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Orkfest

Orkfest

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Published by: AJWEST on May 27, 2011
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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 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

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

They only live for one thing and that's war. This card then becomes a record of the unit over your following battles. and make up new roster cards if you add any more units to your army. 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 a roll a duplicate on a second or subsequent roll. both players nominate one. all its future rolls must be on the same table. Roster Cards If you wish to play in the campaign. . The winner may nominate two such units and the loser one. even themselves! Veteran Abilities As your warriors gain in experience. Choose an appropriate table from those on the right and roll on it to see what ability the unit gains. The units will benefit from a new veteran ability for the rest of the campaign. As units fight they will lose or gain skills or abilities or penalties they suffer from are noted on the card. There is a downside though.5 6 Fieldcraft Veteran Ability Infiltrate Move Through Cover or Skilled Rider Stealth Scouts Fleet Fearless Melee Veteran Ability Feel No Pain Furious Charge Counter-Attack Hit & Run Preferred Enemy Fearless Gunnery Veteran Ability Night Vision/Acute Senses Relentless Tank Hunters Fearless Vehicle Crew Veteran Ability +1 BS Ignore Shaken results Ignore Stunned results +1 AV all facings (max 14) Gaining experience At the end of each game. but it may not take duplicates of the same skill. it will lose one veteran ability. you may choose which ability the unit gains. Seasoned warriors learn even from defeat.5 6 D6 1 2. They are constantly fighting anything that gets in the way. it will lose two. once a unit has received an ability from one of the tables. so their ability. It is possible for a single unit to gain multiple veteran abilities in this way. D6 1 2 3 4 5 6 D6 1 2 3 4 5 6 D6 1 2. nominate a unit in your army that you believe performed well. courage and reliability will increase. This reflects the specialization that comes with experience. In addition. If the game was a draw. If you make any changes to the composition of the unit you alter the card to show this. deserves a medal or has the eye of the gods upon it.CAMPAIGN RULES The Orks are the most widespread and warlike race of aliens in the bloodstained galaxy of the 41st millennium.3 4. it is a good idea to fill out a unit roster card for each squad and vehicle in your army.3 4. This unit must not have been wiped out at the end of the game. If a unit with a veteran ability ends a game below half strength or having fled the battlefield. If it ends the game wiped out.

players will soon get a real feeling for their army. and using this system you will soon find that your army list becomes populated by units with character and history. Unit Type: WS BS Points Cost: S T W I A LD Battle Honors: SV Special Troop Type No. 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. Unless of course. you can throw them in from the start in the hope that they will have a useful battle honors for the pivotal battle. whose fate you really do care about. The size of the master roster may vary depending on the planned length of the campaign. and learn to husband their Roster Card Unit Name: No. 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. The master roster does not have to conform to the force organization chart so it is possible to have three HQs for example. Alternatively. Vehicle Type Armour: Front Side Rear Special Weapons Range S AP Shots Special Rules . Used in conjunction with the rules for experience. The added kudos of your most successful units winning battle honors is considerable. So.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. 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. for example. 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. and the player or side with the most victory points at the end of the campaign wins! finite resources from one game to the next. You will however be limited to the Force Organization chart when picking an army for a game. changing units and units missing battles while they recover from damage.

▪ Infantry units normally armed with lasguns replace them with laspistol and close combat weapon. a +1 to armor penetration rolls against bunkers and buildings. breaking if it fails a second time.SKILLS AND DRILLS In this section you will find doctrines. ▪ Any Guard Infantry model with a BS of 3 may make a single re-roll of a shooting to hit roll of 1. Enemies assaulted in this way suffer -1 Leadership for the remainder of the turn. ▪ Any Imperial Guard infantry squads within 18” of the Officer gain Preferred Enemy: Orks. 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. having undergone military training from an early age. and may purchase Furious Charge and Scouts for +20 points per unit. driving his forces against them in righteous fury. but may not outflank if held in reserve. ▪ Special Weapon Squads replace the Sniper Rifle option with Heavy Flamers for +15 points each. You may choose to utilize these rules to enhance your gaming experience or choose to make do with your regular standing forces. ▪ An army led by an Officer with Fast Mover may give up one or more heavy support choices for additional fast attack selections. His armored thrusts were famous for their ability to crack open enemy lines where others would falter under the weight of enemy fire. • Any non-vehicle unit which fails a morale test must immediately re-roll the result. ▪ Models voluntarily disembarking from friendly chimeras may launch an assault on the turn they do so. . point blank assaults. Deep Strike (tunnels). Sharpshooters: Sometimes war has been a way of life for successive generations of the regiment. Sappers: Some Imperial armies produce expert field engineers. Hellhounds and Rough Riders under his command gain the Scout ability. 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). For reasons from petty theft to dereliction of duty. Penal Troops: Life in the Imperial Guard is tough and regimented. Upon taking the re-roll. Fast Mover: The officer was famous for his raiding forces that emphasize speed and maneuver over sheer firepower. and orders available to the Imperial Guard throughout the campaign. This ability costs 10 points for a unit and can be applied to any Guard Infantry unit with at least one BS3 model. Either way. and consequently they are formidable marksmen. Warrior Weapons The regiment is recruited from primitive warriors. These expert units operate under terrible battlefield conditions to prepare the way for breakthroughs by supporting forces. and ignores the effects of Minefields. Armored Assault: The officer has drilled his men relentlessly for high-risk. ▪ Any Imperial Guard infantry squad may be upgraded to Sappers for +10 points. the squad loses D3 members who are remotely killed in an show of force by their commanders. soldiers of all ranks may find themselves condemned to the Imperial Penal Legions. skills. Xenos-Fighters: The officer was famous for his intense hatred of the Orks. The unit gains Move through Cover. 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).

if they are a normal Infantry Platoon squad that could include a heavy weapon team but chooses not to. ▪ All units taking this doctrine reduce their Armour save from 5+ to 6+. ▪ Units with carapace armour may not utilize this doctrine. When assaulting enemy in cover. ▪ Jammers mean the unit only triggers enemy booby traps on a D6 roll of 6. ▪ 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. rather than the normal 4+ On any other result. ▪ 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. and 0-2 Infantry squads. ▪ May Infiltrate if the mission permits and they deploy in intact buildings or ruins. and may. ▪ May Infiltrate if the mission permits and they deploy in woods or jungle. ▪ The unit always passes any test for tank shock and adds +1 to all Armour Penetration rolls. A unit with this ability has Move through Cover. Conscript Platoons: The Officer’s regiment is composed mostly of fresh recruits and untested youths. whatever the cost. ▪ Units with carapace armour may not utilize this doctrine. and acts as an Independent character (although after that point cannot join with any other unit). ▪ This doctrine applies to all Infantry units without a transport vehicle. ▪ Any Infantry platoon must be composed of 2-5 Conscript squads. ▪ The squad is armed with breaching charges. ▪ Jungle fighters units may never include lascannons. ▪ 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. City Fighters: The regiment’s members are recruited from a world with extensive urban training or are veterans of a protracted campaign. instead of firing any weapons in the shooting phase. 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. Jungle Fighters: The regiment’s members are recruited from a world with extensive thick forest or jungle. models equipped with breaching charges fight with initiative 10. ▪ 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. Combat Engineers: Whether for a single operation or for an extended campaign. ▪ The unit may reroll any reserve rolls they are called on to make. . 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. The unit does not count as occupying cover should it be assaulted. From knowing when to keep your head down to having an intricate knowledge of the subway networks. the booby trap is a dud. effectively reversing the normal limitations. When used. ▪ Any model that can take a Sniper rifle can be detached from the squad during the deployment phase. so they strike blows simultaneously with the defenders. Infiltrate. ▪ 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. they confer a 5+ Cover Save until the start of the unit’s next turn.Light Infantry: The regiment is renowned for its stealth. ▪ Units with Camo-Cloaks or Carapace Armour may not utilize this doctrine. these squads have the edge in a city fight. upgrade a single Guardsman’s lasgun to a sniper rifle at +5 points.

▪ An army with this doctrine may mount its Command HQ squad (with no heavy weapons) on horseback for +5 points per model. alongside simpler hover vehicles. High Morale: The officers forces are well supplied and equipped. Only sniper rifles may be selected for these squads. ▪ All friendly Imperial Guard units may automatically pass pinning tests. high rate-of-fire bursts. The sniper rifle counts as Ballistic Skill 4. greatly improving morale in otherwise difficult circumstances. Cavalry: Some Imperial worlds produce militaries with a strong cultural riding tradition. They are considered cavalry and are equipped with rough rider hunting lances. ▪ All lasguns in the army use the following profile: Lascarbine Range 18” S3 APAssault 2 Master Snipers: The Officer has drilled his snipers relentlessly. A-Gravs: Some of the most elite forces within the Imperial Guard are equipped with the best anti-grav technology available. Mounted Command Squads and Rough Riders gain the Scouts rule. Carbines: This army is equipped with specialized lasguns designed for short-range. ▪ Imperial Guard units in an army led by the Officer may attempt to regroup if under 50% of their starting size. . Some are fitted with special lines. ▪ Each model disembarking must make a Dangerous Terrain test as it does so. normally stationed on the most vital of Imperial centers of government. Steel Will: The officer is known for his steely will and discipline. ▪ A unit with this special rule may disembark from a skimmer transport directly onto the highest level of a city building or ruin. ▪ Any tanks fielded by the army may be upgraded to skimmers (if modeled appropriately) for +10 points. lascarbines are usually fielded by armies hailing from highly advanced worlds.Rappelling Lines: Vehicles that can hover above the hazardous city ruins are often used to move troops quickly around the warzone. These forces often field regiments of cavalry and make excellent maneuver forces. 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. allowing transported troops to dismount directly over the target. Only a handful of these armies exist. Notoriously difficult to manufacture. ▪ Units of Rough Riders which are fielded at maximum size may be selected as a Troops choice.

unconscious. The character regains consciousness alone in the darkness. He develops a bitter enmity for the enemy that was responsible for his injury. Roll a D6 before each game. The character recovers but his old wound sometimes affects his health. When you are playing a campaign it matters a great deal what happens to independent characters that is destroyed. On the D6 roll of a 4-6 he goes out of action. 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. 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. Remove the character from your roster. He recovers but is weakened by the injury and his Toughness characteristic is reduced by -1. Although he makes a full physical recovery. The character has been knocked unconscious or suffers a mildly incapacitating wound from which he makes a full recovery. The character has been badly wounded in the chest. To find out what happens to the character that goes out of action roll a dice and consult the table opposite. the fighter has been psychologically scarred by his experiences. given up for dead by his companions and overlooked by his enemies. On a D6 roll of a 1-3 the fighter recovers without further effect. or they might sustain debilitating injuries. He recovers full and from now benefits from the Stubborn universal special rule. Worst of all they might die or be so badly injured they have to retire. Despite his injuries he makes his way back to his army’s camp.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. 6 Effect The character is killed in action and his body abandoned or lost to the enemy. They might recover completely ready to fight in the next battle. From now on. . During the game it doesn’t matter whether a man who goes out of action is dead. 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. the character benefits from the Preferred Enemy universal special rule. or badly injured – in terms of the game he is no longer capable of fighting and that is all that matters. especially when playing a campaign with finite resources (such as using static master rosters).

he may go to the Doc’s at any subsequent time. Rebuilt Kranium: The Bad Dok has replaced most of the patient’s cranium with solid armour plates. ▪ 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. etc. only Orks which are already injured will risk having them fitted.be they one-shot sluggas. like gubbins. the Dok demands payment. In fact. causing him to take an additional wound if wounded in subsequent battles. it is convenient to work out these details after each game. Desirable as bioniks might be. The character is out-fitted with an explosive cranium.. Despite the fact the job has been well and truly messed around. DA BIG DAY TABLE D6 Result 1 Dis is a New Technique. enhance an Ork’s prowess no end. Think twice before sending warriors to the Doc because you will have to do some converting and major surgery of your own. A character.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. DA BIG DAY Determine how the Dok has performed his serjery by rolling on the table below. along with advances for your Boyz and other ‘between game’ calculations. JUST SAY “AAAARRGH!” After any game you can take an injured warrior to a Doc. 2 Da Patient is Restin’. ▪ An Ork with a rebuilt kranium adds +1 to its Armour Save. ferocious creatures in cages or something even more unsubtle. (it would break da Doks’ code). 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. for example. retractable spikes. Also. The leg has a small motor in the knee allowing the warrior to give a super powerful kick in close combat. fixing and improving things. This means they often have lots of snazzy bionik bitz which will. so a character may not have the same type of bionic replacement more than once. A bionik arm also counts as an additional close combat weapon. hopefully. It does not matter when the warrior suffered the injury. Bear in mind that. The Dok has performed serjery but the warrior is still . The one positive side to all this is that Docs get on well with the Mek boyz (being in a similar line of work. albeit Orks rather than machines). may not have two Kustom Leg Replacements. Kustom Leg Replacement: The Doc has replace the character’s leg with a de-lux kicking leg. DA DOKS’ CODE Doks never mess with another Dok’s work. it’s enough to keep even hardened Ork warriors away. the Meks never mess with any Dok’s work in case they get injured and taken to serjery themselves.. 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. bioniks must be shown on the model of the warrior they are fitted to. This is done immediately – although in reality it obviously takes a while to work on Your character. or two Dok’s Surprise bionik bitz. ▪ A character with a de-lux kicking leg gains an extra Attack in close combat. 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 .

▪ A character that rolls Cybork gains an invulnerable save of 5+. A warrior with iron lungs suffers -1" to his basic Movement when he runs or charges. ▪ The warrior gains no bionik bitz and must roll once on the Serious Injuries Table. ▪ The Ork suffers no ill effects from the serjery. except that he finds it rather hard to breathe sometimes. 3 Fuel Injection Implant: The Dok has fitted a refillable cylinder of fungus fuel.recovering. The warrior can simply turn on the tap and allow a steady flow of fungus fuel directly into his bloodstream. so roll a D3 to randomly determine which of the other three types of serjery was performed instead. 4 Iron Lung: The warrior’s lungs have been patched up with huge iron plates. 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.. which allows the warrior to let out a jet of noxious gas at will. ▪ At the start of the warrior’s turn you must declare whether he is using the implant or not. The end result of the operation is that it failed. ▪ Any enemy fighting the warrior in close combat suffers a modifier of -1 to their Weapon Skill. ▪ 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. 3 Which Wun Was It? The Dok has forgotten which procedure he was supposed to perform and has done something else. ▪ If he does. 4-6 Job’s a Good ’Un. At the start of each turn that the warrior uses his implant roll a D6. this means the model may only move or run 5” at maximum.. but half way through the operation he got bored and decided to try something different. 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. complete with external tap and valve. into the warrior’s body and connected it to his blood supply. Hurrah! The Dok has successfully completed the serjery.. Dok’s Surprise!! If a Dok’s Surprise is rolled. badly. 5 Fungus Bref Lungs The warrior has been fitted with a fungus fermentation vat to aid his digestion. The character must sit the next battle out. 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.. .. 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.. Typically. his basic Movement and Initiative are increased by +2. Unfortunately the device produces a lot of gas so the Dok has fitted a storage compartment. The one you wanted definitely won’t be the one carried out. If the warrior rolls a 5 or 6 reroll.

