Orkfest

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ORKFEST

CAMPAIGN

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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

- 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

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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.

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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

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.

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.

Roster Cards

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.

D6 Fieldcraft Veteran Ability 1 Infiltrate

2 Move Through Cover or Skilled Rider 3 Stealth

4 Scouts 5 Fleet 6 Fearless

D6 Melee Veteran Ability 1 Feel No Pain

2 Furious Charge 3 Counter-Attack 4 Hit & Run 5 Preferred Enemy 6 Fearless

D6 Gunnery Veteran Ability 1 Night Vision/Acute Senses 2,3 Relentless

4,5 Tank Hunters 6 Fearless

D6 Vehicle Crew Veteran Ability 1 +1 BS

2,3 Ignore Shaken results 4,5 Ignore Stunned results 6 +1 AV all facings (max 14)

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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!

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.

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

finite resources from one game to the next.

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! 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.

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: Battle Honors: No. Troop Type WS BS S T W I A LD SV Special

No. Vehicle Type Armour: Front Side Rear Special

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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.

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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.

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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 AP- Assault 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 0-5 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.

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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.

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.

D6 Effect

1 The character is killed in action and his body abandoned or lost to the enemy. Remove the character from your roster.

2 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.

3 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. 4 The character has been knocked

unconscious or suffers a mildly incapacitating wound from which he makes a full recovery.

5 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.

6 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.

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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

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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.

Dok’s Surprise!!

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

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.

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.

▪ 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.

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! 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+.

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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.

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

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.

6” 6”

Effigy

Governor’s

palace

Gargant

Command

Bunker

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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.

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

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.

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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

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.

On Time, On Target:

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

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

▪ 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.

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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

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.

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.

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

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

▪ 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.

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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 non-walker 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. 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.

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 D6-1 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.

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

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.

Deployment

▪ 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.

Objectives

▪ 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.

Big Gunz

Battery

6”

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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.

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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.

Defenders

Deployment

18”

18”

Attackers Deployment

18”

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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! The Ork unit stays in place. It takes D6 S6 hits and is now pinned. 2 – Whobb! The unit teleports one

tellyporta to the right. 3 – Bzzzt! The unit teleports one tellyporta to the left. 4 - Yoing! The unit teleports two

tellyportas to the left. 5 – Ssssip! The unit teleports to the

tellyporta of your choice. 6 – Zoop! 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 The kan factory clanks and whirrs but produces nothing other than a noxious smell.

2-3 The kan factory produces D6 Killa Kans

4-5 The kan factory produces D3 Ork Dreadnoughts.

6 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.

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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.

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. 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.

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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

City of Death:

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

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.

Objectives

▪ 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.

12”

12”

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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 re-roll any failed To wound re-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.

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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”

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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 air-tight 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

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References

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