment, Tanks
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ORKFEST CAMPAIGN

Scenarios and Rules Pack

CONTENTS ▪

Introduction…………Page 3



Campaign Rules……..Page 4



Skills and Drills………Page 6



Serous Injuries………Page 9



Dok’s Serjery………Page 10



Scenarios……………Page 12 Governor’s Palace……..Page 13 Refinery Battlezone……Page 14 Highway Battlezone……Page 15 Desert Battlezone………Page 16 Jungle Battlezone……..Page17 Bridge Battlezone.......Page 18 Kan Factory…………….….Page 19 Urban Battlezone……….Page 20 Sacred Ground……………Page 21 Imperial Battlezone……Page 22 Space Hulk……………..….Page 24 Ore Mine Battlezone….Page 26 Convoy Battlezone…….Page 27 Konvoy Battlezone…….Page 28 Imperial Airstrip………..Page 29 Power Plant……………..…Page 30 Space Port……………….…Page 31 Highway Battlezone…..Page 32 Forest Battlezone……….Page 33 Orktown Battlezone……Page 34 Desert Battlezone……..Page 36 Desert Battlezone……..Page 38 Sulphur River………….…Page 39 Harbor Battlezone……..Page 40 Ork Rok Drop Site………Page 41 Oasis Battlezone…………Page 42 Urban Battlezone……….Page 43

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Airstrip Battlezone……..Page 44 Comms Tower............Page 45 Ork Kamp Battlezone…Page 46 Scrapyard Battlezone…Page 47 Comms Tower………….…Page 48 Trench Battlezone………Page 49 Ashwastes………………….Page 50 Subyard Dock………….…Page 51 Hive City Battlezone…Page 52 Orktown Battlezone…Page 53 Snowscape Battlezone.Page 55

Campaign Units…….Page 56 - Imperial Sappers……….Page 57 - Ork Hunters……………….Page 58 - Savlar Chem-Dogs…….Page 59 - Elysian Drop Troops….Page 60 - Incarcerator……………….Page 61 - Guerilla Fighters……….Page 62 - Tallarn Desert Raiders.Page 63 - Deathworld Veterans…Page 64 - Supreme Command....Page 65 - Looted Vehicles………….Page 67 - Skarboyz…………………….Page 68 - Gunwagons…………………Page 69 - Scrappaz……….…………..Page 70 - Guntrukks……………..…..Page 71 - Bad Dok………………………Page 72 - Stikk Bommas…………...Page 73 - Nazdreg Urdgrub……….Page 74



INTRODUCTION The author of this document makes no claims on the ownership of Warhammer 40,000 and the other fictional residents of that universe. They are property of Games Workshop, Black Library, and undoubtedly other individuals of whom I am only peripherally aware. The author of this work receives no monetary benefit from this work and intends neither copyright infringement nor slight to the actual owners. The Ork knows no fear, they cannot be bargained with, they will not stop, for the Orks only drive is warfare. The din of battle is music to their ears; bloodshed is as natural to an Ork as the summer rain… Yet they are here which means the Orkfest is upon us. Woe to those who underestimate the Ork. -Attributed to an Unknown Xenos biologis Tech-Priest following the first known Orkfest

Whose it for? This campaign book was created primarily for Orks set against the Imperium (read, imperial guard) in mind. However, this shouldn’t stop you from changing things up, pitting whatever army you have against another. The rules have been designed, or looted, with simplicity in mind, but also offering advance missions for those more akin to such things. The basic structure of the campaign itself lends easily to both parties, taking much content directly from the Warhammer 40,000 5th edition rule book leaving the hardest decision to make is how many battles you wish to play!

How this Supplement Works This supplement contains the following sections: ▪ Campaign Rules: This section includes the rules that affect the campaign, significantly changing the game play in new and interesting ways. ▪ Skills and Drills: This section includes the rules that affect an Imperial Guard army to better equip them in the fight against the greenskins! ▪ Campaign Scenarios: This section includes new scenarios not included in the standard Warhammer 40,000 core rule book. ▪ Campaign Units: This section includes new units available to players to use during

the campaign. These units have been created to be balanced and fair to provide an enjoyable experience for both you and your opponent.

From the Author I hope this will be an exciting and fun-filled Warhammer 40,000 supplement. Having attended two Orkfests thus far, I was inspired to collect and cajole various missions with the intent to preserve and replay with some good skumgrods. Starting with the battle missions handed out to me at the Orkfests, and looting various scenarios published online, this supplement has escalated into a work of love, inspiring me to create more and more scenarios until I realized I had created the vast ground work for a massively enjoyable campaign. In time I hope this project continues to grow, as inspiration chimes in and the game of Warhammer 40,000 continues to evolve. -Dakkabu

CAMPAIGN RULES The Orks are the most widespread and warlike race of aliens in the bloodstained galaxy of the 41st millennium. They only live for one thing and that's war. They are constantly fighting anything that gets in the way, even themselves!

Veteran Abilities

Roster Cards

As your warriors gain in experience, so their ability, courage and reliability will increase. Seasoned warriors learn even from defeat, but a string of victories will see your troops go from green recruits to experienced veterans able to face any terror the galaxy has to throw at them.

If you wish to play in the campaign, it is a good idea to fill out a unit roster card for each squad and vehicle in your army. This card then becomes a record of the unit over your following battles. As units fight they will lose or gain skills or abilities or penalties they suffer from are noted on the card. If you make any changes to the composition of the unit you alter the card to show this, and make up new roster cards if you add any more units to your army.

Gaining experience At the end of each game, nominate a unit in your army that you believe performed well, deserves a medal or has the eye of the gods upon it. This unit must not have been wiped out at the end of the game. Choose an appropriate table from those on the right and roll on it to see what ability the unit gains. The winner may nominate two such units and the loser one. If the game was a draw, both players nominate one. The units will benefit from a new veteran ability for the rest of the campaign. It is possible for a single unit to gain multiple veteran abilities in this way, but it may not take duplicates of the same skill. If you a roll a duplicate on a second or subsequent roll, you may choose which ability the unit gains. In addition, once a unit has received an ability from one of the tables, all its future rolls must be on the same table. This reflects the specialization that comes with experience. There is a downside though. If a unit with a veteran ability ends a game below half strength or having fled the battlefield, it will lose one veteran ability. If it ends the game wiped out, it will lose two.

D6 1 2 3 4 5 6

Fieldcraft Veteran Ability Infiltrate Move Through Cover or Skilled Rider Stealth Scouts Fleet Fearless

D6 1 2 3 4 5 6

Melee Veteran Ability Feel No Pain Furious Charge Counter-Attack Hit & Run Preferred Enemy Fearless

D6 1 2,3 4,5 6

Gunnery Veteran Ability Night Vision/Acute Senses Relentless Tank Hunters Fearless

D6 1 2,3 4,5 6

Vehicle Crew Veteran Ability +1 BS Ignore Shaken results Ignore Stunned results +1 AV all facings (max 14)

finite resources from one game to the next.

How to play The campaign is pretty straight forward: Play any number of predetermined number of battles chosen from the scenarios included in this pamphlet, and the player or side with the most victory points at the end of the campaign wins!

The master roster does not have to conform to the force organization chart so it is possible to have three HQs for example. You will however be limited to the Force Organization chart when picking an army for a game. Unless of course, you and your opponent decide to ditch that!

Campaign Rosters An additional quirk that can be introduced into your campaigns is for each side to write up a master with more points available than are needed for any one game. The size of the master roster may vary depending on the planned length of the campaign. So, for example, a campaign of three to five games may use master rosters of 50% more than the points limit for each game, where as a campaign of indefinite length may use master rosters of many thousands of points.

With this system in effect it pays to decide early on which units have to be involved in particularly grueling missions so that they can be kept safe until they are needed. Alternatively, you can throw them in from the start in the hope that they will have a useful battle honors for the pivotal battle. Often the best way to design a master roster is to include several units of approximately the same points so they can be switched at will depending on the mission.

Used in conjunction with the rules for experience, changing units and units missing battles while they recover from damage, players will soon get a real feeling for their army, and learn to husband their

The added kudos of your most successful units winning battle honors is considerable, and using this system you will soon find that your army list becomes populated by units with character and history, whose fate you really do care about.

Roster Card Unit Name:

Unit Type:

Points Cost:

No.

Troop Type

WS

No.

Vehicle Type

Armour: Front

Weapons

Range

BS

S

S

AP

T

W

Side

Shots

I

Battle Honors: A

LD

SV

Rear

Special Rules

Special

Special

SKILLS AND DRILLS In this section you will find doctrines, skills, and orders available to the Imperial Guard throughout the campaign. You may choose to utilize these rules to enhance your gaming experience or choose to make do with your regular standing forces. Either way, the Imperials are in for a good fight!

Regimental Skills and Drills The following are regimental skills and drills available to the Imperial forces led by a Supreme Commander or specialized regimental units (see Campaign Units for more details). Fast Mover: The officer was famous for his raiding forces that emphasize speed and maneuver over sheer firepower. ▪ An army led by an Officer with Fast Mover may give up one or more heavy support choices for additional fast attack selections. Hellhounds and Rough Riders under his command gain the Scout ability, but may not outflank if held in reserve. Armored Assault: The officer has drilled his men relentlessly for high-risk, point blank assaults. His armored thrusts were famous for their ability to crack open enemy lines where others would falter under the weight of enemy fire. ▪ Models voluntarily disembarking from friendly chimeras may launch an assault on the turn they do so. Enemies assaulted in this way suffer -1 Leadership for the remainder of the turn. Xenos-Fighters: The officer was famous for his intense hatred of the Orks, driving his forces against them in righteous fury. ▪ Any Imperial Guard infantry squads within 18” of the Officer gain Preferred Enemy: Orks. Penal Troops: Life in the Imperial Guard is tough and regimented. For reasons from petty theft to dereliction of duty, soldiers of all ranks may find themselves condemned to the Imperial Penal Legions. An army with this doctrine is fitted with a variety of control devices ranging from advanced stun-injectors to crude explosive collars to enforce discipline and to prevent escape.

• Any non-vehicle unit which fails a morale test must immediately re-roll the result, breaking if it fails a second time. Upon taking the re-roll, the squad loses D3 members who are remotely killed in an show of force by their commanders. Sappers: Some Imperial armies produce expert field engineers. These expert units operate under terrible battlefield conditions to prepare the way for breakthroughs by supporting forces. ▪ Any Imperial Guard infantry squad may be upgraded to Sappers for +10 points. The unit gains Move through Cover, Deep Strike (tunnels), a +1 to armor penetration rolls against bunkers and buildings, and ignores the effects of Minefields. ▪ Special Weapon Squads replace the Sniper Rifle option with Heavy Flamers for +15 points each. Sharpshooters: Sometimes war has been a way of life for successive generations of the regiment, and consequently they are formidable marksmen, having undergone military training from an early age. ▪ Any Guard Infantry model with a BS of 3 may make a single re-roll of a shooting to hit roll of 1. The Sharpshooter has no effect when firing plasma weapons (which few men survive using long enough to master) or sniper rifles (where the slightest inaccuracy ruins the shot). This ability costs 10 points for a unit and can be applied to any Guard Infantry unit with at least one BS3 model. Warrior Weapons The regiment is recruited from primitive warriors. ▪ Infantry units normally armed with lasguns replace them with laspistol and close combat weapon, and may purchase Furious Charge and Scouts for +20 points per unit.

Light Infantry: The regiment is renowned for its stealth. ▪ This doctrine applies to all Infantry units without a transport vehicle. A unit with this ability has Move through Cover, Infiltrate, and may, if they are a normal Infantry Platoon squad that could include a heavy weapon team but chooses not to, upgrade a single Guardsman’s lasgun to a sniper rifle at +5 points. ▪ Units with carapace armour may not utilize this doctrine. Jungle Fighters: The regiment’s members are recruited from a world with extensive thick forest or jungle. ▪ Any Guard Infantry unit may utilize this doctrine and gain the Stealth universal special rule in forest or jungle terrain and: ▪ Units may move at full speed in forest or jungle terrain. ▪ May Infiltrate if the mission permits and they deploy in woods or jungle. ▪ Any Infantry squad normally able to include a heavy weapon team but not including one can upgrade a single Guardsman to carry a heavy flamer at +15 points instead. ▪ Jungle fighters units may never include lascannons. ▪ All units taking this doctrine reduce their Armour save from 5+ to 6+. ▪ Units with Camo-Cloaks or Carapace Armour may not utilize this doctrine. Conscript Platoons: The Officer’s regiment is composed mostly of fresh recruits and untested youths. ▪ Any Infantry platoon must be composed of 2-5 Conscript squads, and 0-2 Infantry squads, effectively reversing the normal limitations. City Fighters: The regiment’s members are recruited from a world with extensive urban training or are veterans of a protracted campaign. ▪ Any Guard Infantry unit may utilize this doctrine and gain the Stealth universal special rule in building or ruins terrain and: ▪ Units may move at full speed in buildings or ruins terrain. ▪ May Infiltrate if the mission permits and they deploy in intact buildings or ruins. ▪ The unit may reroll any reserve rolls they are called on to make. ▪ Any Infantry squad normally able to include a heavy weapon team but not

including one can upgrade a single Guardsman to carry a sniper rifle at +5 points instead. ▪ Units with carapace armour may not utilize this doctrine. Guerillas: Some of the Imperial Guardsmen assigned to fight in the city for long periods of time specialize in certain tactics and methods that make them a cut above the average trooper. From knowing when to keep your head down to having an intricate knowledge of the subway networks, these squads have the edge in a city fight. ▪ The unit always passes any test for tank shock and adds +1 to all Armour Penetration rolls. ▪ Any model that can take a Sniper rifle can be detached from the squad during the deployment phase. and acts as an Independent character (although after that point cannot join with any other unit). Combat Engineers: Whether for a single operation or for an extended campaign, the army has been issued with specialized wargear ranging from simple wire cutters to smoke grenades They are expected to lead the assault upon the enemy’s strong points, whatever the cost. ▪ The squad is armed with breaching charges. When assaulting enemy in cover, models equipped with breaching charges fight with initiative 10, so they strike blows simultaneously with the defenders. ▪ Wire cutters allow any length of razor wire the unit moves through to be removed on a D6 roll of 4+. ▪ Smoke grenades can be used by each Combat Engineers unit once per game, instead of firing any weapons in the shooting phase. When used, they confer a 5+ Cover Save until the start of the unit’s next turn. The unit does not count as occupying cover should it be assaulted. ▪ Jammers mean the unit only triggers enemy booby traps on a D6 roll of 6, rather than the normal 4+ On any other result, the booby trap is a dud.

Rappelling Lines: Vehicles that can hover above the hazardous city ruins are often used to move troops quickly around the warzone. Some are fitted with special lines, allowing transported troops to dismount directly over the target. ▪ A unit with this special rule may disembark from a skimmer transport directly onto the highest level of a city building or ruin. ▪ Each model disembarking must make a Dangerous Terrain test as it does so. Cavalry: Some Imperial worlds produce militaries with a strong cultural riding tradition. These forces often field regiments of cavalry and make excellent maneuver forces. ▪ An army with this doctrine may mount its Command HQ squad (with no heavy weapons) on horseback for +5 points per model. They are considered cavalry and are equipped with rough rider hunting lances. ▪ Units of Rough Riders which are fielded at maximum size may be selected as a Troops choice. Mounted Command Squads and Rough Riders gain the Scouts rule. A-Gravs: Some of the most elite forces within the Imperial Guard are equipped with the best anti-grav technology available, alongside simpler hover vehicles. Only a handful of these armies exist; normally stationed on the most vital of Imperial centers of government. ▪ Any tanks fielded by the army may be upgraded to skimmers (if modeled appropriately) for +10 points. Carbines: This army is equipped with specialized lasguns designed for short-range, high rate-of-fire bursts. Notoriously difficult to manufacture, lascarbines are usually fielded by armies hailing from highly advanced worlds. ▪ All lasguns in the army use the following profile: Lascarbine Range 18” S3 APAssault 2

Master Snipers: The Officer has drilled his snipers relentlessly, forming them into a dreaded foe. ▪ An Army led by by the officer may field 05 Special Weapons Squads as part of the command platoon. Only sniper rifles may be selected for these squads. The sniper rifle counts as Ballistic Skill 4. Steel Will: The officer is known for his steely will and discipline. ▪ All friendly Imperial Guard units may automatically pass pinning tests. High Morale: The officers forces are well supplied and equipped, greatly improving morale in otherwise difficult circumstances. ▪ Imperial Guard units in an army led by the Officer may attempt to regroup if under 50% of their starting size.

SERIOUS INJURIES The following rule set is intended to increase the experience of a campaign by focusing on the characters that lead the armies into battle.

Serious Injuries During a game some independent characters will get destroyed and are removed from play. During the game it doesn’t matter whether a man who goes out of action is dead, unconscious, or badly injured – in terms of the game he is no longer capable of fighting and that is all that matters. When you are playing a campaign it matters a great deal what happens to independent characters that is destroyed, especially when playing a campaign with finite resources (such as using static master rosters). They might recover completely ready to fight in the next battle, or they might sustain debilitating injuries. Worst of all they might die or be so badly injured they have to retire. Bear in mind that only models that are Independent Characters which are removed at the end of a game are obliged to roll on this chart. Units that are destroyed suffer the normal penalties as described in the veteran abilities section.

D6 1

2

3

4

5

At the end of the game Roll a D6 for each Independent Character who is wiped out when the game ends. On a D6 roll of a 1-3 the fighter recovers without further effect. On the D6 roll of a 4-6 he goes out of action. To find out what happens to the character that goes out of action roll a dice and consult the table opposite.

6

Effect The character is killed in action and his body abandoned or lost to the enemy. Remove the character from your roster. The character has been badly wounded in the chest. He recovers but is weakened by the injury and his Toughness characteristic is reduced by -1. The character recovers but his old wound sometimes affects his health. Roll a D6 before each game. On the roll of a 1 the character’s old wound is playing up and he is unable to take part in the forthcoming battle. The character has been knocked unconscious or suffers a mildly incapacitating wound from which he makes a full recovery. Although he makes a full physical recovery, the fighter has been psychologically scarred by his experiences. He develops a bitter enmity for the enemy that was responsible for his injury. From now on, the character benefits from the Preferred Enemy universal special rule. The character regains consciousness alone in the darkness, given up for dead by his companions and overlooked by his enemies. Despite his injuries he makes his way back to his army’s camp. He recovers full and from now benefits from the Stubborn universal special rule.

DOK’S SERJERY The Going to the Doc is fraught with uncertainty – will the Doc remember which bit to fix? Will he get distracted and leave the job half finished? Will he decide it’s time to try that new brain transplant technique he’s thought up? All in all, it’s enough to keep even hardened Ork warriors away. The one positive side to all this is that Docs get on well with the Mek boyz (being in a similar line of work, fixing and improving things, albeit Orks rather than machines). This means they often have lots of snazzy bionik bitz which will, hopefully, enhance an Ork’s prowess no end. Desirable as bioniks might be, only Orks which are already injured will risk having them fitted. Bear in mind that, like gubbins, bioniks must be shown on the model of the warrior they are fitted to. Think twice before sending warriors to the Doc because you will have to do some converting and major surgery of your own.

JUST SAY “AAAARRGH!” After any game you can take an injured warrior to a Doc. It does not matter when the warrior suffered the injury, he may go to the Doc’s at any subsequent time. In fact, it is more likely that the warrior will wait for a few battles as it may take some time for the rest of the mob to ‘persuade’ him to go. When you take an injured warrior to a Doc you can ask him to perform one of the many kinds of serjery: Kustom Arm Replacement: The Bad Dok has replaced the characters arm with a crude but effective bionik arm equipped with built-in weapons as standard - be they one-shot sluggas, retractable spikes, ferocious creatures in cages or something even more unsubtle. ▪ An ork with a kustom arm causes one automatic Strength 4 hit in close combat but only if in base-to-base contact with the target with an equivalent Initiative of 6 during a turn the model charges. A bionik arm also counts as an additional close combat weapon. Kustom Leg Replacement: The Doc has replace the character’s leg with a de-lux kicking leg. The leg has a small motor in the knee allowing the warrior to give a super powerful kick in close combat.

▪ A character with a de-lux kicking leg gains an extra Attack in close combat. Rebuilt Kranium: The Bad Dok has replaced most of the patient’s cranium with solid armour plates. ▪ An Ork with a rebuilt kranium adds +1 to its Armour Save.