Infiltrators may deploy after setup. The Imperials must hold the Orks off at all costs. For this mission. and the Governor’s palace. Neither have any upgrades. ▪ Effect: If an Ork unit within 36" of the Effigy ever rolls a double 1 for any Morale test. The Orks get the opposite table edge. Objectives ▪ Each objective in this war zone counts as 1 VP at the end of the game. For example. paving the way to a greenskin victory. ▪ The command centre grants a unit within 12” the Counter-Attack universal special rule. ▪ When revealed: During deployment. and Orkrates counts as a Painboy for all intents and purposes. the command bunker. The side with the most victory points at the end of the game is the winner. lay an actual stretch of barbed wire to represent the centre line. The Imperials must deploy on the Governor’s side of the table. by drawing an imaginary line through the middle of the short table edges. Deployment ▪ Both sides roll a die and the winner chooses to go first or second. their aura of defiant Orkishness in the air is magnified tenfold. ▪ In order to claim an objective a scoring unit must be within 3” of it at the end of the game. the governor.GOVERNOR’S PALACE The seat of Imperial power is in the Governor’s palace. Governor and Orkrates: ▪ Imperial Forces and Ork forces are granted an additional model representing the Governor and Orkrates respectively. the Gargant. The Ork army gains a bonus Waaagh! that it must use in the following Ork turn. Effigy Governor’s palace 6” 6” Setup ▪ The table is divided lengthways into two halves. 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. or a big pile of lucky dung. The objectives are: Orkrates. Special Rules Green Tide: Ork infantry units may respawn at their table edge once they are destroyed. Should it fall the will of the Imperial fighters will also be broken. this effigy of the ork gods fills nearby orks with great warrior pride. Both sides may deploy 6” from the barbed wire creating the center line. a 6’x4’ table would Gargant Command Bunker . Note that this asset must be represented with suitable model. Effigy of Gork (or possibly Mork) ▪ Be it a totem pole. deploying at the beginning of the Players next Movement Phase. a grotesque idol. have two 6’x2’ halves. The Governor counts as an Officer without a command squad.

Any penetrating hit will cause a huge S6 AP 4 4D6” explosion.G. Unstable Region: The region is particularly unstable. more than 12” away from the center of the table. chemical spills and towering chimneys that spew corrosive fumes into the air. normally a squad moving 6” horizontally may also move 6” vertically. chooses to go first or second.G. Its enormous filtration tanks and processing bays cover hundreds of square miles with twisting pipes. each counting as a single victory point a piece if controlled at the end of the game. Fuel Depot: ▪ The large amount of piled promethium and chemicals is just too good of a target to pass up. rendering the land uninhabitable for hundreds of miles in all directions. Deployment ▪ Both sides roll-off. Squads may only move vertically half of what they moved horizontally (I. Any model ending its move within 6” will be struck and automatically wounded on a D6 roll of 1. Power Conduit: Arcane power arcs through this 3” diameter structure. then the squad may only move 3” vertically. The side that goes first then chooses one of the long table edges to be his own table edge. Armour saves are allowed as normal. On a roll of a 6 the battle field is struck by a ▪ sudden upheaval. The promethium barrels count as an Immobile vehicle with armor 10 all around. 12” Setup ▪ The table is divided into halves. These refineries are vital to the continued resistance of the Imperium and without them the production of arms and ordnance will cease completely. Vehicles take an automatic glancing hit on a 1 or 2. Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I. ▪ Both Sides have 3 stratagems Objectives ▪ The three filtration tanks are the only objectives in this mission. The opposition then deploys in the diagonally opposite quarter.REFINERY BATTLEZONE The vast ore refining facility produces invaluable chemicals and raw materials for the forges and machine shops of the Imperium. earthquakes and subterranean rumbling wracking the wastes. Scoring units that end the game within 3” of a filtration tank can claim the objective. sowing confusion amongst the rank and file. Stratagems). making movement near it extremely dangerous. ▪ At the beginning of each player turn roll a dice. formed by drawing an imaginary line through two corner points. He then deploys his force in one of the two table quarters on his side of the table. and the winner . but if the city is affected by a quake.

They may also reroll the Scatter dice and the dice rolled for scatter distance when deep striking. and rolls of 6 are required to hit with shooting attacks over 12”. ▪ To represent this. ▪ At the end of the game. Reinforcements have been sent not to bolster the lines though. So a 6’x4’ table would have four 3’x2’ quarters ▪ Randomly place 5 guardsmen across the battlefield. formed by drawing two imaginary perpendicular lines through the centre point. ▪ Roll a D6 at the beginning of each player turn. more than 12” away from the center of the table. Every guardsmen left on the table counts as a victory point for the Ork player. At the end of the fifth turn. they are also skilled at leaving the battlefield quickly once their objectives have been fullfilled. ▪ He may do so by getting a scoring unit into base to base contact. He then deploys his force in one of the two table quarters on his side of the table. On Time. the model then acting as an Independent character from that point. the Imperial player can choose to end the game before it would normally finish. These models remain stationary and cannot be targeted by the Ork player. all movement that game turn counts as being over difficult terrain. The side that goes first then chooses one of the long table edges to be his own table edge. Setup ▪ The table is divided into four quarters. every guardsmen rescued in this way counts as a single victory point.HIGHWAY BATTLEZONE Friendly forces are entrenched against the growing tides of Orks that are assault their positions. Deployment ▪ Both sides roll-off. and the winner chooses to go first or second. 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 opposition then deploys in the diagonally opposite quarter. Objectives ▪ The Imperial player must attempt to ‘rescue’ the guardsmen pinned under fire. They are simply counted as objectives. Move Out: Just as the Imperials are adept at striking like lightning. On a 6. regardless of the firer’s Ballistic Skill. but to retrieve as many soldiers as possible to ferry to where they are needed the most. up to two per table quarter. the Imperial play can choose to carry on playing as normal or to end the game as his troops perform a perfectly executed withdrawal. 12” . On Target: ▪ The Imperial player may re-roll all reserves rolls (even ones they have passed) once per turn. Special Rules Sand Storm: Sandstorms are dangerous and are frequent occurrences in any desert.

He then deploys his force in one of the two table quarters on his side of the table. and the winner chooses to go first or second. So a 6’x4’ table would have four 3’x2’ quarters . Many mobs just send a few Boyz to locate some scrap. ▪ 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. the owner of the target unit chooses the model that takes the damage and resolves a single Strength 8 hit. Deployment ▪ Both sides roll-off. every model on the table gains the preferred enemy universal special rule. more than 12” away from the center of the table. Booby Traps: ▪ Each of the scrap counters have been rigged with a booby trap. and rolls of 6 are required to hit with shooting attacks over 12”. Hopefully. The side that goes first then chooses one of the long table edges to be his own table edge. formed by drawing two imaginary perpendicular lines through the centre point.DESERT BATTLEZONE Looking for scrap is a risky business as rival mobs the desert with the same purpose. every unit in the defeated leader’s army must take a Morale check. who send word to the rest of the mob when they find some. regardless of the firer’s Ballistic Skill. Bitter Enemies The Orks are intent on making off with the prize loot. booby traps only work once. 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. Unlike minefields. 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. AP2. ▪ The Ork player controlling the booby trap may choose to detonate it when an enemy model or unit is within 6” of the marker. 12” Setup ▪ The table is divided into four quarters. so remove the marker once the attack has been made. The opposition then deploys in the diagonally opposite quarter. and take great offense at any who would try to nick their rightful claim to the spoils of war littering the battle field. Should one side’s leader be killed in an assault. On a 6. ▪ Roll a D6 at the beginning of each player turn. all movement that game turn counts as being over difficult terrain. As usual.

but it only scatters D61 feet. the marker scatters in the direction indicated by the small arrow. the shot is ignored. ▪ All models get a 5+ cover save in this warzone due to the thick vegetation. formed by drawing an imaginary line through two corner points. Elite assault units have been mobilized and sent into the thick rain forest to silence the Ork guns once and for all. orbiting Ork ships use their repulsor beams to launch space debris into the swirling battle below. ▪ Super heavies cannot enter this warzone as the ground is too soft to support the weight of the vehicles. if a hit is rolled and the D6 result is a 1. Objectives ▪ The only objective in this warzone is the Ork Big Gunz Battery. but models moving into or out of it count as moving through difficult ground. dangerous for any nonwalker vehicle. If it is still operational at the end of the battle the Orks get 1 victory point. the Meteor has miraculously landed on its intended target. If the scatter takes the marker off the table. If it is destroyed the Imperials get 1 Victory point. Of course. but only roll one D6 for the Scatter. Movement along the river bed is unaffected. some filled with mobs of Ork infantry. Imperial command has been unable to hit the battery from orbit due to a force field protecting the guns on the ground. Setup ▪ The table is divided into halves. Any units may deploy up to 6” from the old rail line. 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. Deployment ▪ The Orks get the table side with the Big Gunz Battery. Infiltrators may deploy after setup. Rok'Em Boyz: At a barked command from the Warboss. The marker scatters a number of feet (not inches!) equal to the result of the D6 roll. The Rok in this warzone was outfitted with an Ork Big Gun Battery. others with squadrons of ork warbuggies and warbikes.JUNGLE BATTLEZONE The Orks have dropped numerous Roks onto the planet. If a hit is rolled. Imperials deploy on the opposite table edge. ▪ 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. ▪ When revealed: in the Shooting phase of one of your turns. Good shot! Any model hit by one of these markers takes a destroyer hit. Special Rules Rain forest: ▪ Battlefield is considered difficult ground for all Infantry. Each side rolls a die with the highest choosing to deploy first or last and may set up first or last accordingly. 6” 6” Big Gunz Battery . ▪ Place D3 10" blast markers anywhere on the board. Dried River Bed: ▪ A shallow channel placed so that it enters the table at one edge and exits at another. Infantry in the channel receive cover from shooting from outside. Determine the point of impact for each blast marker. and vehicles count as being hull down to shots from outside the channel.

Special Rules Sentries: ▪ The defender has 10 guardsmen which act as sentries. Important Notes: ▪ Note that all the other defending models with an Initiative value count as sentries for purposes of sounding 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. 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. ▪ If the alarm is raised during the defender’s turn they begin a game turn immediately. It is defended on both sides by heavily fortified bunkers and vehicle traps. ▪ Sentries do not have any Squad Coherency rules and operate independently. they finish it normally. ▪ If the alarm is raised during the attacker’s turn. Dreadnoughts. Instead they are resting. Weapons Fire: ▪ The alarm is raised if the attacker fires any weapons except sniper rifles. On a 4+ the fighting was heard or the sentry screamed out and the alarm is raised. ▪ 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. If the rolls are tied then the defender moves the sentry. Vehicles: ▪ If the attacker deploys any vehicles or bikes on the table then the sentries will spot them at the end of the turn. Instead. Roll a D6. The player that rolls highest can move the sentry the distance indicated on the dice in any direction. t hey just can’t move. 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. Sounding the Alarm: ▪ At the start of the game. Tanks. leave it lying in position. The defender can move and shoot normally with all their forces in their player turn. the defending forces are not expecting combat. etc. only the sentries will be active to start with ▪ Until the alarm is raised. If a sentry survives being by a sniper rifle he raises the alarm. are all too noisy to avoid detection. ▪ At the start of the sentries’ turn. The roadway of the bridge is buckled and twisted. If another sentry approaches within his Initiative distance of a dead sentry then he will find the body and raise the alarm. eating. bikes. armored personal carriers.LAND BRIDGE BATTLEZONE The entire length of the vast land bridge that links the island with the ash wastes is defended by armored bastions. Bodies: ▪ If a sentry is killed do not remove the model. all sentries are removed and take no further part in the game. ▪ After raising the alarm. guns and defense emplacements strong enough to hold off all but the most overwhelming enemies. both players roll a dice for each sentry model (or marker). Because of this. and servicing equipment. If the sentry is killed in close combat then the noise of the fighting may raise the alarm anyway. littered with burnt-out wreckage of Ork buggies and wartrukks. The ash wastes side has seen heavy fighting when the Ork rok landed and smashed these defenses in their assault on the island. talking about the girls/bug I eyed monsters back home and so on.

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. Deployment ▪ Both sides roll-off. Each bunker. ▪ The Defender must include at least one bunker. or Heavy Support units in his deployment zone. Setup ▪ The defender may set up fortifications. and the winner chooses to go first or second. ▪ Razor wire counts as difficult ground for all non-vehicle models. as shown on the map. ▪ The defender positions his sentries. Objectives ▪ Victory is determined by kill points and by control of the bunkers placed on the table. In this scenario the defender may place obstacles. but broadly they represent cover for the Defender. Tank traps do not affect infantry movement. ▪ The Defender places his obstacles. ▪ The Attacker (Orks) gets first turn. He must include at least one bunker. treat tank traps as impassable ground. The Defender may set up as many ▪ fortifications as he likes. The side with the most kill points at the end of the game earns 1 victory point. ▪ The attacker’s units must be able set up at least 18” away from the Defender’s deployment zone. All fortifications must be represented by a suitable model. They may be assaulted by infantry as if they were a stationary vehicle. Tank Traps: ▪ Tank traps also come in 6” long sections. Troops. redoubts. and any penetrating hit destroys the section automatically. makeshift barricades and fortress walls all count as fortifications. ▪ A model in fortifications receives a Cover Saving throw of 3+. If the defender has obstacles then he gets D3+3 sections of razor wire to deploy at the start of the game. they can simply run around or clamber over them. Any units not deployed are in reserves. Glancing hits have no effect. ▪ The Defender deploys any of his HQ. ▪ There are many forms of fortifications. earns 1 victory point a piece. but he must deploy at least one unit. He does not have to deploy them all. anywhere on the table up to 18” away from the defender’s deployment zone. trenches. They have an Armour Value of 10. The defender has obstacles and gets D3+3 sections of tank traps to position at the start of the game. ▪ The defender may position fortifications in his deployment zone. Sandbagged positions. Vehicles can drive over razor wire with no effect. except skimmers. controlled if a scoring unit is within 3” of it at the end of the game. forming the strongpoint.Obstacles: Fortifications are not the only form of defense. Any forces not deployed at the start of the game are held in reserve. ▪ All vehicles. ▪ This is the defender’s deployment zone. ▪ Tank traps may be destroyed by enemy fire. ▪ Mark a 24” square area central to the Defender’s edge of the board. up to 18” from his deployment zone. Razor wire comes in 6” long sections. Attackers Deployment 18” 18” Defenders Deployment 18” . Tank traps will provide cover for infantry.

▪ The Produktion line is worth 10 victory points if destroyed. 2 – Whobb! 3 – Bzzzt! 4 . They may act as normal the turn they come into play.KAN FACTORY BATTLEZONE The kan factory is an industrial marvel. The Produktion line has 3 structure points. Setup ▪ Apocalypse Deployment ▪ Apocalypse Objectives ▪ The enemy is seeking to destroy the Produktion line and as many tellyportas as possible. The unit teleports to the tellyporta of your choice and may assault this turn 1 2-3 4-5 6 The kan factory clanks and whirrs but produces nothing other than a noxious smell. the entire unit must be on the tellyportation plate. The unit teleports one tellyporta to the right. Kans enters play from the kan hatch. or 10 victory points if it remains operational at the end of the game. 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. The unit teleports two tellyportas to the left. Worse still. If Da Big Mek is not in combat. The unit teleports one tellyporta to the left. each tellyporta functional at the end of the game gives the defender 1 victory point. created by the orks to add Killer Kans to the ork hordes at a frightening rate. ▪ Each tellyporta destroyed counts as 1 victory point for the attacker. Any penetrating hits will outright destroy either (The Produktion line needs to lowered to 0 structure points). The Ork unit immediately reappears on the destination tellyportation plate. their physiques are robust enough to withstand the somewhat erratic results! If an Ork unit wants to use a tellyporta. The kan factory produces D6 Killa Kans The kan factory produces D3 Ork Dreadnoughts. roll a D6 and consult the following table: 1 – Fzzcrack! The Ork unit stays in place. including teleportation – an d luckily. Glancing hits have no effect. the Orks may add 1 to either the dice roll on the production line table or the tellyporta table each turn. The kan factory krew is preparing a fresh Stompa for the Waaah! Every second time this result is rolled the Factory produces a Stompa. when the kan factory is going full pelt. ▪ Each tellyporta and the Produktion line counts as an immobile vehicle with an AV of 14 all around.Yoing! 5 – Ssssip! 6 – Zoop! Dreadnoughts and Stompas produced by the factor enter play from the main factory gates. It may not assault in that Assault phase unless it has rolled a ‘Zoop!’ result on the table. It takes D6 S6 hits and is now pinned. The Produktion Line: ▪ Roll on the following table at the beginning of the ork Turn as long as the factory is still operational: . At the end of the Movement phase. 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. Likewise. The unit teleports to the tellyporta of your choice.