DA DOKS’ CODE Doks never mess with another Dok’s work, (it would break da Doks’ code), so a character may not have the same type of bionic replacement more than once. A character, for example, may not have two Kustom Leg Replacements, or two Dok’s Surprise bionik bitz, etc. Also, the Meks never mess with any Dok’s work in case they get injured and taken to serjery themselves. There have been rumors of Docs getting revenge on their patients by giving them squig brain transplants! None of the Doks Kustom Bionik Replacements may be further kustomised by the Meks.

DA BIG DAY Determine how the Dok has performed his serjery by rolling on the table below. This is done immediately – although in reality it obviously takes a while to work on Your character, it is convenient to work out these details after each game, along with advances for your Boyz and other ‘between game’ calculations.

DA BIG DAY TABLE D6 Result 1 Dis is a New Technique. Despite the fact the job has been well and truly messed around, the Dok demands payment. The character is out-fitted with an explosive cranium, causing him to take an additional wound if wounded in subsequent battles. 2 Da Patient is Restin’... The Dok has performed serjery but the warrior is still

recovering. The character must sit the next battle out. 3 Which Wun Was It? The Dok has forgotten which procedure he was supposed to perform and has done something else. The one you wanted definitely won’t be the one carried out, so roll a D3 to randomly determine which of the other three types of serjery was performed instead. 4-6 Job’s a Good ’Un... Hurrah! The Dok has successfully completed the serjery.

▪ The Ork suffers no ill effects from the serjery, except that he finds it rather hard to breathe sometimes. A warrior with iron lungs suffers -1" to his basic Movement when he runs or charges. Typically, this means the model may only move or run 5” at maximum.

If a Dok’s Surprise is rolled, randomly determine which bionik bit the character by rolling a D6 and consulting the table below:

5 Fungus Bref Lungs The warrior has been fitted with a fungus fermentation vat to aid his digestion. Unfortunately the device produces a lot of gas so the Dok has fitted a storage compartment, which allows the warrior to let out a jet of noxious gas at will. ▪ Any enemy fighting the warrior in close combat suffers a modifier of -1 to their Weapon Skill. The smell puts them off!

1-2 Eksperimentation: The Dok tried out an eksperimental technique on the warrior, but half way through the operation he got bored and decided to try something different... The end result of the operation is that it failed... badly. ▪ The warrior gains no bionik bitz and must roll once on the Serious Injuries Table. If the warrior rolls a 5 or 6 reroll.

6 Cybork Body: The Dok thinks that the warrior has too many injuries to fix and rebuilds the warrior’s entire body with bionik parts. All those fungus fuel pistons give the warrior tremendous strength and all the extra metal plates nailed to his body make him harder to hurt in battle. ▪ A character that rolls Cybork gains an invulnerable save of 5+.

Dok’s Surprise!!

3 Fuel Injection Implant: The Dok has fitted a refillable cylinder of fungus fuel, complete with external tap and valve, into the warrior’s body and connected it to his blood supply. The warrior can simply turn on the tap and allow a steady flow of fungus fuel directly into his bloodstream. ▪ At the start of the warrior’s turn you must declare whether he is using the implant or not. ▪ If he does, his basic Movement and Initiative are increased by +2. At the start of each turn that the warrior uses his implant roll a D6. On the score of a 1 the fighter immediately suffers a wound with no armour saves allowed. On the score of 2+ his metabolism survives the fungus fuel for that turn. ▪ The warrior may use the fuel implant for as many turns as he wants but he must test at the start of every turn in which he uses it. 4 Iron Lung: The warrior’s lungs have been patched up with huge iron plates.

GOVERNOR’S PALACE The seat of Imperial power is in the Governor’s palace. Should it fall the will of the Imperial fighters will also be broken, paving the way to a greenskin victory. The Imperials must hold the Orks off at all costs.

Special Rules Green Tide: Ork infantry units may respawn at their table edge once they are destroyed, deploying at the beginning of the Players next Movement Phase. Effigy of Gork (or possibly Mork) ▪ Be it a totem pole, a grotesque idol, or a big pile of lucky dung, this effigy of the ork gods fills nearby orks with great warrior pride. ▪ When revealed: During deployment. Note that this asset must be represented with suitable model. ▪ Effect: If an Ork unit within 36" of the Effigy ever rolls a double 1 for any Morale test, their aura of defiant Orkishness in the air is magnified tenfold. The Ork army gains a bonus Waaagh! that it must use in the following Ork turn. Governor and Orkrates: ▪ Imperial Forces and Ork forces are granted an additional model representing the Governor and Orkrates respectively. The Governor counts as an Officer without a command squad, and Orkrates counts as a Painboy for all intents and purposes. Neither have any upgrades.

have two 6’x2’ halves. For this mission, lay an actual stretch of barbed wire to represent the centre line.

Deployment ▪ Both sides roll a die and the winner chooses to go first or second. The Imperials must deploy on the Governor’s side of the table. The Orks get the opposite table edge. Both sides may deploy 6” from the barbed wire creating the center line. Infiltrators may deploy after setup.

Objectives ▪ Each objective in this war zone counts as 1 VP at the end of the game. The side with the most victory points at the end of the game is the winner. The objectives are: Orkrates, the governor, the command bunker, the Gargant, and the Governor’s palace. ▪ In order to claim an objective a scoring unit must be within 3” of it at the end of the game.

Effigy

Command Bunker: This bunker is equipped with a dazzling array of communications nodes attached to upper storeys of a building that aids the control of nearby friendly forces. ▪ The command centre grants a unit within 12” the Counter-Attack universal special rule.

Setup ▪ The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. For example, a 6’x4’ table would

Governor’s palace 6”

Gargant

6”

Command Bunker

REFINERY BATTLEZONE The vast ore refining facility produces invaluable chemicals and raw materials for the forges and machine shops of the Imperium. Its enormous filtration tanks and processing bays cover hundreds of square miles with twisting pipes, chemical spills and towering chimneys that spew corrosive fumes into the air, rendering the land uninhabitable for hundreds of miles in all directions. These refineries are vital to the continued resistance of the Imperium and without them the production of arms and ordnance will cease completely.

Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems). Unstable Region: The region is particularly unstable, earthquakes and subterranean rumbling wracking the wastes. ▪ At the beginning of each player turn roll a dice. On a roll of a 6 the battle field is struck by a ▪ sudden upheaval, sowing confusion amongst the rank and file. Squads may only move vertically half of what they moved horizontally (I.G. normally a squad moving 6” horizontally may also move 6” vertically, but if the city is affected by a quake, then the squad may only move 3” vertically.

chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter. ▪ Both Sides have 3 stratagems

Objectives ▪ The three filtration tanks are the only objectives in this mission, each counting as a single victory point a piece if controlled at the end of the game. Scoring units that end the game within 3” of a filtration tank can claim the objective.

Fuel Depot: ▪ The large amount of piled promethium and chemicals is just too good of a target to pass up. The promethium barrels count as an Immobile vehicle with armor 10 all around. Any penetrating hit will cause a huge S6 AP 4 4D6” explosion. Power Conduit: Arcane power arcs through this 3” diameter structure, making movement near it extremely dangerous. Any model ending its move within 6” will be struck and automatically wounded on a D6 roll of 1. Armour saves are allowed as normal. Vehicles take an automatic glancing hit on a 1 or 2.

Setup ▪ The table is divided into halves, formed by drawing an imaginary line through two corner points.

Deployment ▪ Both sides roll-off, and the winner

12”

HIGHWAY BATTLEZONE Friendly forces are entrenched against the growing tides of Orks that are assault their positions. Reinforcements have been sent not to bolster the lines though, but to retrieve as many soldiers as possible to ferry to where they are needed the most.

Special Rules

Deployment

Sand Storm: Sandstorms are dangerous and are frequent occurrences in any desert. ▪ Roll a D6 at the beginning of each player turn. On a 6, all movement that game turn counts as being over difficult terrain, and rolls of 6 are required to hit with shooting attacks over 12”, regardless of the firer’s Ballistic Skill.

▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter.

On Time, On Target: ▪ The Imperial player may re-roll all reserves rolls (even ones they have passed) once per turn. They may also reroll the Scatter dice and the dice rolled for scatter distance when deep striking.

Objectives

Move Out: Just as the Imperials are adept at striking like lightning, they are also skilled at leaving the battlefield quickly once their objectives have been fullfilled. ▪ To represent this, any game in which the Imperial player is using an all droop troop army (all mounted in Valkyries or Deep Striking) may be modified by the following rule: ▪ On the 5th turn, the Imperial player can choose to end the game before it would normally finish. At the end of the fifth turn, the Imperial play can choose to carry on playing as normal or to end the game as his troops perform a perfectly executed withdrawal.

Setup ▪ The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’x4’ table would have four 3’x2’ quarters ▪ Randomly place 5 guardsmen across the battlefield, up to two per table quarter. These models remain stationary and cannot be targeted by the Ork player. They are simply counted as objectives.

▪ The Imperial player must attempt to ‘rescue’ the guardsmen pinned under fire. ▪ He may do so by getting a scoring unit into base to base contact, the model then acting as an Independent character from that point. ▪ At the end of the game, every guardsmen rescued in this way counts as a single victory point. Every guardsmen left on the table counts as a victory point for the Ork player.

12”

DESERT BATTLEZONE Looking for scrap is a risky business as rival mobs the desert with the same purpose. Many mobs just send a few Boyz to locate some scrap, who send word to the rest of the mob when they find some. Hopefully, the rest of da mob will come to help the Boyz and pick the scrap up before a rival mob finds them or worse!

Special Rules

Deployment

Sand Storm: Sandstorms are dangerous and are frequent occurrences in any desert. ▪ Roll a D6 at the beginning of each player turn. On a 6, all movement that game turn counts as being over difficult terrain, and rolls of 6 are required to hit with shooting attacks over 12”, regardless of the firer’s Ballistic Skill.

▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter.

Bitter Enemies The Orks are intent on making off with the prize loot, and take great offense at any who would try to nick their rightful claim to the spoils of war littering the battle field. ▪ In any turn in which the two leaders (highest points cost if multiple HQ’s are used) are engaged in an assault against one another, every model on the table gains the preferred enemy universal special rule. Should one side’s leader be killed in an assault, every unit in the defeated leader’s army must take a Morale check.

Objectives

Booby Traps: ▪ Each of the scrap counters have been rigged with a booby trap. ▪ The Ork player controlling the booby trap may choose to detonate it when an enemy model or unit is within 6” of the marker. As usual, the owner of the target unit chooses the model that takes the damage and resolves a single Strength 8 hit, AP2. Unlike minefields, booby traps only work once, so remove the marker once the attack has been made.

Setup ▪ The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’x4’ table would have four 3’x2’ quarters

▪ The board is made of standard desert terrain except that the defender places D3+3 Scrap counters anywhere within 6" of the centre of the board.

12”

JUNGLE BATTLEZONE The Orks have dropped numerous Roks onto the planet, some filled with mobs of Ork infantry, others with squadrons of ork warbuggies and warbikes. The Rok in this warzone was outfitted with an Ork Big Gun Battery. Imperial command has been unable to hit the battery from orbit due to a force field protecting the guns on the ground. Elite assault units have been mobilized and sent into the thick rain forest to silence the Ork guns once and for all.

Special Rules Rain forest: ▪ Battlefield is considered difficult ground for all Infantry, dangerous for any nonwalker vehicle. ▪ Super heavies cannot enter this warzone as the ground is too soft to support the weight of the vehicles. ▪ All models get a 5+ cover save in this warzone due to the thick vegetation.

unaffected, but models moving into or out of it count as moving through difficult ground. Infantry in the channel receive cover from shooting from outside, and vehicles count as being hull down to shots from outside the channel.

Setup ▪ The table is divided into halves, formed by drawing an imaginary line through two corner points.

Ork Big Gunz Battery: ▪ Da Big Gunz Battery will grant the Ork Players an orbital bombardment strategic asset every turn the battery is still operational. ▪ Da Big Gunz Battery is treated as an immobile super-heavy vehicle with an armour value of 14 all around. It has three structure points.

Deployment

Rok'Em Boyz: At a barked command from the Warboss, orbiting Ork ships use their repulsor beams to launch space debris into the swirling battle below. ▪ When revealed: in the Shooting phase of one of your turns. ▪ Place D3 10" blast markers anywhere on the board. Determine the point of impact for each blast marker, but only roll one D6 for the Scatter. The marker scatters a number of feet (not inches!) equal to the result of the D6 roll. If a hit is rolled, the marker scatters in the direction indicated by the small arrow, but it only scatters D61 feet. If the scatter takes the marker off the table, the shot is ignored. Of course, if a hit is rolled and the D6 result is a 1, the Meteor has miraculously landed on its intended target. Good shot! Any model hit by one of these markers takes a destroyer hit.

Objectives

Dried River Bed: ▪ A shallow channel placed so that it enters the table at one edge and exits at another. Movement along the river bed is

▪ The Orks get the table side with the Big Gunz Battery. Imperials deploy on the opposite table edge. Each side rolls a die with the highest choosing to deploy first or last and may set up first or last accordingly. Any units may deploy up to 6” from the old rail line. Infiltrators may deploy after setup.

▪ The only objective in this warzone is the Ork Big Gunz Battery. If it is destroyed the Imperials get 1 Victory point. If it is still operational at the end of the battle the Orks get 1 victory point.

6” 6” Big Gunz Battery

LAND BRIDGE BATTLEZONE The entire length of the vast land bridge that links the island with the ash wastes is defended by armored bastions, guns and defense emplacements strong enough to hold off all but the most overwhelming enemies. It is defended on both sides by heavily fortified bunkers and vehicle traps. The ash wastes side has seen heavy fighting when the Ork rok landed and smashed these defenses in their assault on the island. The roadway of the bridge is buckled and twisted, littered with burnt-out wreckage of Ork buggies and wartrukks.

Special Rules Sentries: ▪ The defender has 10 guardsmen which act as sentries. ▪ At the start of the sentries’ turn, both players roll a dice for each sentry model (or marker). The player that rolls highest can move the sentry the distance indicated on the dice in any direction. If the rolls are tied then the defender moves the sentry. ▪ Sentries do not have any Squad Coherency rules and operate independently. Sounding the Alarm: ▪ At the start of the game, the defending forces are not expecting combat. Instead they are resting, eating, and servicing equipment, talking about the girls/bug I eyed monsters back home and so on. Because of this, only the sentries will be active to start with ▪ Until the alarm is raised, sentries move as described above and none of the defender’s other unit may move or fire. The alarm can be raised in several ways: Spotting distance: ▪ A sentry will spot any enemy model that is within his spotting distance at the end of any turn This distance is equal to his Initiative characteristic in inches. Vehicles: ▪ If the attacker deploys any vehicles or bikes on the table then the sentries will spot them at the end of the turn. Tanks, bikes, Dreadnoughts, armored personal carriers, etc, are all too noisy to avoid detection. Vehicles (including infantry units with transport vehicles) and Bikes may therefore be kept in reserve and will arrive normally after the alarm has been raised.

Weapons Fire: ▪ The alarm is raised if the attacker fires any weapons except sniper rifles. If a sentry survives being by a sniper rifle he raises the alarm. Close Combat: ▪ A sentry that is attacked in close combat will raise the alarm if he survives to the end of the turn. If the sentry is killed in close combat then the noise of the fighting may raise the alarm anyway. Roll a D6. On a 4+ the fighting was heard or the sentry screamed out and the alarm is raised. Bodies: ▪ If a sentry is killed do not remove the model. Instead, leave it lying in position. If another sentry approaches within his Initiative distance of a dead sentry then he will find the body and raise the alarm. Important Notes: ▪ Note that all the other defending models with an Initiative value count as sentries for purposes of sounding the alarm, t hey just can’t move. ▪ After raising the alarm, all sentries are removed and take no further part in the game. ▪ If the alarm is raised during the attacker’s turn, they finish it normally. The defender can move and shoot normally with all their forces in their player turn. ▪ If the alarm is raised during the defender’s turn they begin a game turn immediately. ▪ This first defender turn is the first turn of the game proper and counts as such for the purpose of determining game length and reserve arrival.

Obstacles: Fortifications are not the only form of defense. In this scenario the defender may place obstacles. Obstacles are a hindrance to enemy movement and are split into two categories: Razor wire and tank traps: Razor wire: ▪ If the defender has suitable models then he may set up razor wire. Razor wire comes in 6” long sections. If the defender has obstacles then he gets D3+3 sections of razor wire to deploy at the start of the game. ▪ Razor wire counts as difficult ground for all non-vehicle models. Vehicles can drive over razor wire with no effect. Tank Traps: ▪ Tank traps also come in 6” long sections. The defender has obstacles and gets D3+3 sections of tank traps to position at the start of the game. ▪ All vehicles, except skimmers, treat tank traps as impassable ground. Tank traps do not affect infantry movement, they can simply run around or clamber over them. Tank traps will provide cover for infantry. ▪ Tank traps may be destroyed by enemy fire. They have an Armour Value of 10, and any penetrating hit destroys the section automatically. Glancing hits have no effect. They may be assaulted by infantry as if they were a stationary vehicle.

Setup ▪ The defender may set up fortifications. All fortifications must be represented by a suitable model. ▪ There are many forms of fortifications, but broadly they represent cover for the Defender. Sandbagged positions, trenches, redoubts, makeshift barricades and fortress walls all count as fortifications. The Defender may set up as many ▪ fortifications as he likes. ▪ The Defender must include at least one bunker. ▪ A model in fortifications receives a Cover Saving throw of 3+.

Deployment ▪ Both sides roll-off, and the winner chooses to go first or second. ▪ Mark a 24” square area central to the Defender’s edge of the board, as shown on the map. ▪ This is the defender’s deployment zone. ▪ The defender may position fortifications in his deployment zone, forming the strongpoint. He must include at least one bunker. ▪ The defender positions his sentries, up to 18” from his deployment zone. ▪ The Defender places his obstacles, anywhere on the table up to 18” away from the defender’s deployment zone. ▪ The Defender deploys any of his HQ, Troops, or Heavy Support units in his deployment zone. He does not have to deploy them all, but he must deploy at least one unit. Any units not deployed are in reserves. ▪ The attacker’s units must be able set up at least 18” away from the Defender’s deployment zone. Any forces not deployed at the start of the game are held in reserve. ▪ The Attacker (Orks) gets first turn.

Objectives ▪ Victory is determined by kill points and by control of the bunkers placed on the table. The side with the most kill points at the end of the game earns 1 victory point. Each bunker, controlled if a scoring unit is within 3” of it at the end of the game, earns 1 victory point a piece.

Attackers Deployment 18”

18”

Defenders Deployment

18”

KAN FACTORY BATTLEZONE The kan factory is an industrial marvel, created by the orks to add Killer Kans to the ork hordes at a frightening rate. Worse still, when the kan factory is going full pelt, it is also capable of creating Dreadnoughts and occasionally even Stompas!

Special Rules The Tellyportas: Orks have an innate understanding of many types of technology, including teleportation – an d luckily, their physiques are robust enough to withstand the somewhat erratic results! If an Ork unit wants to use a tellyporta, the entire unit must be on the tellyportation plate. At the end of the Movement phase, roll a D6 and consult the following table: 1 – Fzzcrack!

2 – Whobb! 3 – Bzzzt! 4 - Yoing! 5 – Ssssip! 6 – Zoop!

The Ork unit stays in place. It takes D6 S6 hits and is now pinned. The unit teleports one tellyporta to the right. The unit teleports one tellyporta to the left. The unit teleports two tellyportas to the left. The unit teleports to the tellyporta of your choice. The unit teleports to the tellyporta of your choice and may assault this turn

The Ork unit immediately reappears on the destination tellyportation plate. It may not assault in that Assault phase unless it has rolled a ‘Zoop!’ result on the table. Da Big Mek: The Big Mek (highest points cost if multiple Meks are present) is counted as ‘Da Big Mek’ in charge of the factory. If Da Big Mek is not in combat, the Orks may add 1 to either the dice roll on the production line table or the tellyporta table each turn. The Produktion Line: ▪ Roll on the following table at the beginning of the ork Turn as long as the factory is still operational:

1

2-3 4-5 6

The kan factory clanks and whirrs but produces nothing other than a noxious smell. The kan factory produces D6 Killa Kans The kan factory produces D3 Ork Dreadnoughts. The kan factory krew is preparing a fresh Stompa for the Waaah! Every second time this result is rolled the Factory produces a Stompa.