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. but will suffer a Stunned Driver result instead. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. On a roll of 6. He . Important Note ▪ This mission does not include the Deep Strike or Infiltrators special rules. Stratagems). Objectives ▪ Both forces are seeking to clear the enemy from this sector. either to push the invaders out of the city or alternatively to finally crush any resistance. The side that goes first then chooses one of the long table edges to be his own table edge. the unit or terrain piece is hit. the attacker rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the table top. Buildings and ruins are not affected by the Preliminary. This is achieved through occupying city ruins. The opportunity has arisen for one army to strike a decisive blow.G. and the winner chooses to go first or second. designed to soften up enemy forces before the assault ▪ After both armies have deployed but before the first turn. nor are any units within. The opposition then deploys in the diagonally opposite quarter. Preliminary Bombardment: The attacker’s final offensive is preceded by a thunderous artillery barrage. and may move off to do so in more city ruins. the unit doing so ‘plants the flag’ in that city ruin. Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I. then deploys his force in one of the two table quarters on his side of the table. ▪ Vehicles in a squadron are rolled for individually. ▪ A squad takes D6 S5 AP4 hits that cause pinning. So a 6’x4’ table would have four 3’x2’ quarters 12” Deployment ▪ Both sides roll-off. When a city ruin is occupied. ▪ Units that start the game in reserve will not be hit by a Preliminary Bombardment. these abilities may be used by picking stratagems. Instead. at which point it plants its own flag instead. formed by drawing two imaginary perpendicular lines through the centre point. more than 12” away from the center of the table. Vehicles struck do not take damage. ▪ Both Sides have 3 stratagems. Setup ▪ The table is divided into four quarters. The ‘Flag’ remains until an enemy scoring unit occupies the ruin.

the defender is trying to prevent this. ▪ The defender has the first turn. all models in the shrine fight in the combat with their full number of attacks. ▪ The attacker then splits his entire army into two forces of roughly equal points value. 12” The Shrine 12” . None of the attacker’s units may deploy within 18” of any of the defender’s units. Stratagems). Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I. Such a desecration cannot be allowed and the Imperium must spare no effort in defending it. No models count as charging or as being in cover. and one HQ choice inside the shrine. The remainder of his army is placed in reserve. Each force must include whole units and units may not be split between forces. Important Note ▪ This mission does not include the Deep Strike or Infiltrators special rules. Deployment ▪ The defender (imperials) sets up one Troops choice and one Heavy Support choice anywhere within 12” of the shrine. If only one player has models within the shrine at the end of the game. 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. no matter how far away they are from the enemy. The shrine should be roughly 6”x6”. ▪ If both players have models in the shrine then a special round of close combat is fought to decide who contols it. Objectives ▪ The attacker is attempting to capture the shrine. these abilities may be used by picking stratagems.SACRED GROUND BATTLEZONE The shrine of an Imperial saint is in danger of being defiled by a surprise attack from the orks.G. ▪ During this special round of close combat. 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. then that player is the winner and earns 5 victory points. If one side is wiped out then the opposing side captures the building and wins the game. Instead.

or they patch into existing conduits found amidst the ruins. Stratagems). . Ammunition Store: Creates of ammunition are stacked within the building. Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I. ▪ 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. or to overcharge laser-based weaponry. ▪ A single unit within the city ruin may reroll any failed To wound rolls. designed to provide a means of monitoring the local populace by the Adeptus Arbites. These may be used by troops equipped with flame weapons. If the Imperial position cannot be destroyed it will be impossible to advance further. The following rules below apply to the objectives chosen by the Imperial player. An imperial unit within 6” of the city ruin may add 1 to the Strength of any template weapons. Fortified Position: Although the ruined cityscape affords plenty of hard cover. ready to be distributed to nearby warriors.IMPERIAL OPERATIONS BASE BATTLEZONE The Imperium has fortified a vitally strategic position. A unit with ready access to such a stash is able to fire with wanton abandon. Power Generator: The Imperium provide their forces with prefabricated power sources. ▪ The observation point grants a unit within 12” the Night Vision/Acute Senses universal special rule.G. These are used to drive autoloaders and power feeds to their maximum capacity. ▪ The ammunition store is used in the Imperial player’s Shooting Phase. allowing all types of weapons to sustain a prodigious rate of fire. Observation Post: Warriors might tap into security observation networks or servitors built into wall points. From these impressive fortifications the imperials have been launching devastating raids and cutting off supply lines to their enemies. who connect these straight to the pipelines and unleash a torrent of high pressure. 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. ▪ Sacred ground grants a unit within the city ruin the Stubborn universal special rule. to extensive works of sandbags and armour plating. ▪ The power generator is used in the Imperial player’s Shooting phase. ▪ A unit within the city ruin may re-roll any failed to hit rolls. searing chemical death upon their foes. Sacred Ground: The imperial side has marked an area as particularly significant. relaxing the discipline and unleashing a withering hail of bullets at their enemy. ▪ The command centre grants a unit within 12” the Counter-Attack universal special rule. the Imperials have seen it fit to take the opportunity to fortify the buildings in the areas they control. ▪ 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. be it a temple of the Ecclesiarchy or a make shift graveyard for friends lost throughout the campaign. Such fortifications vary from simple flak board panels nailed over windows.

and more than 12" away from any other objective marker. ▪ To place a stikkbomb the unit must spend an entire turn in base contact with an objective marker. Setup ▪ The table is divided into halves. healing balms and other stores useful for patching up wounded warriors sufficiently for them to get back into action. these abilities may be used by picking stratagems. Imperial barricades. ▪ 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. At the end of the game roll a D6. stim dispensers. at the beginning of its next Movement phase. Provided the unit does not shoot. ▪ 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. the attackers win and earn 10 victory points. the charge is primed and set. If the number rolled is equally to or less than the number of stikkbombz successfully placed. any tech priest model within 12" of the research post rolls two dice when making a Repair roll and picks the highest result Deployment ▪ Each side rolls a die with the highest choosing to go first or last and may set up first or last accordingly. ▪ The Imperial player then selects one board edge as his own . 6” 6” . auto-med systems. run.Medicae Facility: The building contains medical supplies. 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. formed by drawing an imaginary line through two corner points. which can be used by the tech priests adjoined to the crusade fleet to facilitate and aid in battlefield repairs. The opposing player uses the other board edge. If the squad is wiped out or is forced to fall back then the charge is not set. ▪ The medicae facility grants a unit within the city ruin the Feel No Pain universal special rule. Any units that are not deployed are placed in reserve. ▪ The Imperial player then places 5 objective markers anywhere on the table more than 12" away from any table edge. fuel drums and so on can be placed anywhere that is more than 12" from a table edge. ▪ Both sides have 3 stratagems. ▪ Any damaged imperial vehicle within 12" of the research post is treated as being in base contact with a tech priest. Any units may deploy up to 6” from the centre line. Furthermore. Important Note ▪ This mission does not include the Deep Strike or Infiltrators special rules. but none can be setup within 12" of a board edge. Any other result is a victory for the Imperials worth 10 victory points.this will be the edge any of his reserves arrive. ▪ Every scoring unit has in its possession super stikkbombz. Objectives ▪ Only the complete destruction of the Imperial fortifications will achieve victory as every Imperium uses it as a staging post. ▪ The Imperial player may then deploy any of his units on the table. charge or go to ground. Instead.

the ork hulk is littered with sections with no life support capacities and filled with vacuums. bikes. Because of this. Any such movement that ends within area terrain will result in a dangerous terrain test. With the strength of numbers. both players roll a dice for each sentry model (or marker). for even glancing strikes may puncture airtight suits and cause explosive decompression before self-repair systems can contain the damage. armored personal carriers. Weapons Fire: ▪ The alarm is raised if the attacker fires any weapons except sniper rifles. beaten. etc. each must consist of at least 30% of the total army points value. Sounding the Alarm: ▪ At the start of the game. his mission to sneak through enemy lines and destroy the core of an ork controlled space hulk. only the sentries will be active to start with ▪ Until the alarm is raised. ▪ At the start of the sentries’ turn. Breached Walls: War-torn. If the rolls are tied then the defender moves the sentry. Sentries: ▪ The defender has 10 guardsmen which act as sentries. All attacks. and servicing equipment. are all too noisy to avoid detection. for while troops may be able to leap great distances. but if a double is rolled. ▪ Sentries do not have any Squad Coherency rules and operate independently. and ramshackle in nature. ▪ The owning player splits his army into two separate forces. or become entangled in dense terrain. 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. talking about the girls/bug I eyed monsters back home and so on. ▪ 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). if not skill. every model in the unit must make a dangerous terrain test. ▪ Combat in a vacuum is a lethal affair. limiting the green skins ability to drop troops and munitions to the surface below.SPACE HULK BATTLEZONE The Imperium has engaged on a surprise raid deep in enemy territory. Infantry models may move over terrain in the same manner as jump infantry (though they are still limited to 6” of movement). Special Rules Divided Force: Imperial forces have launched countless boarding vessels in hopes to take down the space hulk. the defending forces are not expecting combat. Dreadnoughts. Models that run must roll an additional D6 and pick the highest result. Vehicles: ▪ If the attacker deploys any vehicles or bikes on the table then the sentries will spot them at the end of the turn. Low gravity: ▪ Fighting in a low gravity environment is a dangerous undertaking. The player that rolls highest can move the sentry the distance indicated on the dice in any direction. Tanks. If a . eating. Instead they are resting. A dice is then rolled to determine which force is the active force and which is the passive force. use the Rending rule. Models with more than 1 Wound on their profile lose not one but D3 Wounds when they suffer an unsaved wound. they can easily wound themselves on landing. sentries move as described above and none of the defender’s other unit may move or fire. both shooting and close combat. 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. the mission will be fruitful.

Boom! The attacker wins if he destroys his objective. The attacker gets the first turn. the attacker may move two pieces of his choice. 6’x4’ being ideal Reserves ▪ The attacker’s reserves enter normally. ▪ The table is set up in a mutually agreeable manner. as indicated on the map (roll a D6). To place a demo charge successfully. ▪ If the alarm is raised during the attacker’s turn. earning 5 victory points. they finish it normally. placed. anywhere on the table more than 12” from a defending model. Otherwise the defender wins earning 5 victory points. 2-5 Objective 12” Deployment ▪ The Imperials are the attackers and the other player will be the defender.sentry survives being by a sniper rifle he raises the alarm. If the sentry is killed in close combat then the noise of the fighting may raise the alarm anyway. ▪ After raising the alarm. 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. leave it lying in position. The objective cannot be destroyed by firing at it. If another sentry approaches within his Initiative distance of a dead sentry then he will find the body and raise the alarm. and choose which of the short board edges will be his table edge. Bodies: ▪ If a sentry is killed do not remove the model. At this point the charge is set and the objective is destroyed. Roll a D6. ▪ The defender’s reserves enter from a random board edge. ▪ 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. Only begin rolling for the Defender’s reserves after the alarm has been raised. the model must assault the objective in its Assault phase and remain in contact until the end of its next Assault phase. Close Combat: ▪ A sentry that is attacked in close combat will raise the alarm if he survives to the end of the turn. On a 4+ the fighting was heard or the sentry screamed out and the alarm is raised. The defender can move and shoot normally with all their forces in their player turn. t hey just can’t move. ▪ This scenario is best played on a rectangular table. all sentries are removed and take no further part in the game. only by non-vehicle models placing demo charges. Objectives For this raid. ▪ If the alarm is raised during the defender’s turn they begin a game turn immediately. 1 Setup ▪ Place the plasma reactor at the center of the table. Instead. Important Notes: ▪ Note that all the other defending models with an Initiative value count as sentries for purposes of sounding the alarm. Any non-infantry models in the attacker’s army must be held in reserve. but after all terrain is 6 . all the attacking forces have been issued with demo charges to destroy the objective and complete their mission.

On a roll of a 6 the battle field is struck by a sudden upheaval. ▪ The chem. the war will be lost. then the squad may only move 3” vertically.G.-fog covers the entire battlefield. The opposition then deploys in the diagonally opposite quarter. Any units pinned in this way suffer D3 automatic wounds. the character and his unit are worth 1 kill points each. formed by drawing an imaginary line through two corner points. Whichever side has the most kill points receives a single victory point. and the winner chooses to go first or second. each player receives 1 ‘kill point’ for each enemy unit that has been completely destroyed. continually blanketed in impenetrable clouds of ash and smoke.ORE MINE BATTLEZONE This drift mine provides many of the raw materials required to continue the war effort. more than 12” away from the center of the table. . Use the Night Fighting rules. 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. Cave-in: At the beginning of each player turn in which an upheaval occurs. ▪ At the beginning of each player turn roll a dice. Setup ▪ The table is divided into halves. ▪ Both Sides have 3 stratagems Objectives ▪ At the end of the game.G. Stratagems). ▪ If a character has a retinue. concealing the movements of the enemy from view. earthquakes and subterranean rumbling wracking the wastes. Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I. and the battle is fought normally. Unstable Region: The region is particularly unstable. Deployment ▪ Both sides roll-off. On a 6. the game is a tactical draw. sowing confusion amongst the rank and file. the fog dissipates. normally a squad moving 6” horizontally may also move 6” vertically. At the beginning of each player’s turn roll a dice. If the players have the same total. but if the city is affected by a quake. all units must test for pinning as the very caverns around them begin to crumble. ▪ Squads may only move vertically half of what they moved horizontally (I. Chem-Fog: Clouds of toxic fumes have spread throughout the caverns. ▪ The player with the highest total of kill points wins. The vast mine has cut deep into the planet and has created a highly toxic environment. He then deploys his force in one of the two table quarters on his side of the table. The side that goes first then chooses one of the long table edges to be his own table edge.

but do not have to set up on the road itself. 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. Each vehicle must be within 6” of another vehicle in the formation. stretching forward from the first Chimera that was placed. and were not declared to be in reserve during deployment. ▪ During game Turn 1 the Night Fighting mission special rule is in effect. 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. Troops and HQ units that can infiltrate can do so. as long as at the end of deployment 5-6 . 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. 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 defender deploys a single Chimera. Setup ▪ A road is placed at the center of the table starting from one short edge of the table to the other. This Chimera is in addition to the defender’s army and does not cost any additional points. 24” Supply Chimera 3-4 1-2 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’). Special Rules Convoy: The Chimera convoy in the supply column is filled with vital supplies. All remaining Imperial Guard units must be setup within 24” of the point where the road enters the table.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. Lastly. and because of this. Any other result is a draw. but must position his units more than 18” from enemy units. and must set up the supply column first. ▪ 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. the player still has a maximum of one HQ and two Troops units on the table. ▪ A victory for either side earns 4 victory points. All units that were not deployed. players make any scout moves. ▪ The Imperial player must set up first. The other vehicles in the formation must beset along the road. and is not allowed to leave the road. 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). Because of this the additional Chimera (see below) may not transport any units.