Dreadnoughts and Stompas produced by the factor enter play from the main factory gates. Kans enters play from the kan hatch. They may act as normal the turn they come into play.

Setup ▪ Apocalypse

Deployment ▪ Apocalypse

Objectives ▪ The enemy is seeking to destroy the Produktion line and as many tellyportas as possible. ▪ Each tellyporta destroyed counts as 1 victory point for the attacker. Likewise, each tellyporta functional at the end of the game gives the defender 1 victory point. ▪ The Produktion line is worth 10 victory points if destroyed, or 10 victory points if it remains operational at the end of the game. ▪ Each tellyporta and the Produktion line counts as an immobile vehicle with an AV of 14 all around. The Produktion line has 3 structure points. Any penetrating hits will outright destroy either (The Produktion line needs to lowered to 0 structure points). Glancing hits have no effect.

URBAN BATTLEZONE The hardest fighting is in the thick of the Hive city. Each building is a contest of wills and an objective in its own right. Both sides are attempting to hold ground as they advance into the Hive. The opportunity has arisen for one army to strike a decisive blow, either to push the invaders out of the city or alternatively to finally crush any resistance.

Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems). Preliminary Bombardment: The attacker’s final offensive is preceded by a thunderous artillery barrage, designed to soften up enemy forces before the assault ▪ After both armies have deployed but before the first turn, the attacker rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the table top. On a roll of 6, the unit or terrain piece is hit. ▪ A squad takes D6 S5 AP4 hits that cause pinning. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. Vehicles struck do not take damage, but will suffer a Stunned Driver result instead. ▪ Vehicles in a squadron are rolled for individually. ▪ Units that start the game in reserve will not be hit by a Preliminary Bombardment. Buildings and ruins are not affected by the Preliminary, nor are any units within.

then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter. ▪ Both Sides have 3 stratagems. Important Note ▪ This mission does not include the Deep Strike or Infiltrators special rules. Instead, these abilities may be used by picking stratagems.

Objectives ▪ Both forces are seeking to clear the enemy from this sector. This is achieved through occupying city ruins. When a city ruin is occupied, the unit doing so ‘plants the flag’ in that city ruin, and may move off to do so in more city ruins. The ‘Flag’ remains until an enemy scoring unit occupies the ruin, at which point it plants its own flag instead.

Setup ▪ The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’x4’ table would have four 3’x2’ quarters

Deployment ▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He

12”

SACRED GROUND BATTLEZONE The shrine of an Imperial saint is in danger of being defiled by a surprise attack from the orks. Such a desecration cannot be allowed and the Imperium must spare no effort in defending it.

Special Rules

Objectives

City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems).

▪ The attacker is attempting to capture the shrine; the defender is trying to prevent this. If only one player has models within the shrine at the end of the game, then that player is the winner and earns 5 victory points. ▪ If both players have models in the shrine then a special round of close combat is fought to decide who contols it. ▪ During this special round of close combat, all models in the shrine fight in the combat with their full number of attacks, no matter how far away they are from the enemy. No models count as charging or as being in cover. If one side is wiped out then the opposing side captures the building and wins the game.

Setup Set up the terrain in any mutually agreeable manner with the building representing the shrine set up in the exact center of the table. The shrine should be roughly 6”x6”.

Deployment ▪ The defender (imperials) sets up one Troops choice and one Heavy Support choice anywhere within 12” of the shrine, and one HQ choice inside the shrine. The remainder of his army is placed in reserve. ▪ The attacker then splits his entire army into two forces of roughly equal points value. Each force must include whole units and units may not be split between forces. The attacker then deploys one force anywhere within 12” of one of the short table edges and the other anywhere within 12” of the opposite short board edge. None of the attacker’s units may deploy within 18” of any of the defender’s units. ▪ The defender has the first turn. Important Note ▪ This mission does not include the Deep Strike or Infiltrators special rules. Instead, these abilities may be used by picking stratagems.

12”

The Shrine

12”

IMPERIAL OPERATIONS BASE BATTLEZONE The Imperium has fortified a vitally strategic position. From these impressive fortifications the imperials have been launching devastating raids and cutting off supply lines to their enemies. If the Imperial position cannot be destroyed it will be impossible to advance further.

Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems). The following rules below apply to the objectives chosen by the Imperial player. Command Bunker: This bunker is equipped with a dazzling array of communications nodes attached to upper storeys of a building that aids the control of nearby friendly forces. ▪ The command centre grants a unit within 12” the Counter-Attack universal special rule. Fortified Position: Although the ruined cityscape affords plenty of hard cover, the Imperials have seen it fit to take the opportunity to fortify the buildings in the areas they control. Such fortifications vary from simple flak board panels nailed over windows, to extensive works of sandbags and armour plating. ▪ The fortifications may be played upon a single city ruin in the player’s deployment zone This may be a key building. ▪ A fortified city ruin has its Cover Save increased by +1. ▪ Models within a fortified city ruin ignore the effects of enemy grenades for the purposes of determining Initiative in an assault Fuel Dump: The city is host to extensive fuel production distribution and storage networks. These may be used by troops equipped with flame weapons, who connect these straight to the pipelines and unleash a torrent of high pressure, searing chemical death upon their foes. An imperial unit within 6” of the city ruin may add 1 to the Strength of any template weapons.

Ammunition Store: Creates of ammunition are stacked within the building, ready to be distributed to nearby warriors. A unit with ready access to such a stash is able to fire with wanton abandon, relaxing the discipline and unleashing a withering hail of bullets at their enemy. ▪ The ammunition store is used in the Imperial player’s Shooting Phase. ▪ A unit within the city ruin may re-roll any failed to hit rolls. Power Generator: The Imperium provide their forces with prefabricated power sources, or they patch into existing conduits found amidst the ruins. These are used to drive autoloaders and power feeds to their maximum capacity, or to overcharge laser-based weaponry, allowing all types of weapons to sustain a prodigious rate of fire. ▪ The power generator is used in the Imperial player’s Shooting phase. ▪ A single unit within the city ruin may reroll any failed To wound rolls. Observation Post: Warriors might tap into security observation networks or servitors built into wall points, designed to provide a means of monitoring the local populace by the Adeptus Arbites. ▪ The observation point grants a unit within 12” the Night Vision/Acute Senses universal special rule. Sacred Ground: The imperial side has marked an area as particularly significant, be it a temple of the Ecclesiarchy or a make shift graveyard for friends lost throughout the campaign. ▪ Sacred ground grants a unit within the city ruin the Stubborn universal special rule.

Medicae Facility: The building contains medical supplies, auto-med systems, stim dispensers, healing balms and other stores useful for patching up wounded warriors sufficiently for them to get back into action. ▪ The medicae facility grants a unit within the city ruin the Feel No Pain universal special rule. Adeptus Mechanicus Research Post: A small cluster of pre-fabricated builds and light barricades mark the territory of a Adeptus Mechanicus explorator fleet’s research post, which can be used by the tech priests adjoined to the crusade fleet to facilitate and aid in battlefield repairs. ▪ Any damaged imperial vehicle within 12" of the research post is treated as being in base contact with a tech priest. Furthermore, any tech priest model within 12" of the research post rolls two dice when making a Repair roll and picks the highest result

Setup ▪ The table is divided into halves, formed by drawing an imaginary line through two corner points. ▪ The Imperial player sets up a table so that none of his buildings are within 12" of a table edge or within 12" of each other. Imperial barricades, fuel drums and so on can be placed anywhere that is more than 12" from a table edge. ▪ The Imperial player then places 5 objective markers anywhere on the table more than 12" away from any table edge, and more than 12" away from any other objective marker. ▪ The Imperial player may then deploy any of his units on the table, but none can be setup within 12" of a board edge. Any units that are not deployed are placed in reserve. ▪ The Imperial player then selects one board edge as his own - this will be the edge any of his reserves arrive. The opposing player uses the other board edge. ▪ Any of the opposing player's units that are not declared to be in reserve arrive on the first turn from the owning player's board edge. ▪ Both sides have 3 stratagems.

Deployment ▪ Each side rolls a die with the highest choosing to go first or last and may set up first or last accordingly. Any units may deploy up to 6” from the centre line. Important Note ▪ This mission does not include the Deep Strike or Infiltrators special rules. Instead, these abilities may be used by picking stratagems.

Objectives ▪ Only the complete destruction of the Imperial fortifications will achieve victory as every Imperium uses it as a staging post. ▪ Every scoring unit has in its possession super stikkbombz. ▪ To place a stikkbomb the unit must spend an entire turn in base contact with an objective marker. Provided the unit does not shoot, run, charge or go to ground, at the beginning of its next Movement phase, the charge is primed and set. If the squad is wiped out or is forced to fall back then the charge is not set. At the end of the game roll a D6. If the number rolled is equally to or less than the number of stikkbombz successfully placed, the attackers win and earn 10 victory points. Any other result is a victory for the Imperials worth 10 victory points.

6” 6”

SPACE HULK BATTLEZONE The Imperium has engaged on a surprise raid deep in enemy territory, his mission to sneak through enemy lines and destroy the core of an ork controlled space hulk, limiting the green skins ability to drop troops and munitions to the surface below.

Special Rules Divided Force: Imperial forces have launched countless boarding vessels in hopes to take down the space hulk. With the strength of numbers, if not skill, the mission will be fruitful. ▪ The attacker’s army is split into an active part (that deploys in accordance with the mission rules) and a passive part (that either begins the game in reserve). ▪ The owning player splits his army into two separate forces, each must consist of at least 30% of the total army points value. A dice is then rolled to determine which force is the active force and which is the passive force. Breached Walls: War-torn, beaten, and ramshackle in nature, the ork hulk is littered with sections with no life support capacities and filled with vacuums. ▪ Combat in a vacuum is a lethal affair, for even glancing strikes may puncture airtight suits and cause explosive decompression before self-repair systems can contain the damage. Models with more than 1 Wound on their profile lose not one but D3 Wounds when they suffer an unsaved wound. All attacks, both shooting and close combat, use the Rending rule. Low gravity: ▪ Fighting in a low gravity environment is a dangerous undertaking, for while troops may be able to leap great distances, they can easily wound themselves on landing, or become entangled in dense terrain. Infantry models may move over terrain in the same manner as jump infantry (though they are still limited to 6” of movement). Any such movement that ends within area terrain will result in a dangerous terrain test. Models that run must roll an additional D6 and pick the highest result, but if a double is rolled, every model in the unit must make a dangerous terrain test.

Sentries: ▪ The defender has 10 guardsmen which act as sentries. ▪ At the start of the sentries’ turn, both players roll a dice for each sentry model (or marker). The player that rolls highest can move the sentry the distance indicated on the dice in any direction. If the rolls are tied then the defender moves the sentry. ▪ Sentries do not have any Squad Coherency rules and operate independently. Sounding the Alarm: ▪ At the start of the game, the defending forces are not expecting combat. Instead they are resting, eating, and servicing equipment, talking about the girls/bug I eyed monsters back home and so on. Because of this, only the sentries will be active to start with ▪ Until the alarm is raised, sentries move as described above and none of the defender’s other unit may move or fire. The alarm can be raised in several ways: Spotting distance: ▪ A sentry will spot any enemy model that is within his spotting distance at the end of any turn This distance is equal to his Initiative characteristic in inches. Vehicles: ▪ If the attacker deploys any vehicles or bikes on the table then the sentries will spot them at the end of the turn. Tanks, bikes, Dreadnoughts, armored personal carriers, etc, are all too noisy to avoid detection. Vehicles (including infantry units with transport vehicles) and Bikes may therefore be kept in reserve and will arrive normally after the alarm has been raised. Weapons Fire: ▪ The alarm is raised if the attacker fires any weapons except sniper rifles. If a

sentry survives being by a sniper rifle he raises the alarm. Close Combat: ▪ A sentry that is attacked in close combat will raise the alarm if he survives to the end of the turn. If the sentry is killed in close combat then the noise of the fighting may raise the alarm anyway. Roll a D6. On a 4+ the fighting was heard or the sentry screamed out and the alarm is raised. Bodies: ▪ If a sentry is killed do not remove the model. Instead, leave it lying in position. If another sentry approaches within his Initiative distance of a dead sentry then he will find the body and raise the alarm. Important Notes: ▪ Note that all the other defending models with an Initiative value count as sentries for purposes of sounding the alarm, t hey just can’t move. ▪ After raising the alarm, all sentries are removed and take no further part in the game. ▪ If the alarm is raised during the attacker’s turn, they finish it normally. The defender can move and shoot normally with all their forces in their player turn. ▪ If the alarm is raised during the defender’s turn they begin a game turn immediately. ▪ This first defender turn is the first turn of the game proper and counts as such for the purpose of determining game length and reserve arrival.

placed, the attacker may move two pieces of his choice, and choose which of the short board edges will be his table edge. The opposite table edge belongs to the defender. ▪ The defender deploys his army on up to half of the table (measuring from his table edge) the attacker then deploys according to the Hidden Set-up rule opposite, anywhere on the table more than 12” from a defending model. Any non-infantry models in the attacker’s army must be held in reserve. The attacker gets the first turn.

Objectives For this raid, all the attacking forces have been issued with demo charges to destroy the objective and complete their mission. The objective cannot be destroyed by firing at it, only by non-vehicle models placing demo charges. To place a demo charge successfully, the model must assault the objective in its Assault phase and remain in contact until the end of its next Assault phase. At this point the charge is set and the objective is destroyed. Boom! The attacker wins if he destroys his objective, earning 5 victory points. Otherwise the defender wins earning 5 victory points.

1 Setup ▪ Place the plasma reactor at the center of the table. ▪ This scenario is best played on a rectangular table, 6’x4’ being ideal

Reserves ▪ The attacker’s reserves enter normally. ▪ The defender’s reserves enter from a random board edge, as indicated on the map (roll a D6). Only begin rolling for the Defender’s reserves after the alarm has been raised.

12”

2-5 Objective

Deployment ▪ The Imperials are the attackers and the other player will be the defender. ▪ The table is set up in a mutually agreeable manner, but after all terrain is

6

ORE MINE BATTLEZONE This drift mine provides many of the raw materials required to continue the war effort. The vast mine has cut deep into the planet and has created a highly toxic environment, continually blanketed in impenetrable clouds of ash and smoke. Ancient machineries and millennia old technologies continue to harvest the minerals beneath the planet’s surface and should many more of these mines fall into Ork hands, the war will be lost.

Special Rules

Deployment

City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems).

▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter. ▪ Both Sides have 3 stratagems

Unstable Region: The region is particularly unstable, earthquakes and subterranean rumbling wracking the wastes. ▪ At the beginning of each player turn roll a dice. On a roll of a 6 the battle field is struck by a sudden upheaval, sowing confusion amongst the rank and file. ▪ Squads may only move vertically half of what they moved horizontally (I.G. normally a squad moving 6” horizontally may also move 6” vertically, but if the city is affected by a quake, then the squad may only move 3” vertically. Cave-in: At the beginning of each player turn in which an upheaval occurs, all units must test for pinning as the very caverns around them begin to crumble. Any units pinned in this way suffer D3 automatic wounds. Chem-Fog: Clouds of toxic fumes have spread throughout the caverns, concealing the movements of the enemy from view. ▪ The chem.-fog covers the entire battlefield. Use the Night Fighting rules. At the beginning of each player’s turn roll a dice. On a 6, the fog dissipates, and the battle is fought normally.

Setup ▪ The table is divided into halves, formed by drawing an imaginary line through two corner points.

Objectives ▪ At the end of the game, each player receives 1 ‘kill point’ for each enemy unit that has been completely destroyed. ▪ If a character has a retinue, the character and his unit are worth 1 kill points each. ▪ The player with the highest total of kill points wins. If the players have the same total, the game is a tactical draw. Whichever side has the most kill points receives a single victory point.

CONVOY BATTLEZONE The frontline between the two armies are thousands of kilometers long. Even the huge armies fighting found it impossible to adequately patrol such vast distances, and because of this, fastmoving, highly mobile formations from both sides were able to infiltrate behind enemy lines and make hit and run attacks on the opposing sides’ supply lines.

Special Rules Convoy: The Chimera convoy in the supply column is filled with vital supplies. Because of this the additional Chimera (see below) may not transport any units, and is not allowed to leave the road.

Setup ▪ A road is placed at the center of the table starting from one short edge of the table to the other. ▪ The defender deploys a single Chimera. This Chimera is in addition to the defender’s army and does not cost any additional points. ▪ The Imperial player must set up first, and must set up the supply column first. The Chimera in the supply column must be placed on one end of the road that links the two narrow table edges touching the edge of the table. The other vehicles in the formation must beset along the road, stretching forward from the first Chimera that was placed. Each vehicle must be within 6” of another vehicle in the formation. All remaining Imperial Guard units must be setup within 24” of the point where the road enters the table, but do not have to set up on the road itself.

the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make any scout moves. ▪ The defender the deploys all his forces along the road. ▪ Start the game! The attacker starts the game Turn 1 with his first player turn. All units that were not deployed, and were not declared to be in reserve during deployment, must enter the game in the Movement phase of their player turn by rolling a dice and entering play from the table edge that corresponds to the roll (see mission map). ▪ During game Turn 1 the Night Fighting mission special rule is in effect.

Objectives ▪ The Ork player wins the game by destroying all of the Chimera vehicles in the supply column before the end of Turn 5. The Imperial player wins immediately if any of the Chimera in the supply column are able to move off the table along the road at the point opposite that which they entered by. Any other result is a draw. ▪ A victory for either side earns 4 victory points.

24”

Deployment ▪ The attacker chooses one of the long table edges to be his own table edge and deploys his forces The attacker then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his ‘deployment’ zone’), but must position his units more than 18” from enemy units. Troops and HQ units that can infiltrate can do so, as long as at the end of deployment

Supply Chimera 3-4

1-2

5-6

KONVOY BATTLEZONE The frontline between the two armies are thousands of kilometers long. Even the huge armies fighting found it impossible to adequately patrol such vast distances, and because of this, fastmoving, highly mobile formations from both sides were able to infiltrate behind enemy lines and make hit and run attacks on the opposing sides’ supply lines.

Special Rules Convoy: The Wartrukk convoy in the supply column is filled with vital supplies. Because of this the additional trukk (see below) may not transport any units, and is not allowed to leave the road. Oops, da wheels slipped: Once per turn, instead of shooting, any Trukk in the Konvoy can inflict a S6 hit on another Trukk in base contact in order to immediately move an extra +2D6” forward.

Setup ▪ A road is placed at the center of the table starting from one short edge of the table to the other. ▪ The defender deploys a single trukk. This trukk is in addition to the defender’s army and does not cost any additional points. ▪ The Ork player must set up first, and must set up the supply column first. The trukks in the supply column must be placed on one end of the road that links the two narrow table edges touching the edge of the table. The other vehicles in the formation must beset along the road, stretching forward from the first trukk that was placed. Each vehicle must be within 6” of another vehicle in the formation. All remaining Ork units must be setup within 24” of the point where the road enters the table, but do not have to set up on the road itself.

Deployment ▪ The attacker chooses one of the long table edges to be his own table edge and deploys his forces The attacker then can deploy up to two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his ‘deployment’ zone’), but must position his units more than 18” from enemy units. Troops and HQ units that can infiltrate can do so, as long as at the end of deployment

the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make any scout moves. ▪ The defender the deploys all his forces along the road. ▪ Start the game! The attacker starts the game Turn 1 with his first player turn. All units that were not deployed, and were not declared to be in reserve during deployment, must enter the game in the Movement phase of their player turn by rolling a dice and entering play from the table edge that corresponds to the roll (see mission map). ▪ During game Turn 1 the Night Fighting mission special rule is in effect.

Objectives ▪ The Imperial player wins the game by destroying all of the trukks in the supply column before the end of Turn 5. The Ork player wins immediately if any of the trukks in the supply column are able to move off the table along the road at the point opposite that which they entered by. Any other result is a draw. ▪ A victory for either side earns 4 victory points.