All units that were not deployed. Each vehicle must be within 6” of another vehicle in the formation. 24” Supply Chimera 3-4 1-2 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’). fastmoving. Lastly. players make any scout moves. the player still has a maximum of one HQ and two Troops units on the table. 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. instead of shooting. as long as at the end of deployment 5-6 . and must set up the supply column first. Because of this the additional trukk (see below) may not transport any units. 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. ▪ The defender deploys a single trukk. Even the huge armies fighting found it impossible to adequately patrol such vast distances. but do not have to set up on the road itself. and were not declared to be in reserve during deployment. All remaining Ork units must be setup within 24” of the point where the road enters the table. ▪ The Ork player must set up first. ▪ The defender the deploys all his forces along the road. Objectives ▪ The Imperial player wins the game by destroying all of the trukks in the supply column before the end of Turn 5. Troops and HQ units that can infiltrate can do so. The other vehicles in the formation must beset along the road. Oops. 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). and because of this. 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. stretching forward from the first trukk that was placed. 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. This trukk is in addition to the defender’s army and does not cost any additional points. Special Rules Convoy: The Wartrukk convoy in the supply column is filled with vital supplies. ▪ During game Turn 1 the Night Fighting mission special rule is in effect. ▪ Start the game! The attacker starts the game Turn 1 with his first player turn. Any other result is a draw. Setup ▪ A road is placed at the center of the table starting from one short edge of the table to the other. ▪ A victory for either side earns 4 victory points.KONVOY BATTLEZONE The frontline between the two armies are thousands of kilometers long. and is not allowed to leave the road. but must position his units more than 18” from enemy units. da wheels slipped: Once per turn.

▪ The player with the highest total of kill points wins. re-equipping. the character and his unit are worth 1 kill points each. the game is a tactical draw. His forced needed completely resupplying. Objectives ▪ At the end of the game. After the costly first offensive had stalled. 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). and a second Impery Navy fight wing would be transferred to support his ground troops. If the players have the same total. These models act as independent characters but for all intents and purposes are otherwise treated as Imperial Guardsmen armed with laspistols. Flyers beware! ▪At the beginning of one of the enemy Movement Phases. but it will suffer three strength 8. the supreme commander has put all future offensive operations on hold. ▪ The affected flyer may choose to force its way through the anti-aircraft fire and ignore the effect described above.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. He then deploys his force in one of the two table quarters on his side of the table. The model must immediately Disengage (or may not enter the table this turn if it is still in strategic reserve). If a pilot manages to reach an aircraft. Whichever side has the most kill points receives a single victory point. ▪ The Ork player MUST field at least one fighta or fight-bomma for this mission. and the winner chooses to go first or second. ▪ If a character has a retinue. 12” . 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. more than 12” away from the center of the table. treating the aircraft as having entered play the previous turn. AP3 hits (on Side armour. Setup ▪ The table is divided into four quarters. pick one enemy flyer. So a 6’x4’ table would have four 3’x2’ quarters. if applicable) as it flies through the flak. The opposition then deploys in the diagonally opposite quarter. ▪ Both Sides have 3 stratagems. formed by drawing two imaginary perpendicular lines through the centre point. Deployment ▪ Both sides roll-off. protecting your ground-based troops and vehicles from aerial attack. The side that goes first then chooses one of the long table edges to be his own table edge. each player receives 1 ‘kill point’ for each enemy unit that has been completely destroyed. Long Range ACk-ACK: The imperial anti-aircraft guns have range enough to command the entire battlefield. (moving the Imperial Guard frontline about three miles at it’s furthest penetration).

▪ A single unit within the power plant may re-roll any failed To Wound rolls. All other Defender unit types come in as Reserves. as long as they are at least 18” away from the nearest Defenders and the power plant. 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. Setup ▪ Terrain is placed to Omega level standards. ▪ The Imperium is the defenders in this mission. Stratagems). within 12” of that edge. Vehicles take an automatic glancing hit on a 1 or 2. The Infiltrators may deploy anywhere on the battlefield. Armour saves are allowed as normal. Deployment ▪ The defending player places the power plant building near the centre of the western table edge. Any model ending its move within 6” will be struck and automatically wounded on a D6 roll of 1. Power Plant . 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. making movement near it extremely dangerous.G. or to overcharge laser-based weaponry allowing all types of weapons to sustain a prodigious rate of fire. Objectives ▪ The player who controls the power plant at the end of the game wins the battle and earns 4 victory points. ▪ The Attacking player deploys any Troops capable of Infiltrating after the Defender has set up his forces.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. ▪ The Defending player deploys any of his Troops and HQ units within 12” of the power plant. ▪ Any other outcome is victory for the Defenders (their reinforcements arrive before the Orks can finish their mission). ▪ The power plant is used in the owning player’s Shooting phase. ▪ 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. Power Conduit: Arcane power arcs through this 3” diameter structure. Within an hour more than half of the city was overrun.

He then deploys his force in one of the two table quarters on his side of the table. ▪ The landing pad can only be controlled by non-vehicle/non-independent character models. 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). The opposition then deploys in the diagonally opposite quarter. 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. and the winner chooses to go first or second. Fuel Depot . more than 12” away from the center of the table. and battle erupts as they converge upon it. Each side is determined to capture the building once and for all. The side that goes first then chooses one of the long table edges to be his own table edge. Any penetrating hit will cause a huge S6 AP 4 4D6” explosion. ▪ Both Sides have 3 stratagems. Control of the spaceport facilities may be the Linchpin of the Entire war. So a 6’x4’ table would have four 3’x2’ quarters 12” Deployment ▪ Both sides roll-off.G. The promethium barrels count as an Immobile vehicle with armor 10 all around.SPACEPORT BATTLEZONE The true victory will be taken by the one who controls the skies. Spaceport Setup ▪ The table is divided into four quarters. formed by drawing two imaginary perpendicular lines through the centre point. 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. Objectives ▪ The only objective in this battle zone is the main landing pad. ▪ The main landing pad counts as 1 victory point at the end of the battle. Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I. Stratagems).

The opposing side must try to prevent them slipping away. Any penetrating hit on the bridge will inflict 1 structure of damage to it. Alternatively. Deployment ▪ Decide which player is to be the attacker and which the defender. The Bridge 6” The Pit 6” Setup The table is divided lengthways into two halves.HIGHWAY BATTLEZONE The attacker’s forces have been cut off and surrounded. Opposing player gets the victory points for destroying war machines. and an exit point on the defender’s table edge. The bridge counts as 1 victory point. Rather than stay and fight they decide to break out before the defender can tighten the noose. Highway: ▪ The highway will grant all units traveling on it a bonus 6” to movement. He may leave any units he wishes in reserves. skimmers. ▪ Smashed vehicles and other obstacles on the road count as armor 10 wreckage. All super heavy vehicles count as an objective in this battle zone. make a strategy roll-off with the winner decided whether to attack or defend. For example. Bridge Too Far: ▪ The Bridge is a static terrain piece with an all around armor of 12. They provide a 4+ cover save and may be rammed out of the way by other vehicles.G. Stratagems). by drawing an imaginary line through the middle of the short table edges. up to 6” in. 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. jump infantry. Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I. The Pit: ▪ The chasm is impassable terrain for all but jump infantry. and flyers. Objectives ▪ The Bridge counts as an objective if it is not destroyed. a 6’x4’ table would have two 6’x2’ halves. ▪ Super Heavies with a Foot Print over 18” treat the pit as dangerous terrain. ▪ The defender chooses a long table edge. All Fast Attack and Elites are held in reserves. The road to victory is always fraught with peril. If they fail the dangerous terrain roll they must halt at the edge of the pit and can move no further. ▪ The defender sets up their entire army along their table edge. The attacker’s table edge is the opposite edge. ▪ The Attacker receives an additional victory point if half or more of his forces escape via the exit point. or flyers. 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. Super Heavies are just too big to make use of this rule. ▪ The attacker gets the first turn. Any units caught on the bridge are considered destroyed unless they are skimmers. Every super heavy war machine counts as 1 victory point. If they pass the roll they can pass over the chasm. It counts as controlled if one side has more points on it or within 6” of it at the end of the game. . ▪ The attacker declares an entry point along his table edge. Once the bridge has taken 3 such hits it is destroyed and removed from play.

In any other event. he has more scoring units with 12” of the attacker’s table edge than are further away from it earning 2 victory points. moving as infantry. agreeable manner. In addition to these markers. markers are removed and the unit they represent set up. Defenders Deployment Deployment ▪ Decide which player is conducting the ambush. At least one of the ambushing models must replace the marker. The target must push through the ambush and reach safety. the attacker wins and earns 2 victory points. the attacker gets D3+3 ‘dummy markers’. The opposite table edge belongs to the defender. Hidden Set-up: ▪ For each Infantry unit starting the game in ambush. it is removed if a dummy or the unit placed if it is not a dummy. representing the ambushing units sneaking around. Any non-infantry models in the attacker’s army must be held in reserve. Detecting Ambushers: ▪ Whenever a defending unit wishes to fire on or assault a marker. and choose which of the short board edges will be his table edge. and if the marker is within the distance rolled. anywhere on the table more than 12” from a defending model. Objectives ▪ The objective of this battle zone is to catch the foe unawares and destroy them utterly. but after all terrain is placed. until they are revealed as described below. at the end of the game. the attacker may move two pieces of his choice. ▪ 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. a 6’x4’ table would have two 6’x2’ halves. Ambushers Shooting or Assaulting: ▪ Should the ambushing unit shoot or launch an assault. This scenario is best played on a rectangular table. Hidden Movement: ▪ Markers may move around the table. It is these markers. The defender must fight his way clear or be destroyed! Setup ▪ The table is divided lengthways into two halves. you must first test to see if the unit can detect the ambushers. he will be attacker and the other player will be the defender. For example. an attacker launches a deadly ambush. Markers are subject to the slow and purposeful universal special rule. The defender wins if. The attacker gets the first turn. Make a night fighting roll.FOREST BATTLEZONE As a convoy passes through the dense forest. with the rest in unit coherency and further away from the spotting enemy than the marker. rather than the units they represent that are deployed at the start of the game. by drawing an imaginary line through the middle of the short table edges. 6’x4’ being ideal ▪ The table is set up in a mutually Attackers Deployment . the attacker gets a single ‘ambush marker’.

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.

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.

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

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+.

At least one of the ambushing models must replace the marker. until they are revealed as described below. anywhere on the table more than 12” from a defending model. Markers are subject to the slow and purposeful universal special rule. The opposite table edge belongs to the defender. representing the ambushing units sneaking around. and choose which of the short board edges will be his table edge. Make a night fighting roll. it is removed if a dummy or the unit placed if it is not a dummy. Detecting Ambushers: ▪ Whenever a defending unit wishes to fire on or assault a marker. markers are removed and the unit they represent set up. and if the marker is within the distance rolled. The attacker gets the first turn. ▪ 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. Ambushers Shooting or Assaulting: ▪ Should the ambushing unit shoot or launch an assault. This scenario is best played on a rectangular table.Hidden Set-up: ▪ For each Infantry unit starting the game in ambush. Every scoring unit that fails to make it to the line or is destroyed earns the attacker 1 victory point. 6’x4’ being ideal ▪ The table is set up in a mutually agreeable manner. Defenders Deployment Attackers Deployment Deployment ▪ Decide which player is conducting the ambush. you must first test to see if the unit can detect the ambushers. 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. Hidden Movement: ▪ Markers may move around the table. . rather than the units they represent that are deployed at the start of the game. moving as infantry. It is these markers. the attacker may move two pieces of his choice. with the rest in unit coherency and further away from the spotting enemy than the marker. In addition to these markers. ▪ Every scoring unit to make it across the battle field earns 1 victory point to the defender. Any non-infantry models in the attacker’s army must be held in reserve. but after all terrain is placed. the attacker gets a single ‘ambush marker’. the attacker gets D3+3 ‘dummy markers’. he will be attacker and the other player will be the defender.

or will the enemy vehicle score a kill? Special Rules Engine Trouble: ▪ The Defender's highest points cost vehicle begins the game Immobilized. including any Immobilized results inflicted by the Attacker's forces during the scenario. a vital tank has broken down in enemy territory. scanners detect an enemy tank patrol approaching. the Defender's vehicle is repaired on a 4+.now. at the beginning of Turn 4. On a 6. If the vehicle is not repaired. On the result of a 5+. and so on. searing chemical death upon their foes. but the Immobilized vehicle may not be less than 4" from any table edge. The Defender then deploys his forces in his Deployment Zone. ▪ The Attacker deploys his forces in his Deployment Zone. Alternatively.DESERT BATTLEZONE For a variety of technical reasons. 18” Defenders Deployment 18” Setup ▪ Only vehicles may be selected for this scenario. Otherwise. who connect these straight to the pipelines and unleash a torrent of high pressure. continue to roll a D6 at the beginning of each successive Defender turn but lower the result needed for repair each time. at the beginning of Turn 3. The crew desperately sends out a signal for assistance . he has earned the victory. Will the tank be repaired in time to escape the fire zone. The attacker gets the first turn. ▪ A unit within 6” of the fuel dump may add 1 to the Strength of any template weapon. ▪ Any Immobilized result will be repaired by this roll. The attacker’s table edge is the opposite edge. Objectives ▪ If the Defender can move the vehicle with Engine Trouble off the table via the long table edge opposite from his Deployment Zone. an artillery barrage is inbound to cover the repaired tank's expected retreat. the vehicle is repaired on a 3+. all movement that game turn counts as being over difficult terrain. Thus. Deployment ▪ Decide which player is to be the attacker and which the defender. the vehicle has been repaired and may now move normally. At the beginning of the Defender's 2nd turn. Transports may be selected without the troops normally required Fuel Dump Attackers Deployment . Sand Storm: Sandstorms are dangerous and are frequent occurrences in any desert. These may be used by trooped equipped with flame weapons. make a strategy roll-off with the winner decided whether to attack or defend. ▪ Roll a D6 at the beginning of each player turn. ▪ The defender chooses a short table edge. 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. roll a D6. regardless of the firer’s Ballistic Skill. the Attacker wins earning 1 victory point. and rolls of 6 are required to hit with shooting attacks over 12”. While the crew feverishly works to fix the problem.

skimmers and Dethkoptas may be used in this scenario. Each side rolls a die with the highest choosing to deploy first or last and may set up first or last accordingly. Vehicles struck do not take damage. formed by drawing an imaginary line through two corner points. ▪ Vehicles in a squadron are rolled for individually. Special Rules Fliers Only: Only Ork fliers. Deployment ▪ Imperials deploy on any corner. nor are any units within. crude Ork Fighta-Bommerz was hurtling up the valley to try and bomb the vital bridges into oblivion. The Orks get the table edge opposing. On a roll of 6. 6” Bridges . Within hours. the Ork player rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the table top. Fighta-bomma Raid: The attacker’s offensive is preceded by a thunderous fighta-bomma raid. the unit or terrain piece is hit. 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. Objectives ▪ The only objective of this mission is for the Orks to destroy the two bridges. their choice of table edge. ▪ A squad takes D6 S5 AP4 hits that cause pinning. 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. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. Any units may deploy up to 6” away from the center line Infiltrators may deploy after setup. designed to soften up enemy forces before the assault ▪ After both armies have deployed but before the first turn. but must include at least one Hydra. Buildings and ruins are not affected by the Preliminary. ▪ Units that start the game in reserve will not be hit by a Preliminary Bombardment.SULPHUR RIVER BATTLEZONE The battle has now spilled into the thousand mile-long valley. If it is destroyed the Orks get 1 Victory point. 6” Setup ▪ The table is divided into halves. Imperial forces are not restricted. but will suffer a Stunned Driver result instead.