24” Supply Chimera 3-4

1-2

5-6

IMPERIAL AIRSTRIP BATTLEZONE During the advance toward the central imperial lines Ork air interdiction has become a major problem for the forces of the Imperium. After the costly first offensive had stalled, (moving the Imperial Guard frontline about three miles at it’s furthest penetration), the supreme commander has put all future offensive operations on hold. His forced needed completely resupplying, re-equipping, and a second Impery Navy fight wing would be transferred to support his ground troops.

Special Rules To Your Stations!! ▪ Place D3+3 Imperial Guard pilot models no closer than 20" to the Imperial aircraft (this includes all guard fliers). These models act as independent characters but for all intents and purposes are otherwise treated as Imperial Guardsmen armed with laspistols. If a pilot manages to reach an aircraft, that model is treated as an active part of the battle – the Imperial player may use the relevant Apocalypse datasheet from the start of the next Imperial turn, treating the aircraft as having entered play the previous turn. Long Range ACk-ACK: The imperial anti-aircraft guns have range enough to command the entire battlefield, protecting your ground-based troops and vehicles from aerial attack. Flyers beware! ▪At the beginning of one of the enemy Movement Phases, pick one enemy flyer. The model must immediately Disengage (or may not enter the table this turn if it is still in strategic reserve). ▪ The affected flyer may choose to force its way through the anti-aircraft fire and ignore the effect described above, but it will suffer three strength 8, AP3 hits (on Side armour, if applicable) as it flies through the flak.

Deployment ▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter. ▪ Both Sides have 3 stratagems.

Objectives ▪ At the end of the game, each player receives 1 ‘kill point’ for each enemy unit that has been completely destroyed. ▪ If a character has a retinue, the character and his unit are worth 1 kill points each. ▪ The player with the highest total of kill points wins. If the players have the same total, the game is a tactical draw. Whichever side has the most kill points receives a single victory point.

Setup ▪ The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’x4’ table would have four 3’x2’ quarters. ▪ The Ork player MUST field at least one fighta or fight-bomma for this mission.

12”

POWERPLANT BATTLEZONE The Orks have launched a powerful surprise attack on the harbor as they overrun it quickly before the Imperial defenders realized what was happening. Within an hour more than half of the city was overrun. The capture of the power plant in the sector is crucial to the entire campaign.

Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems). Power Conduit: Arcane power arcs through this 3” diameter structure, making movement near it extremely dangerous. Any model ending its move within 6” will be struck and automatically wounded on a D6 roll of 1. Armour saves are allowed as normal. Vehicles take an automatic glancing hit on a 1 or 2. Power Plant: The power plant provides the Imperials with prefabricated power where the defenders can patch into existing conduits to drive autoloaders and power feeds to their maximum capacity, or to overcharge laser-based weaponry allowing all types of weapons to sustain a prodigious rate of fire. ▪ The power plant is used in the owning player’s Shooting phase. ▪ A single unit within the power plant may re-roll any failed To Wound rolls.

▪ The Defending player deploys any of his Troops and HQ units within 12” of the power plant. All other Defender unit types come in as Reserves. ▪ The Attacking player deploys any Troops capable of Infiltrating after the Defender has set up his forces. The Infiltrators may deploy anywhere on the battlefield, as long as they are at least 18” away from the nearest Defenders and the power plant. ▪ The Imperium is the defenders in this mission.

Objectives ▪ The player who controls the power plant at the end of the game wins the battle and earns 4 victory points. ▪ For the Attackers to control the power plant, they must have the closest surviving scoring unit to the building at the end of the game. ▪ Any other outcome is victory for the Defenders (their reinforcements arrive before the Orks can finish their mission).

Setup ▪ Terrain is placed to Omega level standards.

Deployment ▪ The defending player places the power plant building near the centre of the western table edge, within 12” of that edge.

Power Plant

SPACEPORT BATTLEZONE The true victory will be taken by the one who controls the skies. Control of the spaceport facilities may be the Linchpin of the Entire war. Each side is determined to capture the building once and for all, and battle erupts as they converge upon it.

Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems). Air Support: ▪ The side in control of the main landing pad may reload and respawn all Aircraft units during their turn (meaning destroyed aircraft will return to the battle and all one shot weapons are reloaded). This is to symbolize the fact that a large amount of aircraft have yet come into play. Fuel Depot: ▪ The large amount of piled promethium is just too good of a target to pass up. The promethium barrels count as an Immobile vehicle with armor 10 all around. Any penetrating hit will cause a huge S6 AP 4 4D6” explosion.

Objectives ▪ The only objective in this battle zone is the main landing pad. ▪ The landing pad can only be controlled by non-vehicle/non-independent character models. Which ever side has the most points of models on or within 6” of the landing pad are considered to be in control of it. ▪ The main landing pad counts as 1 victory point at the end of the battle.

Spaceport

Setup ▪ The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’x4’ table would have four 3’x2’ quarters

Deployment ▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter. ▪ Both Sides have 3 stratagems.

12”

Fuel Depot

HIGHWAY BATTLEZONE The attacker’s forces have been cut off and surrounded. Rather than stay and fight they decide to break out before the defender can tighten the noose. The opposing side must try to prevent them slipping away. The road to victory is always fraught with peril.

Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems). Highway: ▪ The highway will grant all units traveling on it a bonus 6” to movement. Super Heavies are just too big to make use of this rule. ▪ Smashed vehicles and other obstacles on the road count as armor 10 wreckage. They provide a 4+ cover save and may be rammed out of the way by other vehicles. Bridge Too Far: ▪ The Bridge is a static terrain piece with an all around armor of 12. Any penetrating hit on the bridge will inflict 1 structure of damage to it. Once the bridge has taken 3 such hits it is destroyed and removed from play. Any units caught on the bridge are considered destroyed unless they are skimmers, jump infantry, or flyers. The Pit: ▪ The chasm is impassable terrain for all but jump infantry, skimmers, and flyers. ▪ Super Heavies with a Foot Print over 18” treat the pit as dangerous terrain. If they fail the dangerous terrain roll they must halt at the edge of the pit and can move no further. If they pass the roll they can pass over the chasm. This is to represent really large war machines like Great Gargants and Warlord Titans…which would simply just step over the small crack in the pavement.

Setup The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. For example, a 6’x4’ table would have two 6’x2’ halves.

Deployment ▪ Decide which player is to be the attacker and which the defender. Alternatively,

make a strategy roll-off with the winner decided whether to attack or defend. ▪ The defender chooses a long table edge. The attacker’s table edge is the opposite edge. ▪ The defender sets up their entire army along their table edge, up to 6” in. All Fast Attack and Elites are held in reserves. ▪ The attacker declares an entry point along his table edge, and an exit point on the defender’s table edge. ▪ The attacker gets the first turn, moving as much of his army as he chooses onto the board from any point on the table edge within 6” of his entry point. He may leave any units he wishes in reserves.

Objectives ▪ The Bridge counts as an objective if it is not destroyed. It counts as controlled if one side has more points on it or within 6” of it at the end of the game. The bridge counts as 1 victory point. All super heavy vehicles count as an objective in this battle zone. Every super heavy war machine counts as 1 victory point. Opposing player gets the victory points for destroying war machines. ▪ The Attacker receives an additional victory point if half or more of his forces escape via the exit point.

The Bridge 6”

6” The Pit

FOREST BATTLEZONE As a convoy passes through the dense forest, an attacker launches a deadly ambush. The defender must fight his way clear or be destroyed!

Setup ▪ The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. For example, a 6’x4’ table would have two 6’x2’ halves. Hidden Set-up: ▪ For each Infantry unit starting the game in ambush, the attacker gets a single ‘ambush marker’. In addition to these markers, the attacker gets D3+3 ‘dummy markers’. It is these markers, rather than the units they represent that are deployed at the start of the game. Hidden Movement: ▪ Markers may move around the table, moving as infantry, until they are revealed as described below. Markers are subject to the slow and purposeful universal special rule, representing the ambushing units sneaking around. Detecting Ambushers: ▪ Whenever a defending unit wishes to fire on or assault a marker, you must first test to see if the unit can detect the ambushers. Make a night fighting roll, and if the marker is within the distance rolled, it is removed if a dummy or the unit placed if it is not a dummy. At least one of the ambushing models must replace the marker, with the rest in unit coherency and further away from the spotting enemy than the marker.

agreeable manner, but after all terrain is placed, the attacker may move two pieces of his choice, and choose which of the short board edges will be his table edge. The opposite table edge belongs to the defender. ▪ The defender deploys his army on up to half of the table (measuring from his table edge) the attacker then deploys according to the Hidden Set-up rule opposite, anywhere on the table more than 12” from a defending model. Any non-infantry models in the attacker’s army must be held in reserve. The attacker gets the first turn.

Objectives ▪ The objective of this battle zone is to catch the foe unawares and destroy them utterly. The target must push through the ambush and reach safety. The defender wins if, at the end of the game, he has more scoring units with 12” of the attacker’s table edge than are further away from it earning 2 victory points. In any other event, the attacker wins and earns 2 victory points.

Defenders Deployment

Ambushers Shooting or Assaulting: ▪ Should the ambushing unit shoot or launch an assault, markers are removed and the unit they represent set up.

Deployment ▪ Decide which player is conducting the ambush; he will be attacker and the other player will be the defender. This scenario is best played on a rectangular table, 6’x4’ being ideal ▪ The table is set up in a mutually

Attackers Deployment

ORKTOWN BATTLEZONE The Orks have fortified (and Orkified) a vitally strategic position. From these ramshackle fortifications the greenskins have been launching devastating raids and cutting off supply lines to their enemies. If the Ork position cannot be destroyed it will be impossible to advance further.

Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems). The following rules below apply to the objectives chosen by the Ork player. Mek Workshop: The local Mek fraternity can't belive their luck - the big fight is right on their doorstep! ▪ Any damaged Ork vehicle within 12" of the Mek Workshop is treated as being in base contact with a Mek. Furthermore, any Mek model within 12" of the Mek Workshop rolls two dice when making a Repair roll and picks the highest result Effigy of Gork (Or possibly Mork) Be it a totem pole, a grotesque idol, or a big pile of lucky dung, this effigy of the ork gods fills nearby orks with great warrior pride. ▪ If an Ork unit within 36" of the Effigy ever rolls a double 1 for any Morale test, their aura of defiant Orkishness in the air is magnified tenfold. The Ork army gains a bonus Waaagh! that it must use in the following Ork turn. Squig Pen The biggest, most dangerous Squigs are often herded into a large pen but no enclosure can guarantee to keep the hungry beasts in, and as a result escaped Squigs are a common hazard. Squigs wail, gnash and raise all sorts of commotion whenever something gets too close. ▪ If any enemy unit infiltrates within 12" of the Squig Pen roll a D6, on a 3+ the unit has failed to sneak past the Squigs without drawing the attention of the entire camp and D3 of the Ork player's units immediately get a free round of shooting at the infiltrating squad. In addition, all infantry models (friend of foe) within 12" of the Squig Pen at the end of any of their Movement phases must make a dangerous

terrain test to represent the risks of bumping into a ravenous Squig. Grot Fort Grotz tend to build their own hideouts where they can hide loot and stash from the Orks, and keep a look out for any roving Squig hounds. Grotz know every nook and crevice in their fort and as such any Grotz in a Grot Fort benefit from the Stealth universal special rule. In addition, the Grotz can man the fort's weaponry that is stashed away under rocks and bolted onto overhanging branches - up to three Grotz can fire these weapons, counting as big shootas, instead of their blastas. Tyre Pile Orks need a constant supply of wheels and trakks to repair their bikes and trukks after a drag race or demolition derby. ▪ Any vehicle with Grot riggers that attempts to repair an Immobilized result whilst within 12" of a Tyre Pile may re-roll the dice to repair the vehicle. Da Bosses' Place The bigger and tougher a greenskin is the more important he is. The same logic applies to Ork buildings. ▪ Da Bosses' Place is treated like a normal building except that it grants models within an additional +1 to their cover saves. Fuel Drums Filled with inflammable liquids, enterprising Orks hook up the fuel lines of their burnas to the drums for an even better burn. ▪ Any Ork model with either a burna or a skorcha (including kombi-weapons) that fires their weapon whilst in base contact with the Fuel Drums counts their weapon as twin-linked. Any model that claims a cover save for being sheltered by the Fuel Drums runs the risk of a stray bullet igniting the contents. Roll a D6 for each successful cover save, on the roll of a 1 a barrel explodes, your enemy may place a blast template touching the fuel drums.

Any models the template touches take a Strength 5, AP4 hit that ignores cover. Ammo Gubbinz: Piles of crates and racks of spare weapons littered around usually contain all manner of shooty-gubbinz - usually... ▪ The first time an Ork unit that is within 6" of the ammo gubbinz shoots, it can elect to open the crates. If it chooses to do so roll a D6: 1 Wotz dat? Arghh! The Mek's cyberSquig hound attacks the would-be thieves, immediately causing D6 Strength 5 hits on the unit. 2-3 Loadsa Dakka! The crates are stuffed full of bullets and shells. For the rest of the game the unit may re-roll any to hit rolls of a 1 when firing shootas, deffguns or big shootas 3-5 Rokkitz! A cache of rokkitz is found! For the rest of the game the unit may reroll any to-hit rolls of a 1 when firing rokkit launchas. In addition, any Nob or Mek in the unit gains a tankhammer in addition to his normal wargear. 6 Kustom thinga-ma-jig! The Boyz have found the Big Mek's brand new, kustom wotzit - and it looks dead shooty. Once per game, one model in the unit can shoot the kustom thinga-ma-jig instead of using any other weapon in the Shooting phase. This is treated as a Snazzgun with Assault 6 and the Gets Hot! Rule.

Setup ▪ The table is divided into halves, formed by drawing an imaginary line through two corner points. ▪ The Ork player sets up a table so that none of his buildings are within 12" of a table edge or within 12" of each other. Ork barricades, fuel drums and so on can be placed anywhere that is more than 12" from a table edge. ▪ The Ork player then places 5 objective markers anywhere on the table more than 12" away from any table edge, and more than 12" away from any other objective marker. ▪ The Ork player may then deploy any of his units on the table, but none can be setup within 12" of a board edge. Any units that are not deployed are placed in reserve. ▪ The Ork player then selects one board edge as his own - this will be the edge any

of his reserves arrive. The opposing player uses the other board edge. ▪ Any of the opposing player's units that are not declared to be in reserve arrive on the first turn from the owning player's board edge. ▪ Both sides have 3 stratagems.

Deployment ▪ Each side rolls a die with the highest choosing to go first or last and may set up first or last accordingly. Any units may deploy up to 6” from the centre line. Important Note ▪ This mission does not include the Deep Strike or Infiltrators special rules. Instead, these abilities may be used by picking stratagems.

Objectives ▪ Only the complete destruction of the Ork settlement will achieve victory as every Ork in the area uses it as a staging post. Every scoring unit has in its possession a nucleonic charge. ▪ To place a charge the unit must spend an entire turn in base contact with an objective marker. Provided the unit does not shoot, run, charge or go to ground, at the beginning of its next Movement phase, the charge is primed and set. If the squad is wiped out or is forced to fall back then the charge is not set. At the end of the game roll a D6. If the number rolled is equally to or less than the number of charges successfully placed, the attackers win and earn 10 victory points. Any other result is a victory for the Orks worth 10 victory points.

6” 6”

DESERT HIGHWAY BATTLEZONE The defenders have established a heavily fortified defensive line of bunkers, trenches and pillboxes. The attacker has been ordered to assault the strong points and capture or destroy them…but they have to get their first!

Special Rules Sustained Attack: The defender has an overwhelming superiority in numbers, wave upon wave of foes hurling themselves forward. ▪ To represent the size of the attack, the Defender aiming to make the Sustained Attack can ‘recycle’ some of his units when they are destroyed. Recycled units are brought back into play to represent the almost limitless supply of reinforcements. Any attacking Troops unit (i.e. Troops choices on the Force Organization table) that is wiped out may move on from the player’s own board edge. They move on at the beginning of the player’s next turn. ▪ Units of troops which are forced to fall back and reduced to less than 50% strength in models can be removed from the table immediately and reused as if they had been wiped out in their owner’s next full player turn. They do not have to fall off the table first. ▪ Destroyed vehicles and HQ units cannot be recycled. Not that this includes transport vehicles for Troop units. Force Marching: ▪ Before making its move in the Movement phase, a player can declare that a unit going to force march. A unit may not force march if it is falling back, is pinned or if there are any enemy models within 24” of a model from the unit before the move starts. ▪ Units that force double their normal move rate, but may not enter or cross difficult terrain, nor move within 12” of an enemy model. However, a unit that force marches may not shoot, run, or assault in the same turn, so no assault moves may be made. Units capable of using fleet may not combine this with force marching as they may not forego shooting (they’ve already done that in order to force march). ▪ Units that force march and which make their entire move along a road can triple their movement rate instead of doubling it.

▪ Skimmers, troops with jump packs, or any other type of unit that can fly or ignore terrain as it moves, may not take advantage of this rule! Roads: ▪ If a road extends from a table edge which a player is allowed to use to bring on reserve units then that player can declare that any of his reserves will be using the road to travel to the table. He must say which units will be using the road at the start of the battle, after both sides have set up. ▪ He can then add+1 to the dice roll to see if a reserve unit using a road appears. However, assuming the unit turns up, it must enter along the road. ▪ Skimmers, troops with jump packs, or any other type of unit that can fly or ignore terrain as it moves, may not take advantage of this rule!

Setup ▪ The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. For example, a 6’x4’ table would have two 6’x2’ halves. Fortifications: ▪ The attacker may set up fortifications. All fortifications must be represented by a suitable model. ▪ There are many forms of fortifications, but broadly they represent cover for the Defender. Sandbagged positions, trenches, redoubts, makeshift barricades and fortress walls all count as fortifications. ▪ The Defender may set up as many fortifications as he likes. ▪ The attacker must include at least one bunker. ▪ A model in fortifications receives a Cover Saving throw of 3+.

Hidden Set-up: ▪ For each Infantry unit starting the game in ambush, the attacker gets a single ‘ambush marker’. In addition to these markers, the attacker gets D3+3 ‘dummy markers’. It is these markers, rather than the units they represent that are deployed at the start of the game. Hidden Movement: ▪ Markers may move around the table, moving as infantry, until they are revealed as described below. Markers are subject to the slow and purposeful universal special rule, representing the ambushing units sneaking around.

Objectives ▪ The objective of this mission to get as many scoring units across the board and within the attacker’s deployment zone at the end of the game. ▪ Every scoring unit to make it across the battle field earns 1 victory point to the defender. Every scoring unit that fails to make it to the line or is destroyed earns the attacker 1 victory point.

Defenders Deployment

Detecting Ambushers: ▪ Whenever a defending unit wishes to fire on or assault a marker, you must first test to see if the unit can detect the ambushers. Make a night fighting roll, and if the marker is within the distance rolled, it is removed if a dummy or the unit placed if it is not a dummy. At least one of the ambushing models must replace the marker, with the rest in unit coherency and further away from the spotting enemy than the marker. Ambushers Shooting or Assaulting: ▪ Should the ambushing unit shoot or launch an assault, markers are removed and the unit they represent set up.

Deployment ▪ Decide which player is conducting the ambush; he will be attacker and the other player will be the defender. This scenario is best played on a rectangular table, 6’x4’ being ideal ▪ The table is set up in a mutually agreeable manner, but after all terrain is placed, the attacker may move two pieces of his choice, and choose which of the short board edges will be his table edge. The opposite table edge belongs to the defender. ▪ The defender deploys his army on up to half of the table (measuring from his table edge) the attacker then deploys according to the Hidden Set-up rule opposite, anywhere on the table more than 12” from a defending model. Any non-infantry models in the attacker’s army must be held in reserve. The attacker gets the first turn.

Attackers Deployment

DESERT BATTLEZONE For a variety of technical reasons, a vital tank has broken down in enemy territory. While the crew feverishly works to fix the problem, scanners detect an enemy tank patrol approaching. The crew desperately sends out a signal for assistance - now, an artillery barrage is inbound to cover the repaired tank's expected retreat. Will the tank be repaired in time to escape the fire zone, or will the enemy vehicle score a kill?

Special Rules

Deployment

Engine Trouble: ▪ The Defender's highest points cost vehicle begins the game Immobilized. At the beginning of the Defender's 2nd turn, roll a D6. On the result of a 5+, the vehicle has been repaired and may now move normally. If the vehicle is not repaired, continue to roll a D6 at the beginning of each successive Defender turn but lower the result needed for repair each time. Thus, at the beginning of Turn 3, the Defender's vehicle is repaired on a 4+; at the beginning of Turn 4, the vehicle is repaired on a 3+; and so on. ▪ Any Immobilized result will be repaired by this roll, including any Immobilized results inflicted by the Attacker's forces during the scenario.