the unit or terrain piece is hit. ▪ Starting with the player that scored the lowest. ▪ A squad takes D6 S5 AP4 hits that cause pinning. ▪ Units that start the game in reserve will not be hit by a Preliminary Bombardment. Deployment ▪ Both players roll a dice. Special Rules City of Death: ▪ The battle zone follows all the normal rules for a Cities of Death battle (I. ▪ Roll a D6. Elites. Fuel Dump: The harbor is host extensive fuel production distribution and storage networks. This military base is heavily fortified and is surrounded on the landward side by deep lines of trenches. 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. ▪ A unit within 6” of the fuel dump may add 1 to the Strength of any template weapon. Fast Attack. Objectives ▪ Each side is attempting to clear the enemy out of nearby buildings. Vehicles struck do not take damage. and to hold them against possible counter-attack. nor are any units within. Fuel Dump 12” Setup ▪ Divide the table into four quarters . Units are deployed in the following order: Troops. but will suffer a Stunned Driver result instead. The other player’s deployment zone is the opposite quarter. Preliminary Bombardment: The attacker’s final offensive is preceded by a thunderous artillery barrage. deploying a unit at a time until both armies are fully deployed.G. The player occupying the most buildings at the end of the game is the winner. ▪ Vehicles in a squadron are rolled for individually. bunkers and artillery. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. searing chemical death upon their foes.HARBOUR BATTLEZONE The Imperial craft that escort the ore-laden gigatanker convoys across the seas are berthed at this harbor. highest score picks which quarter to deploy in. The player with the highest score may choose to go first or second. Stratagems). the Imperial player rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the table top. who connect these straight to the pipelines and unleash a torrent of high pressure. HQ. ▪ Declare the use of stratagems. Heavy Support. Buildings and ruins are not affected by the Preliminary Bombardment. These may be used by trooped equipped with flame weapons. the players take it in turns. designed to soften up enemy forces before the assault ▪ After both armies have deployed but before the first turn. It also benefits from the protection of Imperial aircraft that routinely patrol en guard of enemy actions. On a roll of 6.

the Meteor has miraculously landed on its intended target. orbiting Ork ships use their repulsor beams to launch space debris into the swirling battle below. but it only scatters D61 feet.ORK ROK DROP SITE BATTLEZONE Dozens of Ork Roks have made landings throughout the planet. the attacker rolls a D6 for every enemy unit and terrain piece (excluding buildings and ruins as detailed below) on the table top. Determine the point of impact for each blast marker. ▪ Vehicles in a squadron are rolled for individually. Infiltrators may deploy after setup. Vehicles struck do not take damage. ▪ Units that start the game in reserve will not be hit by a Preliminary Bombardment. Deployment ▪ The Orks get the table side with the Rok. Each side rolls a die with the highest choosing to deploy first or last and may set up first or last accordingly. Good shot! Any model hit by one of these markers takes a destroyer hit. designed to soften up enemy forces before the assault ▪ After both armies have deployed but before the first turn. ▪ When revealed: in the Shooting phase of one of your turns. if a hit is rolled and the D6 result is a 1. ▪ A squad takes D6 S5 AP4 hits that cause pinning. Setup ▪ The table is divided into halves. Imperials deploy on the opposite table edge. but they also contain giant teleporter arrays the Ork Meks use to bring down Gargants. The marker scatters a number of feet (not inches!) equal to the result of the D6 roll. the unit or terrain piece is hit. Any units may deploy up to 6” from the old rail line. On a roll of 6. Objectives ▪ The only objective in this warzone is the ork Rok. If a hit is rolled. but will suffer a Stunned Driver result instead. 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. the shot is ignored. Buildings and ruins are not affected by the Preliminary. Special Rules Rok'Em Boyz: At a barked command from the Warboss. Of course. Not only are these monstrous asteroid fortresses crammed with guns and missiles. If the scatter takes the marker off the table. providing the ork forces with gigantic ready-made citadels. the marker scatters in the direction indicated by the small arrow. If it is destroyed the Imperials get 1 Victory point. nor are any units within. ▪ Place D3 10" blast markers anywhere on the board. formed by drawing an imaginary line through two corner points. Cover saves are allowed if the majority of the unit is within area terrain or behind barricades. Preliminary Bombardment: The attacker’s offensive is preceded by a thunderous artillery barrage. 6” 6” Ork Rok . but only roll one D6 for the Scatter. troops and heavy artillery to the planet’s surface in vast numbers.

While infantry that make this bonus move cannot make an assault. and bring back water to your camp. ▪ 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’. just like units moving in from reserve. by drawing an imaginary line through the middle of the short table edges. ▪ Infantry. Objectives ▪ Both armies are attempting to reach the oasis and gather water for their comrades back at their base. but must position his three units more than 18” from enemy units. a 6’x4’ table would have two 6’x2’ halves. 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. and the winner chooses to go first or second. secure the oasis. and leaves the board back the way they came (that is.OASIS BATTLEZONE The war has gone on longer than you anticipated and water supplies are running perilously low. ▪ Troops and HQ units that can infiltrate. must enter the game in the Movement phase of their first player turn by moving in from their own table edge. vehicles may not. ▪ Start the game! Once deployment has finished. This godsend is too good to pass up – divert forces away from the skirmish. Lastly. equidistant from the two long board edges. Deployment ▪ The players roll-off. gathers water. can do so. ▪ Infiltrators may deploy after setup. His opponent then does the same in the opposite half. This rule cannot be used by troops embarking onto or disembarking from vehicles. ▪ 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. One night. Setup ▪ The table is divided lengthways into two halves. they may fight back normally if assaulted. the player that chose his deployment zone first starts game Turn 1 with his player turn. your scouts report a previously undiscovered water source nearby. Special Rules Desperate Circumstances: Water supplies on each side are so low that the warriors push themselves to reach it. and were not declared to be in reserve during deployment. To gather water. For example. ▪ The Night Fighting mission special rule is in effect for the entire game. ▪ The oasis is placed in the center of the board. cavalry. Oasis . and bike units may gather water this water this way. the unit may move and act as normal. as your main forces are engaging the enemy. ▪ All units that were not deployed. players make any scout moves. Each unit that reaches the oasis. through their deployment zone) before the end of the game gives the owning player 1 victory point per retreating unit. 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. ▪ On their next turn. The player that goes first then chooses one of the long table edges to be his own table edge.

the Black Templars army may not field an Emperor's Champion during this mission. If a model ends its Movement Phase in base contact with the remains (represented by a 40-mm round base). and they appear to be taking unholy interest in carting off his remains. 12” E. the attacking player gets to decide where to place the 40-mm marker in base contact with the model that drops it. it drops the remains. Now. The remains are so cumbersome that the model carrying them may not shoot or fight in close combat until it drops them. After a smattering terrain has been placed in an agreeable fashion. Objectives ▪ The Black Templars and the Defenders are locked in a tug-of-war over the remains of the Emperor's Champion. it has picked up what's left of the Champion. Thus. 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. Move the Remains. 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. his battered remains lie in the midst of the enemy line. Deployment zones are depicted on the map to the right. place the 40-mm marker of the remains in the dead centre of the board.URBAN BATTLEZONE After challenging a leader of the enemy. they achieve a victory worth 3 victory points. and it must maintain coherency if part of a unit. and his armor and weaponry must be retrieved before a new Champion can be chosen. The model may set down the remains at any time (this time. ▪ If the game ends before the remains are off the board. ▪ If the Defenders carry the remains off the opposite table edge. 24” Defenders Deployment Setup Use a 4' x 6' table for this mission. If the model is wounded in any way or is locked in assault. ▪ Both players roll a D6. The player with the highest result may elect to go first or second. the side in possession of them at the end of the last turn earns a victory worth 1 victory points. The model may move D6" while carrying the remains (due to the extra weight).C. they achieve a victory worth 3 victory points. ▪ The Defender deploys first. at which point any other model may pick them up as described above. the controlling player gets to choose where to place the marker on the base). Deployment ▪ The Black Templars (and allies) are the attackers in this mission. even if that army is over 750 points. Special Rules Fallen Champion: The Emperor's Champion has fallen. If the Black Templars recover the remains and carry them off their deployment table edge. When it drops the remains. Remains 24” Attackers Deployment 12” . ▪ The game is a draw if neither side has possession of the remains at the end of the game and earns no victory points.

treating the aircraft as having entered play the previous turn. but the captured proto-forges have been working overtime churning out a ramshackle convoy of Ork vehicles. So a 6’x4’ table would have four 3’x2’ quarters. Flakkacannon Tower: The Ork flakkacannon tower is as deadly as it is inaccurate. The side that goes first then chooses one of the long table edges to be his own table edge. 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. An Ork player may fire D6 flakkacannons in his Shooting phase with the profile below. Flakkacannon 3 Ordnance. He then deploys his force in one of the two table quarters on his side of the table. formed by drawing two imaginary perpendicular lines through the centre point. ▪ The player with the highest total of kill points wins. 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. ▪ Both Sides have 3 stratagems. If the players have the same total. The opposition then deploys in the diagonally opposite quarter. BS Range Str AP Special 60" 9 3 Small Blast.AIRSTRIP BATTLEZONE The true victory will be taken by the one who controls the skies. AA Mount Deployment ▪ Both sides roll-off. 12” . Special Rules Scramble!! Place D3+3 Ork pilot models no closer than 20" to the Ork aircraft (this includes all Ork planes and the Pulsa Rokkit). each player receives 1 ‘kill point’ for each enemy unit that has been completely destroyed. the game is a tactical draw. and the winner chooses to go first or second. Objectives ▪ At the end of the game. more than 12” away from the center of the table. Setup The table is divided into four quarters. If an Ork pilot manages to reach n Ork aircraft. the character and his unit are worth 1 kill points each. These models act as independent characters but for all intents and purposes are otherwise treated as Ork Boyz armed with sluggas and choppas. If a 1 or a 2 is rolled for the number of shots. Whichever side has the most kill points receives a single victory point. Each gun has a Grot inside waiting to take his evil revenge upon all those taller than him. ▪ If a character has a retinue. The Imperial Guard has been tasked with the destruction of the Ork airfields to prevent the Ork’s escape.

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.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. Objectives ▪ The only objective in this battle zone is the Comm Tower. formed by drawing two imaginary perpendicular lines through the centre point. The mines extend 3” from the marker in all directions. Structure Points: 3 Weapons: Defense laser. ▪ The Attacker deploys his forces along any board edge. The recon force must reach the communications bunker in order to upload the vital information it has collected to HQ. ▪ Minefields count as difficult and dangerous terrain. the firebase force may not move out of its defensive perimeter to aid the retreating recon force. Comm Tower 18” Defenders Deployment . Range Unlimited Str 10 AP 1 Special 7” Blast Defense Laser Fire Base Force: ▪ One unit from the defenders army must be nominated the Firebase force. ▪ For each minefield. ▪ The defender may place D3+3 minefields anywhere outside of the attacker’s deployment zone. 2 twin-linked Autocannon with anti-aircraft mounts. and any units that suffer casualties from them must test for pinning. The recon force is now retreating before this unexpected enemy movement. place a small mark. up to 6”. Comm Tower: ▪ The Comm Tower counts as a Defense Laser with the following profile: BS 4 Front 13 Side 13 Rear 13 Setup The table is divided into four quarters. ▪ The Comm Tower can only be controlled by non-vehicle/non-independent character models. One recon group has stumbled across a massive enemy push to outflank your main battle line. the ground before the defender’s position is strewn with deadly mines. ▪ The Comm Tower counts as 3 victory points at the end of the battle. Special Rules Minefields: ▪ In an attempt to slow down the attacker. and as such. winlinked heavy bolter. ▪ The firebase force is under strict orders to hold position and prevent the enemy from breaking past. The Defender then deploys his forces in his Deployment Zone. ▪ The defender deploys in his deployment zone containing the Comm tower. 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. Deployment ▪ The Imperium is the defender for this mission. So a 6’x4’ table would have four 3’x2’ quarters.

assault or use psychic powers until their second turn (although they can fall and will fight normally if assaulted by an enemy). each army finds its encampment under threat. whilst destroying those of their enemies. must be controlled. If the third party wins. shoot. In the same order. so three ways close combat is not possible. Shooting into Close Combat: ▪ In the shooting phase. ▪ Using the same order again. To determine the order in which base camps are placed. Assault may not be launched against ongoing combats involving the warriors of both other armies. you control a marker if there is at least one of your scoring units. with the Imperial side taking control of a small faction of greenskins for this mission. No base Campaign Rule: This game should ideally be played with Orks against each other. In order to win the day. the player that went first in the previous game turn goes last. ▪ The player controlling the most markers wins.000. each player rolls a D6. Those that roll a 4+ can act normally. earning 3 victory points. When it comes to the Assault phase. ▪ Each player must place a marker terrain piece to represent his base camp. only those assault involving the player whose player turn it is are fought. The player that rolls highest places his base camp first. neither side earns any points towards the campaign proper. Each dice that rolls 4+ results in a hit against the target unit. entering play in the normal way. camp may be placed within 18” of the centre of the table. a player may fire into an assault that does not include his own units. . Play goes in order from the player who rolled highest to the lowest. and no enemy units (whether scoring or not). This represents the meeting place. Setup and Deployment ▪ Place a marker or piece of terrain in the exact centre of the table. The Imperium has seen it wise to let this internecine in-fighting continue without interruption. they will have to protect their own camp. Roll another dice for each hit. Units may be kept in reserve. from the point on the table edge closest to their base camp. Having rolled to hit. the in-fighting ensuing might very well drag in whole armies. Three Player rules: ▪ To determine the order of play in game turn 1. each player takes it in turn to deploy their armies. while any other result means the target’s opponents are hit instead. Special Rules Confusion: ▪ The warriors of each army are initially unprepared for the sudden battle. In subsequent game turns. within 12” of their camp marker Models must be placed more than 24” of an enemy.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 unit may not include a transport vehicle. and the camp markers of each army. To do this. In addition. within 3” of it. All units must roll a D6 at the start of their first turn. you will need to determine which of the units engaged in the swirling melee are actually struck. ▪ Play proceeds as it would in a normal game of Warhammer 40. all three players roll off. or within 30” of another base camp. a third party should play. ▪ At the end of the game. ▪ The marker in the centre of the table. Objectives ▪ With the unexpected eruption of violence. with the other two players rolling off for first go. nominate the target unit as normal. each player takes it in turn to place an HQ unit within 6” of the centre of the table. but those that fail this roll cannot move. followed by the other players in order of their die rolls.