▪ Decide which player is to be the attacker and which the defender. Alternatively, make a strategy roll-off with the winner decided whether to attack or defend. ▪ The defender chooses a short table edge. The attacker’s table edge is the opposite edge. ▪ The Attacker deploys his forces in his Deployment Zone. The Defender then deploys his forces in his Deployment Zone, but the Immobilized vehicle may not be less than 4" from any table edge. The attacker gets the first turn, moving as much of his army as he chooses onto the board from any point on the table edge within 6” of his deployment zone.

Fuel Dump: The deserts host extensive fuel production distribution and storage networks. These may be used by trooped equipped with flame weapons, who connect these straight to the pipelines and unleash a torrent of high pressure, searing chemical death upon their foes. ▪ A unit within 6” of the fuel dump may add 1 to the Strength of any template weapon. Sand Storm: Sandstorms are dangerous and are frequent occurrences in any desert. ▪ Roll a D6 at the beginning of each player turn. On a 6, all movement that game turn counts as being over difficult terrain, and rolls of 6 are required to hit with shooting attacks over 12”, regardless of the firer’s Ballistic Skill.

Setup

Objectives ▪ If the Defender can move the vehicle with Engine Trouble off the table via the long table edge opposite from his Deployment Zone, he has earned the victory. Otherwise, the Attacker wins earning 1 victory point.

18” Defenders Deployment 18”

Fuel Dump

▪ Only vehicles may be selected for this scenario. Transports may be selected without the troops normally required

Attackers Deployment

SULPHUR RIVER BATTLEZONE The battle has now spilled into the thousand mile-long valley. The sulphur river that divided the Valley into two halves was impassable except at a few bridges that remained across it. After more bloody fighting, Imperial Space Marines captured the bridges so that the Imperial forces could continue their attack. Within hours, crude Ork Fighta-Bommerz was hurtling up the valley to try and bomb the vital bridges into oblivion.

Special Rules

Deployment

Fliers Only: Only Ork fliers, skimmers and Dethkoptas may be used in this scenario. Imperial forces are not restricted, but must include at least one Hydra.

▪ Imperials deploy on any corner, their choice of table edge. The Orks get the table edge opposing. Each side rolls a die with the highest choosing to deploy first or last and may set up first or last accordingly. Any units may deploy up to 6” away from the center line Infiltrators may deploy after setup.

Fighta-bomma Raid: The attacker’s offensive is preceded by a thunderous fighta-bomma raid, designed to soften up enemy forces before the assault ▪ After both armies have deployed but before the first turn, the Ork player rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the table top. On a roll of 6, the unit or terrain piece is hit. ▪ A squad takes D6 S5 AP4 hits that cause pinning. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. Vehicles struck do not take damage, but will suffer a Stunned Driver result instead. ▪ Vehicles in a squadron are rolled for individually. ▪ Units that start the game in reserve will not be hit by a Preliminary Bombardment. Buildings and ruins are not affected by the Preliminary, nor are any units within.

Objectives ▪ The only objective of this mission is for the Orks to destroy the two bridges. If it is destroyed the Orks get 1 Victory point. If it is still operational at the end of the battle the Imperials get 1 victory point ▪ The Bridge counts as an immobile vehicle with AV12 on all facings and has 2 structure points a piece.

6” Setup ▪ The table is divided into halves, formed by drawing an imaginary line through two corner points.

6” Bridges

HARBOUR BATTLEZONE The Imperial craft that escort the ore-laden gigatanker convoys across the seas are berthed at this harbor. This military base is heavily fortified and is surrounded on the landward side by deep lines of trenches, bunkers and artillery. It also benefits from the protection of Imperial aircraft that routinely patrol en guard of enemy actions.

Special Rules

Deployment

City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I.G. Stratagems).

▪ Both players roll a dice, highest score picks which quarter to deploy in. The other player’s deployment zone is the opposite quarter. ▪ Declare the use of stratagems. ▪ Starting with the player that scored the lowest, the players take it in turns, deploying a unit at a time until both armies are fully deployed. Units are deployed in the following order: Troops, Heavy Support, Elites, HQ, Fast Attack. No unit can be deployed within 18” of the enemy unit or within 12” of the centre of the table at the start of the game. ▪ Roll a D6. The player with the highest score may choose to go first or second.

Fuel Dump: The harbor is host extensive fuel production distribution and storage networks. These may be used by trooped equipped with flame weapons, who connect these straight to the pipelines and unleash a torrent of high pressure, searing chemical death upon their foes. ▪ A unit within 6” of the fuel dump may add 1 to the Strength of any template weapon. Preliminary Bombardment: The attacker’s final offensive is preceded by a thunderous artillery barrage, designed to soften up enemy forces before the assault ▪ After both armies have deployed but before the first turn, the Imperial player rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the table top. On a roll of 6, the unit or terrain piece is hit. ▪ A squad takes D6 S5 AP4 hits that cause pinning. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. Vehicles struck do not take damage, but will suffer a Stunned Driver result instead. ▪ Vehicles in a squadron are rolled for individually. ▪ Units that start the game in reserve will not be hit by a Preliminary Bombardment. Buildings and ruins are not affected by the Preliminary Bombardment, nor are any units within.

Setup ▪ Divide the table into four quarters

Objectives ▪ Each side is attempting to clear the enemy out of nearby buildings, and to hold them against possible counter-attack. The player occupying the most buildings at the end of the game is the winner.

Fuel Dump

12”

ORK ROK DROP SITE BATTLEZONE Dozens of Ork Roks have made landings throughout the planet, providing the ork forces with gigantic ready-made citadels. Not only are these monstrous asteroid fortresses crammed with guns and missiles, but they also contain giant teleporter arrays the Ork Meks use to bring down Gargants, troops and heavy artillery to the planet’s surface in vast numbers.

Special Rules

Setup

Rok'Em Boyz: At a barked command from the Warboss, orbiting Ork ships use their repulsor beams to launch space debris into the swirling battle below. ▪ When revealed: in the Shooting phase of one of your turns. ▪ Place D3 10" blast markers anywhere on the board. Determine the point of impact for each blast marker, but only roll one D6 for the Scatter. The marker scatters a number of feet (not inches!) equal to the result of the D6 roll. If a hit is rolled, the marker scatters in the direction indicated by the small arrow, but it only scatters D61 feet. If the scatter takes the marker off the table, the shot is ignored. Of course, if a hit is rolled and the D6 result is a 1, the Meteor has miraculously landed on its intended target. Good shot! Any model hit by one of these markers takes a destroyer hit.

▪ The table is divided into halves, formed by drawing an imaginary line through two corner points.

Preliminary Bombardment: The attacker’s offensive is preceded by a thunderous artillery barrage, designed to soften up enemy forces before the assault ▪ After both armies have deployed but before the first turn, the attacker rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the table top. On a roll of 6, the unit or terrain piece is hit. ▪ A squad takes D6 S5 AP4 hits that cause pinning. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. Vehicles struck do not take damage, but will suffer a Stunned Driver result instead. ▪ Vehicles in a squadron are rolled for individually. ▪ Units that start the game in reserve will not be hit by a Preliminary Bombardment. Buildings and ruins are not affected by the Preliminary, nor are any units within.

Deployment ▪ The Orks get the table side with the Rok. Imperials deploy on the opposite table edge. Each side rolls a die with the highest choosing to deploy first or last and may set up first or last accordingly. Any units may deploy up to 6” from the old rail line. Infiltrators may deploy after setup.

Objectives ▪ The only objective in this warzone is the ork Rok. If it is destroyed the Imperials get 1 Victory point. If it is still operational at the end of the battle the Orks get 1 victory point ▪ The Ork Rok counts as an immobile vehicle with AV14 on all facings and has 3 structure points.

6” 6” Ork Rok

OASIS BATTLEZONE The war has gone on longer than you anticipated and water supplies are running perilously low. One night, as your main forces are engaging the enemy, your scouts report a previously undiscovered water source nearby. This godsend is too good to pass up – divert forces away from the skirmish, secure the oasis, and bring back water to your camp.

Special Rules Desperate Circumstances: Water supplies on each side are so low that the warriors push themselves to reach it. ▪ An infantry unit may forgo shooting or launching an assault to move an extra 6” in their Assault phase in an attempt to reach the oasis or return to camp with collected water. This rule cannot be used by troops embarking onto or disembarking from vehicles. While infantry that make this bonus move cannot make an assault, they may fight back normally if assaulted.

Setup ▪ The table is divided lengthways into two halves, by drawing an imaginary line through the middle of the short table edges. For example, a 6’x4’ table would have two 6’x2’ halves. ▪ The oasis is placed in the center of the board, equidistant from the two long board edges.

Deployment ▪ The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. ▪ He then can deploy up two two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his ‘deployment zone’. His opponent then does the same in the opposite half, but must position his three units more than 18” from enemy units. ▪ Troops and HQ units that can infiltrate, can do so, as long as at the end of the deployment the player still has a maximum of one HQ and two Troops units on the table. Lastly, players make any scout moves. ▪ Start the game! Once deployment has finished, the player that chose his deployment zone first starts game Turn 1 with his player turn.

▪ All units that were not deployed, and were not declared to be in reserve during deployment, must enter the game in the Movement phase of their first player turn by moving in from their own table edge, just like units moving in from reserve. ▪ The Night Fighting mission special rule is in effect for the entire game. ▪ Infiltrators may deploy after setup.

Objectives ▪ Both armies are attempting to reach the oasis and gather water for their comrades back at their base. To gather water, each unit must come into base-to-base contact with the oasis and cannot shoot or launch an assault (if assaulted they may fight back as normal) that turn. ▪ On their next turn, the unit may move and act as normal. Each unit that reaches the oasis, gathers water, and leaves the board back the way they came (that is, through their deployment zone) before the end of the game gives the owning player 1 victory point per retreating unit. ▪ Infantry, cavalry, and bike units may gather water this water this way; vehicles may not.

Oasis

URBAN BATTLEZONE After challenging a leader of the enemy, one of the Imperium’s champions was overwhelmed by dishonorable swarm tactics used by a foe too fearful to face the Champion in lone combat. Now, his battered remains lie in the midst of the enemy line, and they appear to be taking unholy interest in carting off his remains.

Special Rules

Deployment

Fallen Champion: The Emperor's Champion has fallen, and his armor and weaponry must be retrieved before a new Champion can be chosen. Thus, the Black Templars army may not field an Emperor's Champion during this mission, even if that army is over 750 points.

▪ The Black Templars (and allies) are the attackers in this mission. ▪ The Defender deploys first. ▪ Both players roll a D6. The player with the highest result may elect to go first or second.

Move the Remains. An Independent Character model or a model that's part of a unit may move the remains of the Emperor's Champion in an effort to secure them for their side. If a model ends its Movement Phase in base contact with the remains (represented by a 40-mm round base), it has picked up what's left of the Champion. The model may move D6" while carrying the remains (due to the extra weight), and it must maintain coherency if part of a unit. If the model is wounded in any way or is locked in assault, it drops the remains. When it drops the remains, the attacking player gets to decide where to place the 40-mm marker in base contact with the model that drops it. The model may set down the remains at any time (this time, the controlling player gets to choose where to place the marker on the base), at which point any other model may pick them up as described above. The remains are so cumbersome that the model carrying them may not shoot or fight in close combat until it drops them.

Objectives ▪ The Black Templars and the Defenders are locked in a tug-of-war over the remains of the Emperor's Champion. If the Black Templars recover the remains and carry them off their deployment table edge, they achieve a victory worth 3 victory points. ▪ If the Defenders carry the remains off the opposite table edge, they achieve a victory worth 3 victory points. ▪ If the game ends before the remains are off the board, the side in possession of them at the end of the last turn earns a victory worth 1 victory points. ▪ The game is a draw if neither side has possession of the remains at the end of the game and earns no victory points.

24”

Defenders Deployment

Setup Use a 4' x 6' table for this mission. Deployment zones are depicted on the map to the right. After a smattering terrain has been placed in an agreeable fashion, place the 40-mm marker of the remains in the dead centre of the board.

E.C. Remains

Attackers Deployment

12”

24”

12”

AIRSTRIP BATTLEZONE The true victory will be taken by the one who controls the skies. The Imperial Guard has been tasked with the destruction of the Ork airfields to prevent the Ork’s escape, but the captured proto-forges have been working overtime churning out a ramshackle convoy of Ork vehicles.

Special Rules

Deployment

Scramble!! Place D3+3 Ork pilot models no closer than 20" to the Ork aircraft (this includes all Ork planes and the Pulsa Rokkit). These models act as independent characters but for all intents and purposes are otherwise treated as Ork Boyz armed with sluggas and choppas. If an Ork pilot manages to reach n Ork aircraft, that model is treated as an active part of the battle - the Ork player may use the relevant Apocalypse datasheet from the start of the next Ork turn, treating the aircraft as having entered play the previous turn.

▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter. ▪ Both Sides have 3 stratagems.

Flakkacannon Tower: The Ork flakkacannon tower is as deadly as it is inaccurate. Each gun has a Grot inside waiting to take his evil revenge upon all those taller than him. An Ork player may fire D6 flakkacannons in his Shooting phase with the profile below. If a 1 or a 2 is rolled for the number of shots, a Grot gunner turns rebellious (or even got his head stuck in a swivel-grommet) and hence the Imperial player may instead fire the flakkacannons this turn.

Objectives ▪ At the end of the game, each player receives 1 ‘kill point’ for each enemy unit that has been completely destroyed. ▪ If a character has a retinue, the character and his unit are worth 1 kill points each. ▪ The player with the highest total of kill points wins. If the players have the same total, the game is a tactical draw. Whichever side has the most kill points receives a single victory point.

BS Range Str AP Special 60" 9 3 Small Blast, Flakkacannon 3 Ordnance, AA Mount

Setup The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’x4’ table would have four 3’x2’ quarters.

12”

COMMS TOWER BATTLEZONE Your force has the task of guarding the flank of your army's main battle line as well as keeping tabs on possible enemy movement in the area via recon teams on foot. One recon group has stumbled across a massive enemy push to outflank your main battle line. The recon force is now retreating before this unexpected enemy movement. The recon force must reach the communications bunker in order to upload the vital information it has collected to HQ.

Special Rules Minefields: ▪ In an attempt to slow down the attacker, the ground before the defender’s position is strewn with deadly mines. The attacker’s advance will be reduced to a painfully slow crawl under the guns of the enemy unless he can negotiate the lethal minefields. ▪ The defender may place D3+3 minefields anywhere outside of the attacker’s deployment zone. ▪ For each minefield, place a small mark. The mines extend 3” from the marker in all directions. ▪ Minefields count as difficult and dangerous terrain, and any units that suffer casualties from them must test for pinning.

Setup

Comm Tower: ▪ The Comm Tower counts as a Defense Laser with the following profile:

▪ The only objective in this battle zone is the Comm Tower. ▪ The Comm Tower can only be controlled by non-vehicle/non-independent character models. Which ever side has the most points of models on or within 6” of the Comm Tower are considered to be in control of it. ▪ The Comm Tower counts as 3 victory points at the end of the battle.

BS 4

Front 13

Side 13

Rear 13

Structure Points: 3 Weapons: Defense laser, 2 twin-linked Autocannon with anti-aircraft mounts, winlinked heavy bolter.

Defense Laser

Range Unlimited

Str 10

AP 1

The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’x4’ table would have four 3’x2’ quarters.

Deployment ▪ The Imperium is the defender for this mission. ▪ The defender deploys in his deployment zone containing the Comm tower. ▪ The Attacker deploys his forces along any board edge, up to 6”. The Defender then deploys his forces in his Deployment Zone.

Objectives

Special 7” Blast

Fire Base Force: ▪ One unit from the defenders army must be nominated the Firebase force. ▪ The firebase force is under strict orders to hold position and prevent the enemy from breaking past, and as such, the firebase force may not move out of its defensive perimeter to aid the retreating recon force.

Comm Tower

18”

Defenders Deployment

ORK KAMP BATTLEZONE The Bosses of three separate mobs are meeting under truce when negotiations break down – violently! Whether over an argument over whose the biggest or whether a particular rock cropping resembled Gork or Mork, the in-fighting ensuing might very well drag in whole armies. The Imperium has seen it wise to let this internecine in-fighting continue without interruption.

Special Rules Confusion: ▪ The warriors of each army are initially unprepared for the sudden battle. All units must roll a D6 at the start of their first turn. Those that roll a 4+ can act normally, but those that fail this roll cannot move, shoot, assault or use psychic powers until their second turn (although they can fall and will fight normally if assaulted by an enemy). Three Player rules: ▪ To determine the order of play in game turn 1, all three players roll off. Play goes in order from the player who rolled highest to the lowest. In subsequent game turns, the player that went first in the previous game turn goes last, with the other two players rolling off for first go. ▪ Play proceeds as it would in a normal game of Warhammer 40,000. When it comes to the Assault phase, only those assault involving the player whose player turn it is are fought. Assault may not be launched against ongoing combats involving the warriors of both other armies, so three ways close combat is not possible. Shooting into Close Combat: ▪ In the shooting phase, a player may fire into an assault that does not include his own units. To do this, nominate the target unit as normal. Having rolled to hit, you will need to determine which of the units engaged in the swirling melee are actually struck. Roll another dice for each hit. Each dice that rolls 4+ results in a hit against the target unit, while any other result means the target’s opponents are hit instead.

Setup and Deployment ▪ Place a marker or piece of terrain in the exact centre of the table. This represents the meeting place. ▪ Each player must place a marker terrain piece to represent his base camp. No base

camp may be placed within 18” of the centre of the table, or within 30” of another base camp. To determine the order in which base camps are placed, each player rolls a D6. The player that rolls highest places his base camp first, followed by the other players in order of their die rolls. In the same order, each player takes it in turn to place an HQ unit within 6” of the centre of the table. The unit may not include a transport vehicle. ▪ Using the same order again, each player takes it in turn to deploy their armies, within 12” of their camp marker Models must be placed more than 24” of an enemy. Units may be kept in reserve, entering play in the normal way, from the point on the table edge closest to their base camp.

Objectives ▪ With the unexpected eruption of violence, each army finds its encampment under threat. In order to win the day, they will have to protect their own camp, whilst destroying those of their enemies. ▪ The marker in the centre of the table, and the camp markers of each army, must be controlled. ▪ At the end of the game, you control a marker if there is at least one of your scoring units, and no enemy units (whether scoring or not), within 3” of it. ▪ The player controlling the most markers wins, earning 3 victory points.

Campaign Rule: This game should ideally be played with Orks against each other, with the Imperial side taking control of a small faction of greenskins for this mission. In addition, a third party should play. If the third party wins, neither side earns any points towards the campaign proper.

SCRAPYARD BATTLEZONE The Ork’s Gargant fields are clanking away at the heart of the war, building bigger and better

idols to stomp all over the forces of the Imperium. Unless the Imperium can put a spanner in their works, that is.

Special Rules

Deployment

Da Scrapyard Dogs: The Orks of the Scrapyard have concealed themselves under piles of junk, or roar onto the battlefield crewing vehicles that the Imperium previously dismissed as little more than piles of rust. Any Ork unit can be held in Reserve. When that unit enters play, roll on the following table edge to see how it does so:

▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter. ▪ Both Sides have 3 stratagems.

D6 Roll 1-2 3-4 5-6

Wot Happenz Unit enters play on the Ork player's table edge. Unit enters as if it were Outflanking Unit enters by Deep Strike.

Objectives ▪ At the end of the game, the side with the highest elevation wins the game and receivers a single Victory points.

King of Scrap: The Imperium are looking to take up commanding fire positions to better assault the production fields, whereas the Orks just want to feel bigger and more important than their good-fer-nothin mates and da humie scum. The victor of da Scrap in da Scrapyard is the simply the player with the highest elevated model at the end of the game - so get climbing!

Setup The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre point. So a 6’x4’ table would have four 3’x2’ quarters.