King of Scrap: The Imperium are looking to take up commanding fire positions to better assault the production fields. roll on the following table edge to see how it does so: D6 Roll 1-2 3-4 5-6 Wot Happenz Unit enters play on the Ork player's table edge. more than 12” away from the center of the table. or roar onto the battlefield crewing vehicles that the Imperium previously dismissed as little more than piles of rust. the side with the highest elevation wins the game and receivers a single Victory points. So a 6’x4’ table would have four 3’x2’ quarters. The victor of da Scrap in da Scrapyard is the simply the player with the highest elevated model at the end of the game . 12” . building bigger and better idols to stomp all over the forces of the Imperium. Unit enters as if it were Outflanking Unit enters by Deep Strike. Deployment ▪ Both sides roll-off. The side that goes first then chooses one of the long table edges to be his own table edge. formed by drawing two imaginary perpendicular lines through the centre point. that is. The opposition then deploys in the diagonally opposite quarter. Objectives ▪ At the end of the game.SCRAPYARD BATTLEZONE The Ork’s Gargant fields are clanking away at the heart of the war. He then deploys his force in one of the two table quarters on his side of the table. Any Ork unit can be held in Reserve. ▪ Both Sides have 3 stratagems. When that unit enters play. Unless the Imperium can put a spanner in their works.so get climbing! Setup The table is divided into four quarters. Special Rules Da Scrapyard Dogs: The Orks of the Scrapyard have concealed themselves under piles of junk. whereas the Orks just want to feel bigger and more important than their good-fer-nothin mates and da humie scum. and the winner chooses to go first or second.

the Imperial forces are granted a Vindicare assassin for free and must be used. 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. Reports have come in that the enemy is about to launch a massive ground assault against your position. 2 twin-linked Autocannon with anti-aircraft mounts. The Orbital strike continues to fire in each subsequent player turns. As the bunker is strategic to both forces. place D3 Orbital Bombardment templates down anywhere on the battlefield. anywhere not within 18” of an enemy model.COMMS TOWER BATTLEZONE The Ork force is holding a strategic communications bunker from which they are calling in deadly orbital strikes on enemy forces. Range Unlimited Str 10 AP 1 Special 7” Blast ▪ The Imperium is the attacker in this mission. ▪ If the Assassin’s target is killed and the Assassin is still alive at the end of the battle. 18” Defenders Deployment . then the defender earns 1 victory points. Whoever controls the bunker earns 2 Victory Points Defense Laser Orbital Strike: ▪ At the beginning of each turn. ▪ Infiltrators are deployed after all other units have been placed on the t able. The Defender then deploys his forces in his Deployment Zone. Turn D6 1 N/A 2 5+ 3 4+ 4 Auto ▪ When the Orbital Strike fires. ▪ The Attacker deploys his forces along any board edge. ▪ The defender deploys in his deployment zone containing the Comm tower. ▪ If the Assassin has not killed its target by the end of the game. up to 6”. and survive to the end of the battle. Comm Tower: ▪ The Comm Tower counts as a Defense Laser with the following profile: Structure Points: 3 Weapons: Defense laser. neither side is allowed to destroy the bunker. Objectives ▪ The Assassin must eliminate the enemy character with the highest points value (the defender must declare which model it is!). then the attacker earns 1 victory points. the side in control of the communication tower rolls on the following table to see if the scheduled bombardment fires. twin-linked heavy bolter. ▪ The attacker has the first turn. ▪ The side that controls the communications bunker at the end of the game wins. Deployment ▪ The Imperium is the defender for this mission.

Deployment ▪ The defender deploys his force as follows. The artillery unit has its normal stat line. and all his Fast Attack and Elite choices start the game in Reserve. ▪ The attacker resolves a Preliminary Bombardment against the defender. ▪ The defender takes the first turn. ▪ The attacker earns 1 victory point for each objective destroyed. These are the leading forces of the raid already move across no-man’s land. It takes no part in the battle except being a target (i. etc. Each objective counts as a single victory point. defense lines.3. in zones 2. ▪ The defender must place a supply dump in zone 4 (rear area). in which case it moves and shoots as normal. Objectives ▪ The attacker must destroy as many of the objectives as he can. ▪ He may position a single Heavy Support choice in Zone 3 or 4. He must deploy at least one Troops unit in zone 2 and one Troops unit in zone 3. but not in the attacker’s deployment zone. ▪ The defender may place his Obstacles in zones 1 and 2. 1.3 or 4. ▪ Next he positions a single HQ choice in zones 3 or 4 or 5. then an artillery piece is still placed but it is currently unmanned. These are the objectives of the raid. If there is no artillery unit the defender’s army.TRENCH BATTLEZONE The attacker has launched a dawn raid across no-man’s land against the enemy trench lines. No-man’s land 2. These can be trenches. ▪ The rest of the defender’s HQ and Heavy Support. 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. Special Rules Night Fight: ▪ The Night Fighting rules are used on the first game turn. The defender earns 1 Victory point for each objective that remains in play at the end of the game. . including a single bunker. They may be positioned in zones 2. Any of the attacker’s unit not deployed at the start of the game are placed in Reserve. with the aim of quickly breaking through the forward trenches to destroy the artillery positions and supply dumps beyond. numbered 1 to 4.e. it may not move or shoot). dug-outs. ▪ The attacker deploys any of his forces he wishes in his 6” deployment zone in zone 1. The designated artillery unit must be a barrage (guess range) weapon. barricades. and any Glancing or Penetrating hit destroys them They may be assaulted like as if they were stationary vehicles. Front line trenches. and an ammo dump must be placed in zone 3 (second line trenches). The defender may place fortifications. First he deploys all his Troop units. or 4. ▪ The artillery unit can be a unit chosen as part of the defender’s army. ▪ The designated artillery unit is automatically placed in zone 4. Divide the board length-wise into four 18” zones. 3 Second line trenches 4 Rear Area ▪ Place terrain in a mutual agreeable method. The ammunition and the supply dump count as having Armour value 12 all round. An artillery unit must also be placed in zone 4.

roll a D6. If the players have the same total. the game is a tactical draw. and the battle is fought normally. At the beginning of each player’s turn roll a dice. ▪ Each play may place an Ordnance template anywhere on the board at the start of each of their turns. Whichever side has the most kill points receives a single victory point. concealing the movements of the enemy from view. and acidic rain falling from the skies is not an unusual occurrence. Special Rules Acid Rain: The ash wastes are highly polluted. may be affected by the acid rain. ▪ The player with the highest total of kill points wins.ASHWASTES BATTLEZONE Death worlds are planets deemed too dangerous to support widespread human settlements. Models struck by lightning suffer a Strength 5 automatic hit. ▪ The chem.-fog covers the entire battlefield. On a 6. each player receives 1 ‘kill point’ for each enemy unit that has been completely destroyed. the fog dissipates. more than 12” away from the center of the table. Chem-Fog: Clouds of toxic fumes have spread across the ash wastes. The side that goes first then chooses one of the long table edges to be his own table edge. ▪ If a character has a retinue. He then deploys his force in one of the two table quarters on his side of the table. If the model has a Saving throw of 4+ or better it is struck on a 5+ on a D6. the character and his unit are worth 1 kill points each. Any model under the template may be struck by lightning. Setup The table is divided into four quarters. If the model has a saving throw of 5+ or less it is struck on a 6. Electrical Discharge: The skies above the war-torn wastelands are ripped apart by a fierce electrical storm. the resource the world provides has attracted unwelcome attention. The opposition then deploys in the diagonally opposite quarter. any squads with models that are not under cover (i.e. Objectives ▪ At the end of the game. So a 6’x4’ table would have four 3’x2’ quarters Deployment ▪ Both sides roll-off. formed by drawing two imaginary perpendicular lines through the centre 12” . Unfortunately for this outpost. and the winner chooses to go first or second. Vehicles and walkers are unaffected by the acid rain. Such worlds are nearly impossible to colonize. Use the Night Fighting rules. On a 6 that squad takes D6 automatic Strength 2 hits. but have some intrinsic value-either strategic or mineral-that necessitates the provision of outposts or other facilities. For each squad not in cover. point. not within 2” of a building. ▪ At the start of the game.

but must position his three units more than 18” from enemy units. 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. Remove the unit from play. His opponent then does the same in the opposite half. and submerge with the intent of setting out to sea and battering the coastlines. On the roll of a 1.SUBDOCKYARD BATTLEZONE The Ork’s submersibles are key to their success. ▪ 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’. Setup The table is divided lengthways into two halves Deployment ▪ The players roll-off. 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. players make any scout moves. ▪ Start the game! Once deployment has finished.it no longer counts as an objective. can do so. 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. the player that chose his deployment zone first starts game Turn 1 with his player turn. 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. just like units moving in from reserve. ▪ Troops and HQ units that can infiltrate. however. by being destroyed or submersing into the sea do not count and cannot be claimed. burnt alive by burning oil or devoured by Squigsharks. On the roll of a 6. and were not declared to be in reserve during deployment. the Imperium must teleport to the surface. The player that goes first then chooses one of the long table edges to be his own table edge. allowing the Orks to travel between the captured proto-forges and the main war zone of the planet. Unable to destroy them from orbit. and the winner chooses to go first or second. Special Rules Submersibles: Use Ork submersibles as the objectives in this mission. Lastly. Objectives ▪ The submersibles count as 1 victory point each if they are claimed at the end of the game. Remove the submersible from play . the crews decide that they should stick to Da Big Plan. ▪ During game Turn 1 the Night Fighting mission special rule is in effect. placing as many as you have! If you don't have enough. . Submersibles that have left play. ▪ All units that were not deployed. must enter the game in the Movement phase of their first player turn by moving in from their own table edge.

The planet belongs to the greenskins! Deployment ▪ Apocalypse Objectives ▪ If the Orks manage to destroy the hive they win. destroyed (wrecked) and destroyed (explodes!) results. . 6 . They must roll again next turn. Likewise. 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 . Oops! 2-3 . Rammin' Speed: ▪ Da Krater Maker begins the game in base contact with the Ork table edge and moves forward 3D6" a turn. earning 10 victory points. If any of them are shaken or immobilized then reduce the move of da Krater Maker by D3 inches in the next turn. 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's titanic momentum is so powerful that it will move a minimum of 3" per turn regardless of how much damage it has sustained. if the opposition manages to halt the Krater maker. Not content with simply firing their titanic creation. its shell detonating right on target and collapsing the entire top section of the hive into the Underhive below.. is the biggest land-based gun the sector has ever seen. say.Boom. 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. not only blowing up the hive spire but triggering a chain reaction that spreads throughout the hive like wildfire.Krakaboom!: The Orks fire da Krater Maker at the main spire of the hive. they earn 10 victory points. known only as da Krater Maker.. The Orks achieve their victory.HIVE CITY BATTLEZONE The Ork’s pride and joy. Too Much Gun: ▪ Da Krater Maker is so large that even the most accurate heavy weapons fire will barely scratch it. Special Rules Fortress of Dakka: ▪ Da Krater Maker is more than just a ridiculously large artillery piece. Da Krater Maker is destroyed and the Imperials count as winning the scenario.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. the Orks intend to ram the super-weapon into the hive city. whichever is the greater. It also has several ground-level defense emplacements to repel attacks by.Chain Reaction: The Orks fire da Krater Maker. a bunch of interfering Space Marines. These are covered in 'Firing da Krater Maker. 4-5 . below. toppling one of the minor spires of the hive. or the same speed as it moved in a previous turn.urk! The Orks fire da Krater Maker with a titanic boom. Every immobilized result the Megakannon has had inflicted upon it will reduce the distance it moves by 3". The Orks win the game and the Imperial war machine is crippled beyond repair. Firing the Megakannon: If the Ork players manage to get da Krater Maker into base contact with the hive. The cannon itself is treated as a vehicle with an armour value of 16 that ignores all results except for weapon destroyed.

the Incarcerator’s turbine can be activated to purge the 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 . the enemy has launched a surprise attack upon their settlement. Wierdboys. or Runtherds). Incarcerator: ▪ The Imperial player is equipped with a free Incarcerator vehicle (it does not chew up a force selection slot or cost any points). If the required D6 result is met.e. Feel free to use a Rhino or Chimera transport model to represent the Incarcerator if you choose not to make this conversion.e. Wierdboys and Runtherds will surely cripple the ork forces. They do not have to fall off the table first. ▪ Destroyed vehicles and HQ units cannot be recycled.ORKTOWN BATTLEZONE Whilst the Orks have been looting. They move on at the beginning of the player’s next turn. Painboys. To represent this possibility. ▪ 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. the Inquisitor activates the turbine and executes the prisoners in glorious gout of pure flame. the attacker aiming to make the Sustained Attack can ‘recycle’ some of his units when they are destroyed. The enemy is caught in the act of wrecking their joint. DEATH BY TURBINE Turn 1 2 3 4 5 6 D6 Result N/A 6 5+ 5+ 4+ 3+ Special Rules No Oddboyz: Since the ork oddboyz have been captured by the Imperials in this scenario. wave upon wave of foes hurling themselves forward. For the Imperium. Recycled units are brought back into play to represent the almost limitless supply of reinforcements. Big Meks. racing and duffing each other up. Not that this includes transport vehicles for Troop units. ▪ At a moment's notice. heretics within in a huge blast of swirling flame that befits the Emperor's judgment. roll a D6 at the beginning of each player turn and consult the chart below (Turn 1 is exempt). Troops choices on the Force Organization table) that is wiped out may move on from the player’s own board edge. Any attacking Troops unit (i. As far as da Boyz are concerned this is a great thing as there is even more fighting to be had. capturing the ork oddboyz is a top priority – removing the smattering of Mekboys. Sustained Attack: The attacker has an overwhelming superiority in numbers. Meks. ▪ To represent the size of the attack. the ork force may NOT include any oddboyz (i. 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.

The prisoner maintains 2-4 his control over his powers and proceeds normally. it takes a single hit with an Armor Penetration of 2D6. and the powers of the Warp rack their minds. 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 center 32" of the table should be clear of terrain. 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. If you are running this scenario on a different-sized table.friend or foe that fall under this line must pass a Leadership test on a 3D6. Use a Scatter Die to place a marker 12" from the prisoner in the direction indicated.Wierdboy Prisoners: ▪ The prisoners are disoriented from their captivity. The Wierdboy is overcome with the power of the Warp and randomly discharges a massive bolt of energy. 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. Imperial Escape Route Imperial Deployment 30“x12” . ▪ The player with the most Kill Points at the end of the game earns 5 Victory Points. If there are no models within range. if there are less than three models. Objectives ▪ The Imperials earn 2 Kill Points for each live prisoner they manage to get off the far short table edge.hit. Models partially covered are hit on a 4+. 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 Setup & Deployment ▪The table should be 4'x6' for this scenario. and his head bursts in a spectacular eruption of raw warp energy. The powers of the Warp are too much for his feeble mind. All models under the template suffer a single S3 AP . 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. Any models . Once the prisoners have been freed. ▪ The Incarcerator is placed in the center of the Imperial Deployment Zone. the shots are wasted. 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 models are removed as casualties (their brains are fried). you may have to adjust the Deployment Zones accordingly. No response. ▪ The Ork player may choose to go first or second. If a vehicle falls under this line. any excess hits are also wasted. The wierdboy channels his powers into a powerful burst and attacks his former captors. Place the large burst template centered on 1 the prisoner. If they fail. Draw a straight line between the prisoner and the 6 marker. The prisoner is removed as a casualty.

▪ The game lasts six turns. Snow Storm:. the attacker aiming to make the Sustained Attack can ‘recycle’ some of his units when they are destroyed. may be affected by the acid rain. Because of their lack of proper planning the orks will gain a foothold on the planet.e. The Ork forces are deployed anywhere on the table at least 14” away from any Imperial model. ▪ To represent the size of the attack. Vehicles and walkers are unaffected by the snow storms. They move on at the beginning of the player’s next turn. Recycled units are brought back into play to represent the almost limitless supply of reinforcements. ▪ At the start of each Movement phase. Troops choices on the Force Organization table) that is wiped out may move on from the player’s own board edge. For each squad not in cover. Passing storms have frozen much of the battlefield rendering conventional transport vehicles impractical. Any attacking Troops unit (i. Sustained Attack: The attacker has an overwhelming superiority in numbers. earning them 10 victory points.e. Passing snow storms keep it that way ▪ Neither army may take transports. On a 6 that squad is affected by the slow and purposeful universal special rule. Objectives ▪ If at least 50% of the Imperial player’s points value survives the Imperials win 10 victory points. This will make the job of purging the unclean Xenos even more difficult than was expected. any squads with models that are not under cover (i. even out in the open. roll a D6. If not the ork forces are victorious. The Imperial forces are deployed first anywhere within a 12” diameter of the center of the table. ▪ Units that suffer from the snow storm also benefit from a 5+ cover save. ▪ Units of troops which are forced to fall back and Setup and Deployment ▪ The table should be set up in an agreeable manner. Suffer not the Xenos to live! Burn the Xenos! Special Rules No Transports:| Snow blankets the battlefield as far as the eye can see.SNOWSCAPE BATTLEZONE The Imperial forces have underestimated the forces of the Orks. 12” 14” . not within 2” of a building. wave upon wave of foes hurling themselves forward. ▪ If you have Necromunda terrain or anything along those lines that would be best.