12”

COMMS TOWER BATTLEZONE The Ork force is holding a strategic communications bunker from which they are calling in deadly orbital strikes on enemy forces. Reports have come in that the enemy is about to launch a massive ground assault against your position. It is vital for the Orks to hold the communications bunker at all costs and not allow it to fall into enemy hands

Special Rules Assassin: ▪ for this mission, the Imperial forces are granted a Vindicare assassin for free and must be used. Comm Tower: ▪ The Comm Tower counts as a Defense Laser with the following profile: Structure Points: 3 Weapons: Defense laser, 2 twin-linked Autocannon with anti-aircraft mounts, twin-linked heavy bolter.

Defense Laser

Range Unlimited

Str 10

AP 1

Special 7” Blast

Orbital Strike: ▪ At the beginning of each turn, the side in control of the communication tower rolls on the following table to see if the scheduled bombardment fires. Turn D6

1 N/A

2 5+

3 4+

4 Auto

▪ The Imperium is the attacker in this mission. ▪ Infiltrators are deployed after all other units have been placed on the t able, anywhere not within 18” of an enemy model. ▪ The attacker has the first turn.

Objectives ▪ The Assassin must eliminate the enemy character with the highest points value (the defender must declare which model it is!), and survive to the end of the battle. ▪ If the Assassin has not killed its target by the end of the game, then the defender earns 1 victory points. ▪ If the Assassin’s target is killed and the Assassin is still alive at the end of the battle, then the attacker earns 1 victory points. ▪ The side that controls the communications bunker at the end of the game wins. As the bunker is strategic to both forces, neither side is allowed to destroy the bunker. Whoever controls the bunker earns 2 Victory Points

▪ When the Orbital Strike fires, place D3 Orbital Bombardment templates down anywhere on the battlefield. The Orbital strike continues to fire in each subsequent player turns.

Deployment ▪ The Imperium is the defender for this mission. ▪ The defender deploys in his deployment zone containing the Comm tower. ▪ The Attacker deploys his forces along any board edge, up to 6”. The Defender then deploys his forces in his Deployment Zone.

18”

Defenders Deployment

TRENCH BATTLEZONE The attacker has launched a dawn raid across no-man’s land against the enemy trench lines, with the aim of quickly breaking through the forward trenches to destroy the artillery positions and supply dumps beyond.

Special Rules Night Fight: ▪ The Night Fighting rules are used on the first game turn. Trench Fighters: ▪ Any Imperial united that is assaulted in cover gains the counter-attack ability

Setup ▪ Play the game along the length of a 6”x4” table. Divide the board length-wise into four 18” zones, numbered 1 to 4. 1. No-man’s land 2. Front line trenches. 3 Second line trenches 4 Rear Area ▪ Place terrain in a mutual agreeable method. ▪ The defender may place his Obstacles in zones 1 and 2, but not in the attacker’s deployment zone. The defender may place fortifications, including a single bunker, in zones 2,3 or 4. These can be trenches, defense lines, barricades, dug-outs, etc. ▪ The defender must place a supply dump in zone 4 (rear area). An artillery unit must also be placed in zone 4, and an ammo dump must be placed in zone 3 (second line trenches). These are the objectives of the raid. ▪ The artillery unit can be a unit chosen as part of the defender’s army, in which case it moves and shoots as normal. If there is no artillery unit the defender’s army, then an artillery piece is still placed but it is currently unmanned. It takes no part in the battle except being a target (i.e. it may not move or shoot). The designated artillery unit must be a barrage (guess range) weapon. The artillery unit has its normal stat line.

Deployment ▪ The defender deploys his force as follows. First he deploys all his Troop units. They may be positioned in zones 2,3, or 4. He must deploy at least one Troops unit in zone 2 and one Troops unit in zone 3.

▪ Next he positions a single HQ choice in zones 3 or 4 or 5. ▪ He may position a single Heavy Support choice in Zone 3 or 4. ▪ The designated artillery unit is automatically placed in zone 4. ▪ The rest of the defender’s HQ and Heavy Support, and all his Fast Attack and Elite choices start the game in Reserve. ▪ The attacker deploys any of his forces he wishes in his 6” deployment zone in zone 1. These are the leading forces of the raid already move across no-man’s land. Any of the attacker’s unit not deployed at the start of the game are placed in Reserve. ▪ The attacker resolves a Preliminary Bombardment against the defender. ▪ The defender takes the first turn.

Objectives ▪ The attacker must destroy as many of the objectives as he can. Each objective counts as a single victory point. The ammunition and the supply dump count as having Armour value 12 all round, and any Glancing or Penetrating hit destroys them They may be assaulted like as if they were stationary vehicles. ▪ The attacker earns 1 victory point for each objective destroyed. The defender earns 1 Victory point for each objective that remains in play at the end of the game.

ASHWASTES BATTLEZONE Death worlds are planets deemed too dangerous to support widespread human settlements. Such worlds are nearly impossible to colonize, but have some intrinsic value-either strategic or mineral-that necessitates the provision of outposts or other facilities. Unfortunately for this outpost, the resource the world provides has attracted unwelcome attention.

Special Rules Acid Rain: The ash wastes are highly polluted, and acidic rain falling from the skies is not an unusual occurrence. ▪ At the start of the game, any squads with models that are not under cover (i.e. not within 2” of a building, may be affected by the acid rain. For each squad not in cover, roll a D6. On a 6 that squad takes D6 automatic Strength 2 hits. Vehicles and walkers are unaffected by the acid rain. Chem-Fog: Clouds of toxic fumes have spread across the ash wastes, concealing the movements of the enemy from view. ▪ The chem.-fog covers the entire battlefield. Use the Night Fighting rules. At the beginning of each player’s turn roll a dice. On a 6, the fog dissipates, and the battle is fought normally. Electrical Discharge: The skies above the war-torn wastelands are ripped apart by a fierce electrical storm. ▪ Each play may place an Ordnance template anywhere on the board at the start of each of their turns. Any model under the template may be struck by lightning. If the model has a Saving throw of 4+ or better it is struck on a 5+ on a D6. If the model has a saving throw of 5+ or less it is struck on a 6. Models struck by lightning suffer a Strength 5 automatic hit.

Setup The table is divided into four quarters, formed by drawing two imaginary perpendicular lines through the centre

point. So a 6’x4’ table would have four 3’x2’ quarters

Deployment ▪ Both sides roll-off, and the winner chooses to go first or second. The side that goes first then chooses one of the long table edges to be his own table edge. He then deploys his force in one of the two table quarters on his side of the table, more than 12” away from the center of the table. The opposition then deploys in the diagonally opposite quarter.

Objectives ▪ At the end of the game, each player receives 1 ‘kill point’ for each enemy unit that has been completely destroyed. ▪ If a character has a retinue, the character and his unit are worth 1 kill points each. ▪ The player with the highest total of kill points wins. If the players have the same total, the game is a tactical draw. Whichever side has the most kill points receives a single victory point.

12”

SUBDOCKYARD BATTLEZONE The Ork’s submersibles are key to their success, allowing the Orks to travel between the captured proto-forges and the main war zone of the planet. Unable to destroy them from orbit, the Imperium must teleport to the surface.

Special Rules Submersibles: Use Ork submersibles as the objectives in this mission, placing as many as you have! If you don't have enough, you can use other objectives too. Sub Munitions: The Ork player may roll a dice for each submersible at the beginning of his Shooting phase. On the roll of a 6, he may use all of that submersible's guns (see the datasheet in WD344) as the crews decide that they want a piece of the action too. On the roll of a 1, however, the crews decide that they should stick to Da Big Plan, and submerge with the intent of setting out to sea and battering the coastlines. Remove the submersible from play - it no longer counts as an objective. Any models that were on that submersible meet a watery doom as described below. A Watery Doom: Any unit that moves into a region of water for any reason is drowned, burnt alive by burning oil or devoured by Squigsharks. Remove the unit from play.

Setup The table is divided lengthways into two halves

Deployment ▪ The players roll-off, and the winner chooses to go first or second. The player that goes first then chooses one of the long table edges to be his own table edge. ▪ He then can deploy up two two units from his Troops selections and up to one unit from his HQ selections in his half of the table (this is his ‘deployment zone’. His opponent then does the same in the opposite half, but must position his three units more than 18” from enemy units.

▪ Troops and HQ units that can infiltrate, can do so, as long as at the end of the deployment the player st ill has a maximum of one HQ and two Troops units on the table. Lastly, players make any scout moves. ▪ Start the game! Once deployment has finished, the player that chose his deployment zone first starts game Turn 1 with his player turn. ▪ All units that were not deployed, and were not declared to be in reserve during deployment, must enter the game in the Movement phase of their first player turn by moving in from their own table edge, just like units moving in from reserve. ▪ During game Turn 1 the Night Fighting mission special rule is in effect.

Objectives ▪ The submersibles count as 1 victory point each if they are claimed at the end of the game. Submersibles that have left play, by being destroyed or submersing into the sea do not count and cannot be claimed.

HIVE CITY BATTLEZONE The Ork’s pride and joy, known only as da Krater Maker, is the biggest land-based gun the sector has ever seen. Not content with simply firing their titanic creation, the Orks intend to ram the super-weapon into the hive city.

Special Rules Fortress of Dakka: ▪ Da Krater Maker is more than just a ridiculously large artillery piece. It also has several ground-level defense emplacements to repel attacks by, say, a bunch of interfering Space Marines. Da Krater Maker has two tractor units each with the following guns: • a twin-linked killkannon (reroll scatter) • two twin-linked kannon • a kannon • a flamer • and three big shootas Each of these track units is treated as a vehicle with an Armour Value of 13. Too Much Gun: ▪ Da Krater Maker is so large that even the most accurate heavy weapons fire will barely scratch it. The cannon itself is treated as a vehicle with an armour value of 16 that ignores all results except for weapon destroyed, destroyed (wrecked) and destroyed (explodes!) results. These are covered in 'Firing da Krater Maker, below. Rammin' Speed: ▪ Da Krater Maker begins the game in base contact with the Ork table edge and moves forward 3D6" a turn, or the same speed as it moved in a previous turn, whichever is the greater. Every immobilized result the Megakannon has had inflicted upon it will reduce the distance it moves by 3". If any of them are shaken or immobilized then reduce the move of da Krater Maker by D3 inches in the next turn. Da Krater Maker's titanic momentum is so powerful that it will move a minimum of 3" per turn regardless of how much damage it has sustained.

Firing the Megakannon: If the Ork players manage to get da Krater Maker into base contact with the hive, roll on the following table in the next turn to see if Klawjaw and his Ork Meks are able to unleash the fury of their horrendously powerful creation: 1 - Boom...urk! The Orks fire da Krater Maker with a titanic boom, toppling one of the minor spires of the hive. The Orks' glee turns to horror as the mile-high spire wobbles forwards and topples down directly on top of their pride and joy. Da Krater Maker is destroyed and the Imperials count as winning the scenario. Oops! 2-3 - Clank Clank Clank: The Orks fire da Krater maker but in their excitement they have forgotten to unclip the firing gubbins and prime the breachy bitz. They must roll again next turn. 4-5 - Krakaboom!: The Orks fire da Krater Maker at the main spire of the hive, its shell detonating right on target and collapsing the entire top section of the hive into the Underhive below. The Orks achieve their victory. 6 - Chain Reaction: The Orks fire da Krater Maker, not only blowing up the hive spire but triggering a chain reaction that spreads throughout the hive like wildfire. The Orks win the game and the Imperial war machine is crippled beyond repair. The planet belongs to the greenskins!

Deployment ▪ Apocalypse

Objectives ▪ If the Orks manage to destroy the hive they win, earning 10 victory points. Likewise, if the opposition manages to halt the Krater maker, they earn 10 victory points.

ORKTOWN BATTLEZONE Whilst the Orks have been looting, racing and duffing each other up, the enemy has launched a surprise attack upon their settlement. The enemy is caught in the act of wrecking their joint. As far as da Boyz are concerned this is a great thing as there is even more fighting to be had. For the Imperium, capturing the ork oddboyz is a top priority – removing the smattering of Mekboys, Painboys, Wierdboys and Runtherds will surely cripple the ork forces.

Special Rules

heretics within in a huge blast of swirling flame that befits the Emperor's judgment.

No Oddboyz:

Inquisitors can execute prisoners in this

Since the ork oddboyz have been captured

manner if they suspect that the

by the Imperials in this scenario, the ork

Incarcerator's psychic shielding has been

force may NOT include any oddboyz (i.e.

breached or if the prisoners are in danger

Big Meks, Wierdboys, Meks, or Runtherds).

of escape. To represent this possibility, roll

Sustained Attack: The attacker has an overwhelming superiority in numbers, wave upon wave of foes hurling themselves forward. ▪ To represent the size of the attack, the attacker aiming to make the Sustained Attack can ‘recycle’ some of his units when they are destroyed. Recycled units are brought back into play to represent the almost limitless supply of reinforcements. Any attacking Troops unit (i.e. Troops choices on the Force Organization table) that is wiped out may move on from the player’s own board edge. They move on at the beginning of the player’s next turn. ▪ Units of troops which are forced to fall back and reduced to less than 50% strength in models can be removed from the table immediately and reused as if they had been wiped out in their owner’s next full player turn. They do not have to fall off the table first. ▪ Destroyed vehicles and HQ units cannot be recycled. Not that this includes transport vehicles for Troop units. Incarcerator: ▪ The Imperial player is equipped with a free Incarcerator vehicle (it does not chew up a force selection slot or cost any points). Feel free to use a Rhino or Chimera transport model to represent the Incarcerator if you choose not to make this conversion. ▪ At a moment's notice, the Incarcerator’s turbine can be activated to purge the

a D6 at the beginning of each player turn and consult the chart below (Turn 1 is exempt). If the required D6 result is met, the Inquisitor activates the turbine and executes the prisoners in glorious gout of pure flame. DEATH BY TURBINE Turn

D6 Result

1

N/A

2

6

3

5+

4

5+

5

4+

6

3+

Prisoners: ▪ Up to 2 prisoners may be Big Meks ▪ Up to 2 prisoners may be Bad Doks ▪ Up to 2 Prisoners may be Wierdboys ▪ Up to 3 Prisoners may be Mek boyz ▪ Up to 6 Prisoner may be a Runtherds

Wierdboy Prisoners:

Setup & Deployment

▪ The prisoners are disoriented from their

▪The table should be 4'x6' for this scenario. If you are running this scenario on a different-sized table, you may have to adjust the Deployment Zones accordingly. ▪ The center 32" of the table should be clear of terrain; 8" along each long table edge should be cluttered with debris and other terrain to create a "corridor" of clear terrain running the length of the table. ▪ The Incarcerator is placed in the center of the Imperial Deployment Zone. The Imperial player then places the remainder of his forces within his Deployment Zone ▪ The Ork player then places his forces within his Deployment Zones on either side of the table. He must place at least one unit in each Zone and may place up to one Troop or Heavy Support selection anywhere on the unoccupied short table edge. ▪ The Ork player may choose to go first or second.

captivity, and the powers of the Warp rack their minds. Once the prisoners have been freed, roll a D6 for each prisoner during the ork player's Shooting Phase and consult the following chart to determine the prisoner's psychic response (these are not Minor Psychic Powers): D6 Roll

Psychic Response

The powers of the Warp are too much for his feeble mind, and his head bursts in a spectacular eruption of raw warp energy. Place the large burst template centered on 1 the prisoner. All models under the template suffer a single S3 AP - hit. Models partially covered are hit on a 4+. The prisoner is removed as a casualty. No response. The prisoner maintains 2-4 his control over his powers and proceeds normally. The wierdboy channels his powers into a powerful burst and attacks his former captors. The psychic blast is treated as a range 18" S3 AP2 Assault 3 strike and will 5 automatically hit the three closest non-vehicle Witch Hunter models. If there are no models within range, the shots are wasted; if there are less than three models, any excess hits are also wasted. The Wierdboy is overcome with the power of the Warp and randomly discharges a massive bolt of energy. Use a Scatter Die to place a marker 12" from the prisoner in the direction indicated. Draw a straight line between the prisoner and the 6 marker. Any models - friend or foe that fall under this line must pass a Leadership test on a 3D6. If they fail, the models are removed as casualties (their brains are fried). If a vehicle falls under this line, it takes a single hit with an Armor Penetration of 2D6.

Objectives ▪ The Imperials earn 2 Kill Points for each live prisoner they manage to get off the far short table edge. The Ork force earns 2 Kill Points for every prisoner who is freed and is in the Ork Deployment Zone at the end of the game. ▪ The player with the most Kill Points at the end of the game earns 5 Victory Points.

Imperial Escape Route Imperial Deployment 30“x12”

SNOWSCAPE BATTLEZONE The Imperial forces have underestimated the forces of the Orks. Because of their lack of proper planning the orks will gain a foothold on the planet. This will make the job of purging the unclean Xenos even more difficult than was expected. Suffer not the Xenos to live! Burn the Xenos!

Special Rules No Transports:| Snow blankets the battlefield as far as the eye can see. Passing snow storms keep it that way ▪ Neither army may take transports. Snow Storm:. Passing storms have frozen much of the battlefield rendering conventional transport vehicles impractical. ▪ At the start of each Movement phase, any squads with models that are not under cover (i.e. not within 2” of a building, may be affected by the acid rain. For each squad not in cover, roll a D6. On a 6 that squad is affected by the slow and purposeful universal special rule. Vehicles and walkers are unaffected by the snow storms. ▪ Units that suffer from the snow storm also benefit from a 5+ cover save, even out in the open. Sustained Attack: The attacker has an overwhelming superiority in numbers, wave upon wave of foes hurling themselves forward. ▪ To represent the size of the attack, the attacker aiming to make the Sustained Attack can ‘recycle’ some of his units when they are destroyed. Recycled units are brought back into play to represent the almost limitless supply of reinforcements. Any attacking Troops unit (i.e. Troops choices on the Force Organization table) that is wiped out may move on from the player’s own board edge. They move on at the beginning of the player’s next turn. ▪ Units of troops which are forced to fall back and

Setup and Deployment ▪ The table should be set up in an agreeable manner. ▪ If you have Necromunda terrain or anything along those lines that would be best. The Imperial forces are deployed first anywhere within a 12” diameter of the center of the table. The Ork forces are deployed anywhere on the table at least 14” away from any Imperial model.

Objectives ▪ If at least 50% of the Imperial player’s points value survives the Imperials win 10 victory points. If not the ork forces are victorious, earning them 10 victory points. ▪ The game lasts six turns.

12” 14”

CAMPAIGN UNITS This section contains campaign units profiles that enables you to field additional units with Codex: Imperial Guard and Codex: Orks to fight battles using the scenarios included in the in this supplement. The army list is split into five sections. All the squads, vehicles, and characters are placed into one of these depending upon their role on the battlefield. An important note to remember, the expanded army list is intended to work in conjuncture with Codex: Imperial Guard or Codex: Orks and not as a stand alone army list in its own right!

Using Campaign Units To make a choice, take a look at the campaign units and decide what unit you want to have in your army, how many models there will be in it, and which upgrades you want (if any). Remember that you cannot field models that are equipped with weapons or wargear not shown on the model. Once this is done subtract the point’s value of the unit from your total points, and then go back and make another choice. Continue doing this until you have spent all your points. Then you're ready to do battle!

Infantry, Vehicle, Jetbike or Jump Infantry, which makes them subject to certain rules regarding movement, shooting, assault, etc. Wargear: This details the basic equipment carried by the models in the squad. The cost for all of the equipment in this list is included in the points cost of the models themselves.

Unit Name: The type of unit, which may also show a limitation on the maximum number of choices you can make of that unit type.

Options: This section lists all of the upgrades you may add to the unit if you wish to do so. If a model is equipped with something listed in the Unit Upgrades section then you must pay the points for it – note you may not take an upgrade unless a model in the unit actually has it. Some units have additional options regarding how they may be chosen or fielded, often depending on whether an associated character is taken. This is detailed in the relevant character’s entry.

Unit Profile: At the start of each entry you will find the name of the unit, the profile of the models it can include, and the points cost for each model without any options added.

Special Rules: This is where you'll find any special rules that apply to the unit. Generally these rules are covered in Codex: Orks or the Warhammer 40,000 rulebook. Where this isn’t the case, the special rule will be explained.

Unit Entries Each army following:

list

entry

consists

of

the

Unit Composition: This shows the number of models in the unit, or the number of models you may take for one choice from the Force Organization Chart. Often this is a variable amount, in which case it shows the minimum and maximum unit size. Unit Type: This refers to the Unit Type Rules chapter in the Warhammer 40,000 rulebook. For example, a unit may be

IMPERIAL GUARD SAPPERS Imperial Guard regiments often include a corps of sappers. It is their job to construct and maintain the fortified positions occupied by the regiment, but they are also trained in the art of siege warfare. When confronted by a strong defensive position, sappers will work to literally undermine it, digging tunnels under the enemy position from which surprise attacks can be launched or explosive charges detonated. Opposing groups of sappers seek to counteract these mining operations, attempting to breach the enemy tunnel in order to capture it before it is complete. If they do so, a deadly underground battle will be fought in the tunnels under no man’s land, with no quarter given or asked for. Sappers are also expected to spearhead direct attacks on fortified positions, and are trained in the use of special assault weapons such as flame-throwers and Meltabombs that they use to breach the enemy position. Considering the dangerous nature of the tasks they are called upon to perform it will be no surprise to hear that sappers often fashion crude homemade carapace armour to protect themselves.

Sapper Squad 60 points Siege Platoon: A Siege Platoon consists of a Command Squad bought from the Command Squad entry and from 2-5 Sapper squads, 0-5 special weapons squads, 0-2 Heavy Weapons squads. Each Platoon counts as a single Troops choice. Guardsmen

WS 3

BS 3

S T W 3 3 1

I 3

Unit Composition: ▪ 10 Guardsmen Unit Type: ▪ Infantry Wargear: ▪ Shotgun ▪ Laspistol and Close Combat Weapon ▪ Frag and Krak Grenades ▪ Meltabombs ▪ Carapace Armour ▪ Surveyor Special Rules: ▪ Sappers ▪ Combat Engineers

A Ld 1 8

Sv 4+

Transport: ▪ A Sapper Squad may be mounted in a Chimera transport vehicle at +55 points. A Sapper squad that takes a transport may not infiltrate! Options: ▪ Up to four Guardsmen may be armed with: - Demolition Charge……….+10 points per model ▪ Up to 2 Guardsmen may replace their weaponry with a weapon from the following list: - Flamer……….……………………….…………..+5 points - Grenade launcher……………………………+5 pointsMeltagun…………………………….……….…+10 points ▪ One Guardsman not armed with a demolition charge or using a special weapon may be equipped with a vox-caster at +5 points.

IMPERIAL GUARD ORK HUNTERS The galaxy is a diverse place with many strange and barbarous customs. Imperial Guard regiments come from many different planets and their native cultures, style of dress, technological background and warrior traditions differ too. The Imperial Guard does not even try to impose uniform standards of dress or armament, preferring to exploit the unique strengths of each regiment, whatever they may be. For example, soldiers from the Ork Hunter regiments are savage warriors and . in their short history have already earned themselves a fearsome reputation. Squads need to operate in isolation for many weeks in the jungle and frequently return to base with grisly trophies taken from the Greenskins they have slain. These trophies often the form of Ork tooth necklaces and skulls as well as more mundane items like glyphs and stikkbombz. In addition to his normal equipment every Ork Hunter also carries his ‘scalper’, a huge machete-like weapon that can be used to decapitate an Ork with one blow. Their feral appearance and coarse manner has led to the Ork Hunters being regarded as little better than the Orks they hunt and earned them the enmity of many regiments

Ork Hunter Fire Sweep Team 10 points per model Ork Hunter Platoon: An Ork Platoon consists of 2-6 Ork Hunter fire sweep teams, 0-5 scout sentinel squadrons, and 0-2 Heavy Weapons squads. Each Platoon counts as a single Troops choice. Guardsmen Sergeant

WS 4

BS 3

4

3

S T W 3 3 1

I 3

A Ld 1 7

Sv 5+

3

3

2

5+

3

1

8

Unit Composition: ▪ 3-9 Guardsmen ▪ 1 Veteran Sergeant Unit Type: ▪ Infantry Wargear: ▪ Flak Armour ▪ Laspistol and Close Combat Weapon or Shotgun ▪ Frag and Krak Grenades ▪ Camo-Cloaks Special Rules: ▪ Infiltrate ▪ Move through Cover ▪ Stubborn ▪ Preferred Enemy: Orks

Options: ▪ Up to three Guardsmen may be armed with: - Demolition Charge.+10 points per model - Flamer……….…………..+5 points per model - Meltagun………………+10 points per model - Plasmagun…………….+12 points per model ▪ Two models not armed with a special weapon may form a weapons team armed with a heavy flamer at +15 point. ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: - Bolt pistol…………………………………+2 points - Power weapon……………………….+10 points - Plasma pistol………………………….+10 points - Power Fist………………………………+15 points

SAVLAR CHEM-DOGS The Savlar Chem-Dogs, far from being amongst the elite of the Imperial Guard, are infamous scavengers and criminals assembled from the dregs of Imperial society. The Chem-Dogs were initially formed into a fighting force by Judge Callistar in response to an armed uprising on Savlar itself. Savlar, once an in inhospitable mining world useful only for its rich chemical deposits, was converted into a penal settlement when it failed to meet Imperial tithes. Since then, it has become a hellhole populated only by traitors, criminals and . the Adeptus Arbites troops assigned to watch over them. However, during the Armageddon War, Judge Callistar quickly found that such a force of immoral, desperate cut-throats could be forged into an effective fighting force with the addition of but a few simple directives. Conscripted into the Imperial Guard en masse, the Chem-Dogs were given two motivational imperatives; they could keep whatever they took from the enemy, and that if they broke the law they would be sent straight back to their toxic nightmare of a home world. Troops: A Savlar Chem-Dogs squad is a Troops choice for an Imperial Guard army.

Savlar Chem-Dogs 50 points Guardsmen Sergeant

WS 4

BS 3

4

3

S T W 3 3 1

I 3

A Ld 1 7

Sv 5+

3

3

2

5+

3

1

8

Unit Composition: ▪ 9 Guardsmen ▪ 1 Veteran Sergeant Unit Type: ▪ Infantry Wargear: ▪ Flak Armour ▪ Lasgun and Close Combat Weapon ▪ Frag and Krak Grenades Special Rules: ▪ Penal Troops ▪ Fearless Transport: ▪ A Chem-Dogs Squad may be mounted in a Chimera transport vehicle.

Options: ▪ Any Chem-Dog may replace their lasgun with a shotgun for free. ▪ Up to three Guardsmen may be armed with: - Flamer, grenade launcher, or Sniper rifle……….……….…………..+5 points per model - Meltagun………………+10 points per model - Plasmagun…………….+12 points per model ▪ Two models not armed with a special weapon may form a weapons team armed with: - heavy flamer……………………………+15 points - Mortar………………………………………+5 points - Autocannon or Heavy Bolter…..+10 points - Missile Launcher………………………+15 points - Lascannon……………………………….+20 points ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: - Shotgun………………………………………...free - Bolt pistol…………………………………+2 points - Power weapon……………………….+10 points - Plasma pistol………………………….+10 points - Power Fist………………………………+15 points

ELYSIAN DROP TROOPS Elysian Drop Troops are amongst the best rapidresponse troops that the Imperial Guard has to offer. Not only do they have some of the best and most well cared for equipment and a high proportion of Storm Troopers within their ranks, but they have perfected the tactic of attacking by grav chute. It is common for the elite soldiers of Elysia to appear from the skies en masse above their objective, raining onto the battlefield and sowing devastation and confusion throughout the enemy lines before they have even landed. However, the Elysian Drop Troop' combat doctrine does not afford them such luxuries as Leman Russ . Battle Tanks or even the ubiquitous Chimera troop transports. Nothing bulkier than the lightweight Sentinel can be deployed by grav-chute. As a result, Elysian Droop Troops specialize in ambushes and attaining and holding objectives, and cannot hold their ground in a protracted firefight for long. In large-scale conflicts this dictates a hit-and-run style of warfare whereby the Elysians achieve their goal and then quickly disappear. In smaller engagements the Elysians are experienced and well-equipped enough to operate for long periods of time without fresh supplies.

Elysian Drop Troops 50 points Airborne Platoon: An Airborne Platoon consists of a Command Squad, 2-6 Elysian Drop Troops squads, 0-5 Storm Trooper squads, and 0-2 scout sentinel squadrons. Each Platoon counts as a single Troops choice. Guardsmen Sergeant

WS 4

BS 3

4

3

S T W 3 3 1

I 3

A Ld 1 7

Sv 5+

3

3

2

5+

3

Unit Composition: ▪ 9 Guardsmen ▪ 1 Veteran Sergeant Unit Type: ▪ Infantry Wargear: ▪ Flak Armour ▪ Hot-Shot Lasgun or Shotgun ▪ Frag and Krak Grenades ▪ Rappelling Lines Special Rules: ▪ Airborne Assault

1

8

Transport: ▪ A Drop Troops squad must be mounted in a Valkyrie or Vendetta as a dedicated transport vehicle. Options: ▪ Up to three Guardsmen may be armed with: - Flamer……………………..+5 points per model - Grenade launcher…..+5 points per model - Meltagun………………+10 points per model - Plasmagun…………….+12 points per model ▪ One Guardsmen may have a: - Vox-Caster.………………………….…..+5 points ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: - Shotgun………………………………………...free - Bolt pistol…………………………………+2 points - Power weapon……………………….+10 points - Plasma pistol………………………….+10 points - Power Fist………………………………+15 points

INCARCERATOR The Incarcerator carries prisoners of the Ministorum to their eventual judgment and execution. The Incarcerator is equipped with a jet turbine whose compression chamber also serves as the holding cell for the prisoners. At a moment's notice, the turbine can be activated to purge the heretics within in a huge blast of swirling flame that befits the Emperor's judgment. Inquisitors can execute prisoners in this manner if they suspect that the Incarcerator's psychic shielding has been breached or if the prisoners are in danger of . escape.

Important Rule: If the heretic prisoners are freed, they may be recaptured. If any Imperial unit defeats a prisoner in combat, it does not kill him. The prisoners are more valuable alive. Simply move the prisoner model with the unit that captured him. If the unit with a prisoner Flees or is destroyed, the prisoner is again freed and may move as normal.

Incarcerator Squadron 35 points per model Heavy Support: An Incarcerator Squadron is a Heavy Support option for any Imperial army

Incarcerator

BS 3

Front 12

Armour Side 11

Rear 10

Unit Composition: ▪ 1-3 Incarcerators Unit Type: ▪ Vehicle Squadron, (Tank, Open-topped) Wargear: ▪ Laud Hailer ▪ Extra Armour ▪ Smoke Launchers ▪ Searchlight ▪ Pintle-Mounted Storm Bolter Special Rules: ▪ Prisoners Transport Capacity: ▪ Though you can only fit one model in the

Incarcerator, in game terms it can carry up to 10 prisoners. It cannot carry non-prisoner models.

Prisoners: Each Incarcerator carries one prisoner for every 500 points of the agreed-to point limit (up to a maximum of 10 prisoners). For example, a 1,500-point game would result in three heretic prisoners. These are treated as Independent characters with a stat line of:

Prisoner

W S 3

BS 3

S T W I A 3 3 1

3 1

L d 7

S v -

Each prisoner counts as a single Kill Point at the end of the game for the Imperial player if the Incarcerator is not destroyed. In hand-to-hand, any Glancing or Penetrating hit will break the door open and release the prisoners. Place any number of prisoner models that can fit within a 2"-radius of the access point, but they may not be placed within 1" of an Imperial model. Any remaining prisoners will exit as soon as they can in the opposing player's Movement Phase. The prisoners are now controlled by the opposing player.

GUERILLA FIGHTERS Of all the battlezones in a galaxy riven by war, few are more deadly than the cities of death. In the blazing ruins of a once-great metropolis every alleyway is an ambush site, every building an abattoir and the streets are corpse-choked killingzones. In urban warfare the frontline is the next room and neither window nor door is safe from sniper fire.It is said that within the deadly crucible of a city fight, raw recruits are forged into grizzled, battle-hardened veterans after just one night of biter, close-quarter fighting. And yet amongst those who have been plunged deep into this nerve-. wracking hell, there are those that have come to excel. For every ten men that die, one learns from his comrades' deaths, becoming a better soldier for it. And learn he must, for those that fail to comprehend the mortal danger waiting around every corner, behind every pile of rubble, soon fall prey to a sniper's bullet or a well--placed booby trap. Alongside these grim and battle-scarred veterans fight the inhabitants of the shattered city itself, from burly manufactorum workers to habblock juves that have realized they have no hope but to fight. Gangland criminals fight side by side with their mortal enemies, realizing their rivalries are of no consequence in the struggle to cleanse their city of the foul aliens that infest its streets.

Guerilla Fighters 50 points Troops: A Guerilla Fighters squad is a troops choice for an Imperial Guard army. Guardsmen Sergeant

WS 4

BS 3

4

3

S T W 3 3 1

I 3

A Ld 1 7

Sv 5+

3

3

2

5+

3

1

8

Unit Composition: ▪ 9 Guardsmen ▪ 1 Veteran Sergeant Unit Type: ▪ Infantry Wargear: ▪ Flak Armour ▪ Lasgun or Shotgun ▪ Frag and Krak Grenades Special Rules: ▪ Guerillas ▪ City Fighters Transport: ▪ One Guerilla Fighters squad per platoon may be mounted in a Chimera as a dedicated transport vehicle.

Options: ▪ Up to three Guardsmen may be armed with: - Flamer……………………..+5 points per model - Grenade launcher…..+5 points per model - Sniper Rifle……………..+5 points per model - Meltagun………………+10 points per model - Plasmagun…………….+12 points per model ▪ One Guardsmen may have a: - Vox-Caster.………………………….…..+5 points ▪ Two models not armed with a special weapon may form a weapons team armed with: - Mortar………………………………………..+5 points - Autocannon or Heavy Bolter…+10 points - Missile Launcher………………………+15 points - Lascannon……………………………….+20 points ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: - Shotgun………………………………………...free - Bolt pistol…………………………………+2 points - Power weapon……………………….+10 points - Plasma pistol………………………….+10 points - Power Fist………………………………+15 points

TALLARN DESERT RAIDERS The Tallarn are mobile guerrilla fighters, evasive and opportunistic. They are well known for their hard-fighting Sentinel squadrons and are masters of hit-and-run warfare. Their chief strength lies in their skill in guerrilla warfare, which makes use of various mounts as well as numerous Sentinel squadrons to remain highly mobile on the battlefield, harrying their opponents mercilessly before disappearing into the background. Noted marksmen, Tallarn forces employ a unique style of lasgun which is longer and more fluid in shape . than the standard Imperial Guard issue. Some Tallarn Rough Rider squadrons ride large alien mounts, called Mukaali. These desert-dwelling herbivores are originally indigenous to the vast equatorial deserts of Goru-Prime. Many Mukaali have been transported to other desert worlds, including Tallarn itself, because they are well adapted to arid environments. As well as infantry, artillery and armored companies, it is not uncommon for Tallarn regiments to include one or more patrol companies (sometimes referred to as recon or long range companies).

Desert Raiders 50 points Desert Patrol Platoon: A Desert Patrol Platoon consists of a Command Squad, 2-6 Desert Raiders squads, 0-5 Rough Rider Squads, and 0-2 scout sentinel squadrons. Each Platoon counts as a single Troops choice. WS BS S T W I A Ld Sv Options: Guardsmen 4 3 3 3 1 3 1 7 5+ ▪ Up to three Guardsmen may be armed with: Sergeant 4 3 3 3 1 3 2 8 5+ - Flamer……………………..+5 points per model - Grenade launcher…..+5 points per model - Meltagun………………+10 points per model Unit Composition: - Plasmagun…………….+12 points per model ▪ 9 Guardsmen ▪ One Guardsmen may have a: ▪ 1 Veteran Sergeant - Vox-Caster.………………………….…..+5 points ▪ Two models not armed with a special Unit Type: weapon may form a weapons team armed ▪ Infantry with: - Mortar………………………………………..+5 points Wargear: - Autocannon or Heavy Bolter…+10 points ▪ Flak Armour - Missile Launcher………………………+15 points ▪ Lasgun - Lascannon……………………………….+20 points ▪ Frag and Krak Grenades ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: Special Rules: - Shotgun………………………………………...free ▪ Guerillas - Bolt pistol…………………………………+2 points ▪ Light Infantry - Power weapon……………………….+10 points - Plasma pistol………………………….+10 points Transport: - Power Fist………………………………+15 points ▪ Any Desert Raiders squad may be mounted in a Chimera as a dedicated transport vehicle.

DEATHWORLD VETERANS Death worlds are planets deemed too dangerous to support widespread human settlements. Such worlds are nearly impossible to colonize, but have some intrinsic value – either strategic or mineral – that necessitates the provision of outposts or other facilities. The exact nature of a death world’s threat varies from planet to planet. Catachan is infamous for its continent spanning jungles and myriad forms of carnivorous life, while Praxeti is a barren and blasted rockscape, riven with ion storms that strike with enough force to shatter rocks. Other death world threats are stranger still . – the living planet of Croatoa, the psychic storms of Sycorax or Kragadam’s indestructible crystalline fauna, to name but a few. From the endless deserts of Luther Macintyre to the burning sulphur fields of Jjojos, any population able to scratch out an existence on a death world will have to overcome threats far beyond the imagination of most Imperial citizens. Such hard-bitten folk are ideal recruits for the Imperial Guard, a detail that more than justifies the settlement of a death world regardless of other factors.

Deathworld Veterans 80 points Elites: A Deathworld Veterans Squad is an Elites choice for an Imperial Guard Army

Guardsmen Sergeant

WS 4

BS 3

4

3

S T W 3 3 1

I 3

A Ld 2 8

Sv 6+

3

3

2

6+

3

1

8

Unit Composition: ▪ 9 Guardsmen ▪ 1 Veteran Sergeant Unit Type: ▪ Infantry Wargear: ▪ Lasgun or Shotgun ▪ Laspistol and Close Combat Weapon ▪ Frag and Krak Grenades Special Rules: ▪ Jungle Fighters ▪ Light Infantry ▪ Stubborn Gung Ho: Deathworld Veterans fear nothing. They may re-roll failed Morale and Pinning tests and can try to regroup even if below half strength.

Options: ▪ Up to three Guardsmen may be armed with: - Flamer………………………+5 points per model - Grenade Launcher…+10 points per model - Demo-Charge……....+10 points per model - Meltagun………………+10 points per model - Plasmagun…………….+12 points per model ▪ One Guardsmen may have a: - Vox-Caster.………………………….…..+5 points ▪ Two models not armed with a special weapon may form a weapons team armed with: - Mortar………………………………………..+5 points - Autocannon or Heavy Bolter…+10 points - Missile Launcher………………………+15 points - Heavy Flamer………………………….+15 points ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: - Shotgun………………………………………...free - Bolt pistol…………………………………+2 points - Power weapon……………………….+10 points - Plasma pistol………………………….+10 points - Power Fist………………………………+15 points

SUPREME COMMAND Raised on thousands of worlds, the command structure and title rank of officers in the Imperial Guard varies immensely from regiment to regiment; some are schooled through specialized academies, others drawn only from noble families or known Imperial blood lines. Regardless of rank or title, Imperial Guard Commanders all share the same ideology of duty to the Emperor and defense of the Imperium. Aided by senior staff, advisors and sometimes even members of the Ecclesiarchy, Guard Commanders turn the grand battle plans received from the Regional Commanders and war planners into detailed orders which are communicated through Junior Officers to the troops. The notional title of ‘Supreme Commander’ is one that is generally awarded to a single individual who has been assigned responsibility either for an entire battle front, or possibly even a campaign itself. During large conflicts several key commanders will hold the position of supreme commander. With the fate of millions quite often in their hands, Supreme Commanders do not have the luxury of being able to afford to make mistakes, for them and them alone the burden of command is almost unimaginable.

Supreme Commander 60 points One Company Command Squad in your army may replace its company Commander with a Supreme Commander.