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.000 rulebook. Unit Type: This refers to the Unit Type Rules chapter in the Warhammer 40. Often this is a variable amount. Generally these rules are covered in Codex: Orks or the Warhammer 40. take a look at the campaign units and decide what unit you want to have in your army. Vehicle. Unit Entries Each army following: list entry consists of the Unit Name: The type of unit. the profile of the models it can include. For example. which makes them subject to certain rules regarding movement. All the squads. Unit Profile: At the start of each entry you will find the name of the unit. Wargear: This details the basic equipment carried by the models in the squad. which may also show a limitation on the maximum number of choices you can make of that unit type. assault. often depending on whether an associated character is taken. and characters are placed into one of these depending upon their role on the battlefield. and then go back and make another choice. etc. Then you're ready to do battle! Infantry. Remember that you cannot field models that are equipped with weapons or wargear not shown on the model. how many models there will be in it. An important note to remember. in which case it shows the minimum and maximum unit size. Options: This section lists all of the upgrades you may add to the unit if you wish to do so. Special Rules: This is where you'll find any special rules that apply to the unit.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 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. The army list is split into five sections. Unit Composition: This shows the number of models in the unit. The cost for all of the equipment in this list is included in the points cost of the models themselves. Continue doing this until you have spent all your points. the special rule will be explained. Once this is done subtract the point’s value of the unit from your total points. shooting. and which upgrades you want (if any). vehicles. Where this isn’t the case. a unit may be . and the points cost for each model without any options added. Some units have additional options regarding how they may be chosen or fielded. Jetbike or Jump Infantry.000 rulebook. or the number of models you may take for one choice from the Force Organization Chart. This is detailed in the relevant character’s entry.

Flamer………. digging tunnels under the enemy position from which surprise attacks can be launched or explosive charges detonated. 0-2 Heavy Weapons squads.+10 points per model ▪ Up to 2 Guardsmen may replace their weaponry with a weapon from the following list: .…………. . 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. A Sapper squad that takes a transport may not infiltrate! Options: ▪ Up to four Guardsmen may be armed with: . and are trained in the use of special assault weapons such as flame-throwers and Meltabombs that they use to breach the enemy position. It is their job to construct and maintain the fortified positions occupied by the regiment. a deadly underground battle will be fought in the tunnels under no man’s land.+5 points .IMPERIAL GUARD SAPPERS Imperial Guard regiments often include a corps of sappers.………………………. 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. Sappers are also expected to spearhead direct attacks on fortified positions. Each Platoon counts as a single Troops choice.………. with no quarter given or asked for. sappers will work to literally undermine it.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.Demolition Charge………. Opposing groups of sappers seek to counteract these mining operations. If they do so. but they are also trained in the art of siege warfare. Guardsmen WS 3 BS 3 S T W 3 3 1 I 3 A Ld 1 8 Sv 4+ 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 Transport: ▪ A Sapper Squad may be mounted in a Chimera transport vehicle at +55 points. 0-5 special weapons squads. When confronted by a strong defensive position. attempting to breach the enemy tunnel in order to capture it before it is complete..

0-5 scout sentinel squadrons.+10 points .Bolt pistol…………………………………+2 points . style of dress.Plasmagun……………. Each Platoon counts as a single Troops choice.Flamer………. Guardsmen Sergeant WS 4 4 BS 3 3 S T W 3 3 1 3 3 1 I 3 3 A Ld 1 7 2 8 Sv 5+ 5+ 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. For example.+10 points per model .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. 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. and 0-2 Heavy Weapons squads. in their short history have already earned themselves a fearsome reputation.Power weapon………………………. These trophies often the form of Ork tooth necklaces and skulls as well as more mundane items like glyphs and stikkbombz. ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: . a huge machete-like weapon that can be used to decapitate an Ork with one blow. technological background and warrior traditions differ too.Plasma pistol………………………….Meltagun………………+10 points per model . soldiers from the Ork Hunter regiments are savage warriors and .Power Fist………………………………+15 points .+5 points per model . The Imperial Guard does not even try to impose uniform standards of dress or armament.+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. 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. In addition to his normal equipment every Ork Hunter also carries his ‘scalper’.+10 points .…………. whatever they may be. preferring to exploit the unique strengths of each regiment.

Missile Launcher………………………+15 points .Lascannon………………………………. Troops: A Savlar Chem-Dogs squad is a Troops choice for an Imperial Guard army.Flamer. ▪ Up to three Guardsmen may be armed with: . Options: ▪ Any Chem-Dog may replace their lasgun with a shotgun for free.heavy flamer……………………………+15 points ..+10 points .SAVLAR CHEM-DOGS The Savlar Chem-Dogs. they could keep whatever they took from the enemy.Shotgun………………………………………. it has become a hellhole populated only by traitors.Meltagun………………+10 points per model . However.Plasmagun……………. desperate cut-throats could be forged into an effective fighting force with the addition of but a few simple directives.Mortar………………………………………+5 points .+10 points .. Conscripted into the Imperial Guard en masse.. once an in inhospitable mining world useful only for its rich chemical deposits. grenade launcher. Savlar. 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.+12 points per model ▪ Two models not armed with a special weapon may form a weapons team armed with: . Since then.Bolt pistol…………………………………+2 points . the Chem-Dogs were given two motivational imperatives. during the Armageddon War.Plasma pistol…………………………. the Adeptus Arbites troops assigned to watch over them.Autocannon or Heavy Bolter…. or Sniper rifle………. and that if they broke the law they would be sent straight back to their toxic nightmare of a home world. criminals and .+5 points per model ..+20 points ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: . Judge Callistar quickly found that such a force of immoral.Power Fist………………………………+15 points .…………. was converted into a penal settlement when it failed to meet Imperial tithes. Savlar Chem-Dogs 50 points Guardsmen Sergeant WS 4 4 BS 3 3 S T W 3 3 1 3 3 1 I 3 3 A Ld 1 7 2 8 Sv 5+ 5+ 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.……….free . far from being amongst the elite of the Imperial Guard.+10 points .Power weapon……………………….

+5 points ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: .Power weapon………………………. Nothing bulkier than the lightweight Sentinel can be deployed by grav-chute. Elysian Droop Troops specialize in ambushes and attaining and holding objectives. and 0-2 scout sentinel squadrons. Guardsmen Sergeant WS 4 4 BS 3 3 S T W 3 3 1 3 3 1 I 3 3 A Ld 1 7 2 8 Sv 5+ 5+ Transport: ▪ A Drop Troops squad must be mounted in a Valkyrie or Vendetta as a dedicated transport vehicle.Shotgun……………………………………….Vox-Caster. raining onto the battlefield and sowing devastation and confusion throughout the enemy lines before they have even landed. Elysian Drop Troops 50 points Airborne Platoon: An Airborne Platoon consists of a Command Squad.Meltagun………………+10 points per model . 2-6 Elysian Drop Troops squads.…………………………. As a result. In smaller engagements the Elysians are experienced and well-equipped enough to operate for long periods of time without fresh supplies. Each Platoon counts as a single Troops choice. However. 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. the Elysian Drop Troop' combat doctrine does not afford them such luxuries as Leman Russ .. 0-5 Storm Trooper squads. but they have perfected the tactic of attacking by grav chute.Flamer…………………….. and cannot hold their ground in a protracted firefight for long.+10 points .free .….+10 points .. It is common for the elite soldiers of Elysia to appear from the skies en masse above their objective.Bolt pistol…………………………………+2 points .+5 points per model . Battle Tanks or even the ubiquitous Chimera troop transports..Plasma pistol………………………….Power Fist………………………………+15 points 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 .ELYSIAN DROP TROOPS Elysian Drop Troops are amongst the best rapidresponse troops that the Imperial Guard has to offer.Grenade launcher…. Options: ▪ Up to three Guardsmen may be armed with: .+12 points per model ▪ One Guardsmen may have a: .. In large-scale conflicts this dictates a hit-and-run style of warfare whereby the Elysians achieve their goal and then quickly disappear.Plasmagun…………….+5 points per model .

For example. At a moment's notice. 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 . the prisoner is again freed and may move as normal. The prisoners are more valuable alive.500-point game would result in three heretic prisoners. any Glancing or Penetrating hit will break the door open and release the prisoners. 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 Prisoners: Each Incarcerator carries one prisoner for every 500 points of the agreed-to point limit (up to a maximum of 10 prisoners). but they may not be placed within 1" of an Imperial model. escape. If any Imperial unit defeats a prisoner in combat. Simply move the prisoner model with the unit that captured him. they may be recaptured. Place any number of prisoner models that can fit within a 2"-radius of the access point. Incarcerator Squadron 35 points per model Heavy Support: An Incarcerator Squadron is a Heavy Support option for any Imperial army BS 3 Front 12 Armour Side 11 Rear 10 Incarcerator Unit Composition: ▪ 1-3 Incarcerators Unit Type: ▪ Vehicle Squadron. a 1. In hand-to-hand. Any remaining prisoners will exit as soon as they can in the opposing player's Movement Phase. the turbine can be activated to purge the heretics within in a huge blast of swirling flame that befits the Emperor's judgment. If the unit with a prisoner Flees or is destroyed. It cannot carry non-prisoner models. it does not kill him. The prisoners are now controlled by the opposing player. (Tank. Important Rule: If the heretic prisoners are freed.INCARCERATOR The Incarcerator carries prisoners of the Ministorum to their eventual judgment and execution. These are treated as Independent characters with a stat line of: W S 3 BS 3 S T W I A 3 3 1 3 1 L d 7 S v - Prisoner 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 game terms it can carry up to 10 prisoners. The Incarcerator is equipped with a jet turbine whose compression chamber also serves as the holding cell for the prisoners. . Incarcerator.

+10 points . Options: ▪ Up to three Guardsmen may be armed with: . wracking hell. Guardsmen Sergeant WS 4 4 BS 3 3 S T W 3 3 1 3 3 1 I 3 3 A Ld 1 7 2 8 Sv 5+ 5+ 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.Sniper Rifle…………….. Alongside these grim and battle-scarred veterans fight the inhabitants of the shattered city itself.Bolt pistol…………………………………+2 points . from burly manufactorum workers to habblock juves that have realized they have no hope but to fight. And yet amongst those who have been plunged deep into this nerve-. becoming a better soldier for it.. battle-hardened veterans after just one night of biter..Power weapon………………………. one learns from his comrades' deaths.+20 points ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: . realizing their rivalries are of no consequence in the struggle to cleanse their city of the foul aliens that infest its streets. few are more deadly than the cities of death. close-quarter fighting.Mortar……………………………………….. For every ten men that die.It is said that within the deadly crucible of a city fight.Lascannon……………………………….+5 points per model . In urban warfare the frontline is the next room and neither window nor door is safe from sniper fire.+5 points .Plasmagun…………….Missile Launcher………………………+15 points . soon fall prey to a sniper's bullet or a well--placed booby trap.Meltagun………………+10 points per model .Plasma pistol………………………….Vox-Caster.+12 points per model ▪ One Guardsmen may have a: . Gangland criminals fight side by side with their mortal enemies. And learn he must..…..+10 points .free . every building an abattoir and the streets are corpse-choked killingzones.Shotgun………………………………………..…………………………. for those that fail to comprehend the mortal danger waiting around every corner.Flamer……………………. behind every pile of rubble.+5 points per model . In the blazing ruins of a once-great metropolis every alleyway is an ambush site.Autocannon or Heavy Bolter…+10 points .Grenade launcher….Power Fist………………………………+15 points . there are those that have come to excel.GUERILLA FIGHTERS Of all the battlezones in a galaxy riven by war. raw recruits are forged into grizzled.+5 points ▪ Two models not armed with a special weapon may form a weapons team armed with: . Guerilla Fighters 50 points Troops: A Guerilla Fighters squad is a troops choice for an Imperial Guard army.+5 points per model .

Plasmagun……………. which makes use of various mounts as well as numerous Sentinel squadrons to remain highly mobile on the battlefield. because they are well adapted to arid environments.Vox-Caster. These desert-dwelling herbivores are originally indigenous to the vast equatorial deserts of Goru-Prime..Autocannon or Heavy Bolter…+10 points ▪ Flak Armour . 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+ . evasive and opportunistic.Lascannon……………………………….Bolt pistol…………………………………+2 points ▪ Light Infantry . .. harrying their opponents mercilessly before disappearing into the background. Noted marksmen.Power Fist………………………………+15 points ▪ Any Desert Raiders squad may be mounted in a Chimera as a dedicated transport vehicle. than the standard Imperial Guard issue. Many Mukaali have been transported to other desert worlds.Missile Launcher………………………+15 points ▪ Lasgun . They are well known for their hard-fighting Sentinel squadrons and are masters of hit-and-run warfare..+5 points per model . Tallarn forces employ a unique style of lasgun which is longer and more fluid in shape . Some Tallarn Rough Rider squadrons ride large alien mounts. and 0-2 scout sentinel squadrons. 2-6 Desert Raiders squads.+20 points ▪ Frag and Krak Grenades ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: Special Rules: . 0-5 Rough Rider Squads.………………………….Mortar………………………………………. As well as infantry.Flamer……………………. called Mukaali.Shotgun………………………………………. artillery and armored companies. Their chief strength lies in their skill in guerrilla warfare.TALLARN DESERT RAIDERS The Tallarn are mobile guerrilla fighters.Meltagun………………+10 points per model Unit Composition: .….Grenade launcher….+5 points Wargear: . Desert Raiders 50 points Desert Patrol Platoon: A Desert Patrol Platoon consists of a Command Squad. including Tallarn itself.free ▪ Guerillas .+12 points per model ▪ 9 Guardsmen ▪ One Guardsmen may have a: ▪ 1 Veteran Sergeant ...Plasma pistol…………………………. it is not uncommon for Tallarn regiments to include one or more patrol companies (sometimes referred to as recon or long range companies).Power weapon……………………….+10 points .+10 points Transport: .+5 points per model ..+5 points ▪ Two models not armed with a special Unit Type: weapon may form a weapons team armed ▪ Infantry with: . Each Platoon counts as a single Troops choice.

+10 points . Such hard-bitten folk are ideal recruits for the Imperial Guard..Meltagun………………+10 points per model .Vox-Caster.+15 points ▪ The veteran sergeant may exchange his Laspistol and/or close combat weapon for: .Bolt pistol…………………………………+2 points .Autocannon or Heavy Bolter…+10 points .………………………….free .+10 points per model . 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. The exact nature of a death world’s threat varies from planet to planet.Power Fist………………………………+15 points . riven with ion storms that strike with enough force to shatter rocks.+12 points per model ▪ One Guardsmen may have a: .. Catachan is infamous for its continent spanning jungles and myriad forms of carnivorous life. but have some intrinsic value – either strategic or mineral – that necessitates the provision of outposts or other facilities. Other death world threats are stranger still .Power weapon………………………..Shotgun……………………………………….…. the psychic storms of Sycorax or Kragadam’s indestructible crystalline fauna. From the endless deserts of Luther Macintyre to the burning sulphur fields of Jjojos.Plasma pistol………………………….Heavy Flamer………………………….DEATHWORLD VETERANS Death worlds are planets deemed too dangerous to support widespread human settlements. while Praxeti is a barren and blasted rockscape.+10 points . a detail that more than justifies the settlement of a death world regardless of other factors..Demo-Charge…….. Options: ▪ Up to three Guardsmen may be armed with: . Deathworld Veterans 80 points Elites: A Deathworld Veterans Squad is an Elites choice for an Imperial Guard Army WS 4 4 BS 3 3 S T W 3 3 1 3 3 1 I 3 3 A Ld 2 8 2 8 Sv 6+ 6+ Guardsmen Sergeant 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.Missile Launcher………………………+15 points . – the living planet of Croatoa.Grenade Launcher…+10 points per model .+5 points ..Plasmagun……………. They may re-roll failed Morale and Pinning tests and can try to regroup even if below half strength. to name but a few.+5 points ▪ Two models not armed with a special weapon may form a weapons team armed with: .Flamer………………………+5 points per model . Such worlds are nearly impossible to colonize.Mortar………………………………………..