Officer

WS 4

BS 4

Unit Composition: ▪ 1 Supreme Commander Unit Type: ▪ Infantry Wargear: ▪ Carapace Armour ▪ Laspistol ▪ Close Combat Weapon ▪ Frag Grenades ▪ Meltabombs ▪ Refractor Field Special Rules: ▪ Senior Officer ▪ Supreme Commander

S T W 3 3 3

I 4

A Ld 3 10

Sv 4+

Options: ▪ The Supreme Commander may exchange his Laspistol and/or close-combat weapon for: - Bolt pistol or boltgun………………………+2 points - Power weapon…………………….……….+10 points - Plasma Pistol…………………………….,…+10 points - Powerfist…………………………….……….…+15 points ▪ The Supreme Commander may purchase any of the following Skills and Drills: - Warrior Weapons…………………………….+5 points - Sharpshooters…...........................+5 points - Conscript Platoons…………………………+10 points - Fast Mover……………………………………..+15 points - Light Infantry………………………………..+15 points - Evasive Driving...........................+15 points - Jungle Fighters……….…………………….+20 points - Xenos Fighters..…………………………….+20 points - City Fighters………………………………….+20 points - Armoured Assault…….…………………..+30 points - High Morale……………………………………+30 points - Master Snipers……………………………….+30 points - Cavalry……………………………………………+30 points - A-Gravs…………..…………………………....+30 points

Orders The following are new orders that a Supreme Commander may issue. Tank Riders: Many Imperial Guard Officers are taught that the fastest way to the front is often on the back of a passing tank. ▪ If the order is successfully issued one infantry unit within 2” of a tank that has moved may move the same distance, ending their move within 2” of it. ▪ This is dangerous so close to the front line, so roll a D6 for each unit of tank riders. On a 1, one model is removed as a casualty as the trooper slips beneath the tank or is caught by a stray round aimed at the vehicle he was riding. ▪ The unit can shoot or run in the shooting phase as if they had moved normally and may even assault in the following Assault Phase. Evasive Driving: Tanks from this regiment are trained to use their vehicles to crush attacking infantry. ▪ If issued successfully (test against leadership 10), and the tank is assaulted by infantry having moved on its last turn then each model assaulting the tank takes a wound on a roll of 4+. Close Order: The officer was thoroughly drilled in fighting in dense formations where they can present a hedge of blades, bayonets and clubbed lasguns at the enemy. ▪ If the order is successfully issued, choose one infantry squad visible to the officer and move all models into base to base contact. ▪ While in close order all models in the unit has +1 Leadership and +1 Initiative. Note that the leadership bonus only applies when the unit’s own Leadership is used. Crush and Grind: When assaulting enemy infantry the Officer has no compunction about crushing them under its tracks. If the order is successfully issued (against leadership 10), the first unit Tank Shocked in a turn by a tank following this order will take D6 S4 hits before resolving the Tank Shock as normal. Normal Saving throws apply.

On My Coordinates!: The Tactica Imperialis states that an Officer commanding a position that is about to be overrun should call down an ad hoc artillery strike, with his own coordinates the target point. The officer will earn the highest decoration for the number of enemy killed in the strike. Most are awarded posthumously. ▪ If the order is issued successfully, choose one model in your army equipped with a vox. The Imperial player may choose to fire an ordnance weapon centered on the vox-carrying model. ▪ This may be used even if the unit is engaged in close combat. Disappear: ▪ If the order is successfully issued, you may remove the unit from play, representing a unit merging back into the shadows so they can fight another day. Once removed, the unit may not return to the battlefield but doesn't count as having been killed for kill points purposes. ▪ This order can only be issued to units that are under 50% and can never be issued to a unit in close combat, falling back, pinned, or gone to ground.

LOOTED VEHICLES Ork Lootaz are experts at stealing and adapting damaged enemy vehicles for their own use. Once a battle is over Ork salvage teams will get on with the real work, spending days towing and repairing the wrecks of enemy tanks. The majority of recovered vehicles see the battlefield once more, this time with various Orkish ‘kustomisations’ that have as much chance of damaging the tank as they do enhancing it. In time successive rebuilds and modifications will turn most looted vehicles into creations that are the equivalent of a Battlewagon.

Campaign Rule: A looted vehicle will generally deteriorate over time due to a mixture of combat exposure, ‘kustomisin, and impromptu racin’ sessions. Therefore, during the campaign at the end of a battle roll a D6. On a roll of a six, the looted vehicle ceases to posses any of its former special qualities and becomes a generic looted wagon. Note, for every ten points worth of wargear the vehicle has, the player adds +1 to his roll (too many Gubbinz have been added)!

Looted Vehicle Variable Points You may include a looted vehicle worth 51+ points or one to three vehicles worth 50 points or less per Heavy Support choice on the Force organization chart. Even though you can include more than one vehicle they count as a single Heavy Support choice. All looted vehicles have ballistic skill 2, regardless of the original vehicles profile. It’s crewed by orks after all! Unit Type: ▪ A looted vehicle may be chosen from one of the following army list entries from Codex: Imperial Guard or Codex: Space Marines: - Rhino - Razorback - Predator (Including variants) - Land Raider (Including variants) - Chimera - Hellhound (Including variants) - Griffon - Leman Russ (Including variants) - Basilisk - Colossus - Medusa Special Rules: ▪ Don’t Press Dat! Wargear: ▪ Variable. See Below.

Options: ▪ The Looted Vehicle may be given any weapons options permitted from its army list. For example, a Leman Russ battle tank may be given a heavy flamer or heavy bolter sponsons at a cost of +10 points each. ▪ A looted vehicle may only use Ork vehicle upgrades, taken from the following: - ‘Ard Case…………………………………+10 points - Red paint job…………………………….+5 points - Grot Riggers………………………………+5 points - Armour Plates………………………….+10 points - Reinforced Ram…………………………+5 points - Boarding Plank………………………….+5 points - Grabbin’ Klaw…………………………….+5 points - Wreckin’ Ball………………………….+10 points - Stikkbomb Chukka………………….+5 points

SKARBOYZ Skarboyz are veteran warriors who bear the scars of dozens of battles. These Orks have grown exceptionally big and strong and have brawn, gnarled arms bulging with slabs of muscle from fighting in numerous conflicts. As such, prolonged periods of conflict lead to an increase in the size and strength of Orks. Such groups of Orks are much more likely to be fiercer in combat; more aggressive and short tempered; impatient and less likely to employ ranged weaponry with any noticeable effect. Skarboyz experience in combat makes them a valuable commodity in any Ork warband, often leading from the front and tackling the toughest of foes. Of course every Skarboy in the mob is also looking for an opportunity to oust the Nob in charge and take control themselves. This is the Orky way and any Nob weak or foolish enough to be overthrown by one of his own Boyz has no reason to complain. Might is right and nothing else matters.

Elites: Ork Skarboyz are an Elites choice for an Ork army

Skarboyz 10 points per model Skarboy Nob

WS 4

BS 2

4

2

Unit Composition: ▪ 5-20 Skarboyz Unit Type: ▪ Infantry Wargear: ▪ Slugga ▪ Choppa ▪ Stikkbombz Special Rules: ▪ Furious Charge ▪ Mob Rule ▪ Waaagh!

S T W 4 4 1

I 2

A Ld 2 7

Sv 6+

4

2

3

6+

4

2

7

Options: ▪ For every ten Skarboyz, one may exchange his slugga and choppa for: - Big Shoota..............+5 points per model - Rokkit Launcha………+15 points per model ▪ The entire mob may exchange their Slugga and Choppas for: - Big Choppa………………+5 points per model ▪ The entire mob may exchange their Big Choppas for snazzguns for free. ▪ The entire mob may upgrade their snazzguns with any of the following: - More dakka………………+5 points per model - Shootier……………………+5 points per model - Blastas……………………..+5 points per model Character: ▪ One Skarboy may be upgraded to a Nob…………………………………………….....+10 points ▪ He may replace his choppa for: - Big Choppa………………………………………+5 points - Power Klaw……………………..…………….+25 points ▪ He may take any of the following: - ‘Eavy armour……………………………………+5 points - Bosspole…………………………………………..+5 points

GUNWAGONS At the heart of many Ork’s armored offensives are hundreds of gunwagons. What differentiates a gunwagon from a battlewagon is that the gunwagon is designed to carry as big a gun as possible, while a battlewagon is primarily an armored transport. Although no match for the Leman Russ, Land Raider or Predator, the sheer number of gunwagons present in ork invasion forces makes them a potent threat and more than capable of breaking Imperial defenses by weight of numbers alone. Each gunwagon is as individual as its crew; some are fitted with Kannon’s, others with energy weapons such as the Zzap Gun. The greatest threat that these vehicles represent is the ease with which they can be manufactured. Mek boys seem to be able to produce an endless line gunwagons. Eliminating the Ork’s production facilities has become one of the Imperial force’s most urgent tasks

Heavy Support: Gunwagons are a Heavy Support choice for an Ork army

Gunwagon 120 points Gunwagon

BS 2

Front 14

Armour Side 12

Rear 10

Unit Composition: ▪ 1 Gunwagon Unit Type: ▪ Vehicle (Tank, Open-Topped) Wargear: ▪ Three Twin-linked Big Shoota Transport Capacity: ▪ 12 models. Models in Mega Armour count as two models. ▪ A gunwagon with a Killkannon loses it’s transport capacity all together. Fire Points: ▪ If a Gunwagon has the ‘ard case upgrade it has three fire points, one on either side of the hull and one at the rear.

Access Points: ▪ If a Gunwagon has the ‘ard case upgrade it has one access point at the rear. Options: ▪ A gunwagon may replace any of it’s twinlinked big shootas for a big gun: - Kannon…………………………………….+10 points - Lobba……………………………………….+15 points - Zzap Gun.………………………………+15 points ▪ A gunwagon may be armed with up to five pintle-mounted: - Big Shoota…………………………………+5 points ▪ May take any of the following: - Killkannon………………………………+60 points - ‘Ard Case…………………………………+10 points - Deffrolla………………………………….+20 points - Red paint job…………………………….+5 points - Grot Riggers………………………………+5 points - Armour Plates………………………….+10 points - Reinforced Ram…………………………+5 points - Stikkbomb chukka…………………….+5 points - Boarding plank………………………….+5 points - Wreckin’ ball………………..………….+10 points - Grabbin’ klaw………………….…………+5 points - Reinforced ram………………………….+5 points

SCRAPPAZ Ork Lootas scavenge the battlefield after the fight is over and strip weapons, armour and equipment from their enemy’s dead. Most of the gear is sold on to Meks, usually to persuade their Mekboy comrades to build them one of the impressive shoulder-mounted weapons known as Deffguns, this isn’t always the case and is especially true in prolonged campaigns where the Mekboys are off tinkering with war machines and their own pet projects. The following rules represent using a mob of Lootas who have not yet had a chance to acquire a Deffgun and instead have kept the few prize working weapons for themselves and set about figuring out how to use them.

Campaign Rule: Oops, Sorry Mate! If you roll a 1 to hit with a looted weapon, a hit is scored on the unit shooting with the weapon, instead of the target. Template weapons score a single hit but do not place the template. The Ork player gets to allocate any wounds, and they don’t have to be allocated to the model that fired the weapon that rolled the ‘1’

Scrappaz 6 points per model Troops: Scrappaz are a Troops choice for an army.

Scrappaz Nob

WS 4

BS 2

4

2

Unit Composition: ▪ 5-10 Scrappaz Unit Type: ▪ Infantry Wargear: ▪ Shoota Special Rules: ▪ Furious Charge ▪ Mob Rule ▪ Waaagh! ▪ Oops, Sorry Mate!

S T W 4 4 1

I 2

A Ld 2 7

Sv 5+

4

2

3

5+

4

2

7

Options: ▪ Scrappaz may use the options of one of the following squad types (including transport options) as detailed in the appropriate army list. Note, transports selected have BS 2 (it’s crewed by Orks after all!): - Space Marine: Tactical squad, Devastator Squad, Scout Squad. - Imperial Guard: Infantry squad, Fire support squad, or Anti-tank squad Characters: ▪ One Scrappa may be upgraded to a Nob…………………………………………...+10 points ▪ He may be given one of the following: - Big Choppa…………………………..……+5 points - Power Klaw………………………….….+25 points ▪ He may take any of the following: - ‘Eavy armour……………………………+5 points - Bosspole…………………………………..+5 points

GUNTRUKKS Unlike the Imperium, Orks don’t use any kind of fixed template for vehicle design, each instead being built from whatever salvage and materials are to hand. This can result in a rather ramshackle, but no less effective combination. Because of this, Ork wagons cover a massively diverse array of different Ork vehicles, including Guntrukks and Gunwagons. Every Ork Warboss knows that big guns like Kannons and Zzap guns are dead good, but they also know that they must be in the right position to be fully effective. To get around this, the Orks have developed Guntrukks. In some cases they are created by simply bolting a big gun to the back of an ordinary trukk, while other Guntrukks are kustom-built by the Meks to provide hard-hitting mobile support.

Heavy Support: Guntrukks are a Heavy Support choice for an Ork army

Guntrukks 35 points per model Guntrukk Gobsmasha

BS 2

Front 10

Armour Side 10

2

13

12

Rear 10 10

Unit Composition: ▪ 1-3 Guntrukks (Vehicle Squadron) Unit Type: ▪ Vehicle (Open-Topped) Wargear: ▪ Big Shoota

Grot Krew: A Guntrukk with grot krew adds +1 to it’s ballistic skill.

Options: ▪ Each Guntrukk must take a single big gun (does not include crew) The big guns must all be the same type of gun, chosen from the following types: - Kannon………………………………….+20 points - Lobba……………………………………….+25 points - Zzap Gun.………………………………+30 points ▪ Replace big shoota with Rokkit launcha for +5 points ▪ May take any of the following: - ‘Ard Case…………………………………+10 points - Red paint job…………………………….+5 points - Grot Riggers………………………………+5 points - Armour Plates………………………….+10 points - Reinforced Ram…………………………+5 points - Grot Krew……………………………….+20 points Gobsmasha: ▪ Any Guntrukk may be upgraded to a Gobsmasha for +80 points per model. A Gobsmasha exchanges its Big Shoota for a killkannon and ‘Ard case upgrade.

Bad Dok Orks who specialize in the treatment of wounds and patching up their mates after a battle are known as Painboyz. Painboyz are willing to delve into the most hideous wounds. There aren’t many bits of an Ork which they can’t stitch, tie, or rivet back together. Anesthetics aren’t used as the Painboyz like to hear the screams of their patients so they know they’re still alive and kicking. Painboyz are so-called because of their fascination with pain-not just with the agony of other Orks, but with their own pain as well. Painboyz are always trying to find out how much pain they can endure, and are even willing to experiment on themselves. Still, eccentricity of the Painboy is nothing compared to that of a Bad Dok. These exiled Painboyz are outcasts from their tribes who practice extensive and unnecessary surgery upon their prey. Their patients can find themselves in possession of a set of mechanical lungs, sporting an extra head or limb, or even victims of the dreaded Squig Brain Transplant. Though Bad Doks never ask for payment, the price of seeking them out is high. HQ: A Pain Boss is an HQ choice for an Ork army

Bad Dok 35 points Bad Dok

WS 4

BS 2

Unit Composition: ▪ 1 Bad Dok Unit Type: ▪ Infantry Wargear: ▪ Slugga or Shoota ▪ Choppa ▪ Dok’s Tools Special Rules: ▪ Independent Character ▪ Furious Charge ▪ Mob Rule ▪ Waaagh!

S T W 4 4 2

I 2

A Ld 3 8

Sv 6+

Options: ▪ Replace choppa with one of the following: - ‘Urty Syringe…………………….……..+5 points - Kustom Arm…………………………..+10 points - Power Klaw…………………………….+25 points ▪ Replace slugga with one of the following: - Shoota/Rokkit Kombi-weapon….+5 points - Shoota/Skorcha Kombi-weapon.+5 points - Twin-linked shoota………………….+5 points ▪ May take any of the following: - Ammo runt………………………….…….+3 points - Cybork body…………………………….+10 points - ‘Eavy armour…………………………..+5 points - Rebuilt Kranium………………………..+5 points - Bosspole…………………………………..+5 points - Attack squig…………………………..+15 points ▪ May be accompanied by up to three: - Grot Orderlies………..+5 points per model

Da Pain Boss: One unit chosen as a Troops choice in an army including a Bad Dok may upgrade its members to have Cybork bodies for +5 points per model.

STIKK BOMMAS Boyz are tough, determined infantry who fall upon the enemy in a great howling tide of violence. Their battered and grubby armour usually consists of no more than a few scraps of flak jacket adorned with a shoulder or back plate bearing their insignia. Boyz plac great pride in their weapons, though they are not above using their fists, claws, and teeth when face to face with the enemy. They are generally armed with heavy solid-shot pistols known as sluggas and brutal edged weapons called choppas. Though crude and varied in design, choppas are quite suitable for hacking off limbs and caving in skulls. When a large mob of Orks equipped with sluggas and choppas charge the foe, the mess they make of their enemies is quite terrifying. Orks have a preference for crude, noisy weapons and find it difficult to believe a gun can inflict any real damage unless it makes a loud and terrifying noise. Those Ork boys who have become addicted to the deafening roar of explosives are known as Stikk Bommas. Stikk Bommas are special among Ork society for one reason – they know that when you pull the pin out of a stikkbomb, you throw the bomb and not the pin! Troops: Stikk Bommas are a Troops choice for an Ork army

Stikk Bommas 10 points per model Bomma

WS 4

BS 2

S T W 3 4 1

I 2

A Ld 2 7

Sv 6+

Unit Composition: ▪ 5-10 Stikk Bommas Unit Type: ▪ Infantry Wargear: ▪ Slugga or Shoota ▪ Choppa ▪ Stikkbombs Special Rules: ▪ Furious Charge ▪ Mob Rule ▪ Waaagh! Super Stikkbombz: Super Stikkbombz work just like stikkbombz but have an armour penetration of 10+2D6. If a double is rolled on the Sd6 the attack is resolved as normal but the Stikk Bomma using them is also caught in the explosion, suffering a wound automatically but may attempt an armour save as normal.

Options: ▪ Up to three Stikk Bommas may exchange their Slugga or Shoota for: - Big Shoota..............+5 points per model - Rokkit Launcha………+15 points per model - Burna……………………..+15 points per model ▪ Any model, not carrying a special weapon, may take: - Super Stikkbombz……+5 points per model ▪ The entire mob may be given Tankbusta bombs for +2 points per model. Character: ▪ One Stikk Bomma may be upgraded to a Nob…………………………………………….....+10 points ▪ He may replace his choppa for: - Big Choppa………………………………………+5 points - Power Klaw……………………..…………….+25 points ▪ He may take any of the following: - ‘Eavy armour……………………………………+5 points - Bosspole…………………………………………..+5 points

NAZDREG URDGRUB Nazdreg Ug Urdgrub's past is largely unknown. It is, however, known Nazdreg has in past allied himself with the dreaded Goff Warlord, Ghazghkull Mag Uruk Thraka, combining forces to make a devastating assault on the Imperial planet of Piscina IV. This was no normal invasion, however. Nazdreg, as a Bad Moon Warboss possessed of incredible wealth and cunning, had some of the finest Meks in the galaxy in his employ. These Meks had pioneered a type of teleportation device that enabled Nazdreg to maneuver his troops directly onto the planet from his space hulk, even when it was located a massive distance away from the planet. The Imperial forces at Piscina IV were taken completely by surprise, and the planet was brought to its knees. Only the mysterious presence of Space Marines from the Dark Angels Chapter saved Piscina from being overrun completely by greenskin armies. The Dark Angels themselves suffered a string of bitter defeats at the hands at the hands of the Ork horde

Warlord Nazdreg Ug Urdgrub 185 points HQ: Nazdreg is an HQ choice for an Ork army.

Nazdreg

WS 5

BS 4

Unit Composition: ▪ 1 (Unique) Unit Type: ▪ Infantry Wargear: ▪ Bosspole ▪ Mega-armour ▪ Stikkbombs ▪ Kustom blasta-X Special Rules: ▪ Independent Character ▪ Furious Charge ▪ Mob Rule ▪ Da Big Boss ▪ Kunnin’ Plans

S T W 5 5 3

I 4

A Ld 4 9

Sv 2+

Kunnin’ Plans Any one Elite or Troop choice in an army led by Nazdreg may use either the Infiltrate or Deep Strike universal special rule. If the option to Deep Strike is chosen, this may be used regardless of whether the scenario normally uses these rules. The unit chosen must be on foot and may not number more than twenty models.

Kustom Blasta-X Nazdreg ‘persuaded’ a Mekboy to build a special kustom blasta onto his mega armour. This has the following characteristics: Range 36”

Str 8

AP 2

Notes Assault 1, Blast, Gets Hot!

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