Warrior Weapons…………………………….. 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.+30 points . WS 4 BS 4 S T W 3 3 3 I 4 A Ld 3 10 Sv 4+ Officer 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 Options: ▪ The Supreme Commander may exchange his Laspistol and/or close-combat weapon for: ..…+15 points ▪ The Supreme Commander may purchase any of the following Skills and Drills: ....+20 points ... Imperial Guard Commanders all share the same ideology of duty to the Emperor and defense of the Imperium.+15 points ....Conscript Platoons…………………………+10 points .....+10 points ..Jungle Fighters………..Armoured Assault……..………………………….. others drawn only from noble families or known Imperial blood lines.+30 points ... Regardless of rank or title..Powerfist……………………………..Cavalry……………………………………………+30 points . With the fate of millions quite often in their hands.A-Gravs………….Xenos Fighters..Power weapon…………………….…+10 points . the command structure and title rank of officers in the Imperial Guard varies immensely from regiment to regiment.+30 points .+5 points ..………... advisors and sometimes even members of the Ecclesiarchy.......……….+20 points .....Master Snipers……………………………….... Supreme Commanders do not have the luxury of being able to afford to make mistakes.SUPREME COMMAND Raised on thousands of worlds..City Fighters………………………………….. or possibly even a campaign itself...Plasma Pistol…………………………….. During large conflicts several key commanders will hold the position of supreme commander.Evasive Driving........High Morale……………………………………+30 points .Fast Mover…………………………………….+20 points ..…………………….....Light Infantry……………………………….…………………. Supreme Commander 60 points One Company Command Squad in your army may replace its company Commander with a Supreme Commander.. some are schooled through specialized academies.+15 points .Sharpshooters…. for them and them alone the burden of command is almost unimaginable. Aided by senior staff.+15 points . 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...+5 points ..…………………………….Bolt pistol or boltgun………………………+2 points ..

▪ If the order is issued successfully. The officer will earn the highest decoration for the number of enemy killed in the strike. you may remove the unit from play. Once removed. bayonets and clubbed lasguns at the enemy. ▪ 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. Most are awarded posthumously. 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+. Note that the leadership bonus only applies when the unit’s own Leadership is used. with his own coordinates the target point. ▪ This is dangerous so close to the front line. pinned. 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. ▪ If the order is successfully issued one infantry unit within 2” of a tank that has moved may move the same distance. falling back. The Imperial player may choose to fire an ordnance weapon centered on the vox-carrying model. Normal Saving throws apply. Disappear: ▪ If the order is successfully issued. ▪ If the order is successfully issued. If the order is successfully issued (against leadership 10). Evasive Driving: Tanks from this regiment are trained to use their vehicles to crush attacking infantry. 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.Orders The following are new orders that a Supreme Commander may issue. Crush and Grind: When assaulting enemy infantry the Officer has no compunction about crushing them under its tracks. ▪ While in close order all models in the unit has +1 Leadership and +1 Initiative. so roll a D6 for each unit of tank riders. Close Order: The officer was thoroughly drilled in fighting in dense formations where they can present a hedge of blades. ▪ This may be used even if the unit is engaged in close combat. representing a unit merging back into the shadows so they can fight another day. Tank Riders: Many Imperial Guard Officers are taught that the fastest way to the front is often on the back of a passing tank. ▪ This order can only be issued to units that are under 50% and can never be issued to a unit in close combat. 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. choose one infantry squad visible to the officer and move all models into base to base contact. ending their move within 2” of it. ▪ If issued successfully (test against leadership 10). . choose one model in your army equipped with a vox. or gone to ground. the unit may not return to the battlefield but doesn't count as having been killed for kill points purposes.

For example. spending days towing and repairing the wrecks of enemy tanks. 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.Boarding Plank………………………….Medusa Special Rules: ▪ Don’t Press Dat! Wargear: ▪ Variable. The majority of recovered vehicles see the battlefield once more. Therefore. Once a battle is over Ork salvage teams will get on with the real work.Leman Russ (Including variants) . ▪ A looted vehicle may only use Ork vehicle upgrades.Colossus .Stikkbomb Chukka…………………. Campaign Rule: A looted vehicle will generally deteriorate over time due to a mixture of combat exposure.+5 points .Basilisk .+10 points .Rhino . All looted vehicles have ballistic skill 2.Land Raider (Including variants) .Hellhound (Including variants) . See Below. Note.Reinforced Ram…………………………+5 points .Wreckin’ Ball…………………………. 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: . and impromptu racin’ sessions.Griffon .+5 points . the looted vehicle ceases to posses any of its former special qualities and becomes a generic looted wagon. regardless of the original vehicles profile. for every ten points worth of wargear the vehicle has. a Leman Russ battle tank may be given a heavy flamer or heavy bolter sponsons at a cost of +10 points each.Armour Plates………………………….‘Ard Case…………………………………+10 points . Options: ▪ The Looted Vehicle may be given any weapons options permitted from its army list.Chimera . ‘kustomisin.Grot Riggers………………………………+5 points . taken from the following: . In time successive rebuilds and modifications will turn most looted vehicles into creations that are the equivalent of a Battlewagon.Red paint job…………………………….+5 points .Predator (Including variants) .+10 points .Razorback .+5 points . On a roll of a six. during the campaign at the end of a battle roll a D6. this time with various Orkish ‘kustomisations’ that have as much chance of damaging the tank as they do enhancing it.LOOTED VEHICLES Ork Lootaz are experts at stealing and adapting damaged enemy vehicles for their own use. Even though you can include more than one vehicle they count as a single Heavy Support choice.Grabbin’ Klaw…………………………….

.... more aggressive and short tempered.. These Orks have grown exceptionally big and strong and have brawn. prolonged periods of conflict lead to an increase in the size and strength of Orks.Big Choppa………………………………………+5 points . one may exchange his slugga and choppa for: ...‘Eavy armour……………………………………+5 points . 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...……………...SKARBOYZ Skarboyz are veteran warriors who bear the scars of dozens of battles...Big Choppa………………+5 points per model ▪ The entire mob may exchange their Big Choppas for snazzguns for free.Shootier……………………+5 points per model .Big Shoota. Skarboyz experience in combat makes them a valuable commodity in any Ork warband. ▪ The entire mob may upgrade their snazzguns with any of the following: . often leading from the front and tackling the toughest of foes. As such.Blastas…………………….. Might is right and nothing else matters. impatient and less likely to employ ranged weaponry with any noticeable effect.+25 points ▪ He may take any of the following: .Bosspole…………………………………………..More dakka………………+5 points per model ..+5 points per model Character: ▪ One Skarboy may be upgraded to a Nob……………………………………………..Power Klaw……………………. Of course every Skarboy in the mob is also looking for an opportunity to oust the Nob in charge and take control themselves.+5 points .. Elites: Ork Skarboyz are an Elites choice for an Ork army Skarboyz 10 points per model Skarboy Nob WS 4 4 BS 2 2 S T W 4 4 1 4 4 2 I 2 2 A Ld 2 7 3 7 Sv 6+ 6+ Unit Composition: ▪ 5-20 Skarboyz Unit Type: ▪ Infantry Wargear: ▪ Slugga ▪ Choppa ▪ Stikkbombz Special Rules: ▪ Furious Charge ▪ Mob Rule ▪ Waaagh! Options: ▪ For every ten Skarboyz.Rokkit Launcha………+15 points per model ▪ The entire mob may exchange their Slugga and Choppas for: ... gnarled arms bulging with slabs of muscle from fighting in numerous conflicts.+5 points per model .+10 points ▪ He may replace his choppa for: . Such groups of Orks are much more likely to be fiercer in combat.

one on either side of the hull and one at the rear. some are fitted with Kannon’s.Red paint job……………………………. ▪ 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. while a battlewagon is primarily an armored transport.+20 points .Reinforced ram………………………….Armour Plates………………………….………………………………+15 points ▪ A gunwagon may be armed with up to five pintle-mounted: .Reinforced Ram…………………………+5 points .+15 points . Each gunwagon is as individual as its crew.‘Ard Case…………………………………+10 points .+10 points .Stikkbomb chukka……………………. Mek boys seem to be able to produce an endless line gunwagons.+5 points .Wreckin’ ball……………….. The greatest threat that these vehicles represent is the ease with which they can be manufactured.Grabbin’ klaw………………….Grot Riggers………………………………+5 points .+5 points . Open-Topped) Wargear: ▪ Three Twin-linked Big Shoota Transport Capacity: ▪ 12 models.Lobba……………………………………….+5 points Unit Composition: ▪ 1 Gunwagon Unit Type: ▪ Vehicle (Tank. Although no match for the Leman Russ.Deffrolla…………………………………. Options: ▪ A gunwagon may replace any of it’s twinlinked big shootas for a big gun: .…………+5 points .Zzap Gun. What differentiates a gunwagon from a battlewagon is that the gunwagon is designed to carry as big a gun as possible. . 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 Access Points: ▪ If a Gunwagon has the ‘ard case upgrade it has one access point at the rear.Kannon…………………………………….………….GUNWAGONS At the heart of many Ork’s armored offensives are hundreds of gunwagons.+5 points .Big Shoota…………………………………+5 points ▪ May take any of the following: . Land Raider or Predator. Models in Mega Armour count as two models.Killkannon………………………………+60 points .Boarding plank………………………….+10 points .+10 points . 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. others with energy weapons such as the Zzap Gun.

….. Sorry Mate! If you roll a 1 to hit with a looted weapon. instead of the target. Fire support squad. 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. usually to persuade their Mekboy comrades to build them one of the impressive shoulder-mounted weapons known as Deffguns.……+5 points .SCRAPPAZ Ork Lootas scavenge the battlefield after the fight is over and strip weapons. armour and equipment from their enemy’s dead.Power Klaw…………………………. Most of the gear is sold on to Meks..Imperial Guard: Infantry squad. WS 4 4 BS 2 2 S T W 4 4 1 4 4 2 I 2 2 A Ld 2 7 3 7 Sv 5+ 5+ Scrappaz Nob Unit Composition: ▪ 5-10 Scrappaz Unit Type: ▪ Infantry Wargear: ▪ Shoota Special Rules: ▪ Furious Charge ▪ Mob Rule ▪ Waaagh! ▪ Oops. Devastator Squad.Bosspole…………………………………. Sorry Mate! Options: ▪ Scrappaz may use the options of one of the following squad types (including transport options) as detailed in the appropriate army list. transports selected have BS 2 (it’s crewed by Orks after all!): .. The Ork player gets to allocate any wounds. Campaign Rule: Oops..Space Marine: Tactical squad. Scout Squad. 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. a hit is scored on the unit shooting with the weapon.‘Eavy armour……………………………+5 points .+10 points ▪ He may be given one of the following: . or Anti-tank squad Characters: ▪ One Scrappa may be upgraded to a Nob………………………………………….+5 points .+25 points ▪ He may take any of the following: . Template weapons score a single hit but do not place the template. . 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.Big Choppa…………………………. Note.

while other Guntrukks are kustom-built by the Meks to provide hard-hitting mobile support. the Orks have developed Guntrukks. chosen from the following types: . including Guntrukks and Gunwagons.+20 points . This can result in a rather ramshackle.+5 points . but no less effective combination.Reinforced Ram…………………………+5 points . Because of this. Every Ork Warboss knows that big guns like Kannons and Zzap guns are dead good.+20 points Gobsmasha: ▪ Any Guntrukk may be upgraded to a Gobsmasha for +80 points per model.+25 points .Kannon………………………………….Armour Plates………………………….………………………………+30 points ▪ Replace big shoota with Rokkit launcha for +5 points ▪ May take any of the following: . . each instead being built from whatever salvage and materials are to hand.Zzap Gun. Orks don’t use any kind of fixed template for vehicle design.+10 points . In some cases they are created by simply bolting a big gun to the back of an ordinary trukk. A Gobsmasha exchanges its Big Shoota for a killkannon and ‘Ard case upgrade.Grot Riggers………………………………+5 points .Red paint job…………………………….‘Ard Case…………………………………+10 points . Heavy Support: Guntrukks are a Heavy Support choice for an Ork army Guntrukks 35 points per model Guntrukk Gobsmasha BS 2 2 Front 10 13 Armour Side 10 12 Rear 10 10 Unit Composition: ▪ 1-3 Guntrukks (Vehicle Squadron) Unit Type: ▪ Vehicle (Open-Topped) Wargear: ▪ Big Shoota Options: ▪ Each Guntrukk must take a single big gun (does not include crew) The big guns must all be the same type of gun. Ork wagons cover a massively diverse array of different Ork vehicles.GUNTRUKKS Unlike the Imperium. To get around this.Grot Krew………………………………. but they also know that they must be in the right position to be fully effective. Grot Krew: A Guntrukk with grot krew adds +1 to it’s ballistic skill.Lobba……………………………………….

Twin-linked shoota………………….Kustom Arm…………………………. eccentricity of the Painboy is nothing compared to that of a Bad Dok....+10 points .+5 points . There aren’t many bits of an Ork which they can’t stitch.Rebuilt Kranium……………………….Shoota/Rokkit Kombi-weapon….Cybork body…………………………….. Painboyz are willing to delve into the most hideous wounds.+5 points .……. or even victims of the dreaded Squig Brain Transplant.+25 points ▪ Replace slugga with one of the following: .‘Eavy armour…………………………. Though Bad Doks never ask for payment.+3 points .Bosspole…………………………………. Still. tie. Painboyz are always trying to find out how much pain they can endure.‘Urty Syringe……………………. and are even willing to experiment on themselves.+5 points ▪ May take any of the following: . HQ: A Pain Boss is an HQ choice for an Ork army Bad Dok 35 points Bad Dok WS 4 BS 2 S T W 4 4 2 I 2 A Ld 3 8 Sv 6+ 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! Options: ▪ Replace choppa with one of the following: .+10 points ..+5 points .Grot Orderlies………. the price of seeking them out is high.Bad Dok Orks who specialize in the treatment of wounds and patching up their mates after a battle are known as Painboyz. Painboyz are so-called because of their fascination with pain-not just with the agony of other Orks. sporting an extra head or limb.+5 points .+5 points . Their patients can find themselves in possession of a set of mechanical lungs.…….Attack squig………………………….+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.Shoota/Skorcha Kombi-weapon. but with their own pain as well.Ammo runt…………………………...+5 points . .Power Klaw……………………………. Anesthetics aren’t used as the Painboyz like to hear the screams of their patients so they know they’re still alive and kicking. or rivet back together. These exiled Painboyz are outcasts from their tribes who practice extensive and unnecessary surgery upon their prey.+15 points ▪ May be accompanied by up to three: .

. Those Ork boys who have become addicted to the deafening roar of explosives are known as Stikk Bommas...+10 points ▪ He may replace his choppa for: . Options: ▪ Up to three Stikk Bommas may exchange their Slugga or Shoota for: ... not carrying a special weapon..Big Shoota. Orks have a preference for crude. 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. determined infantry who fall upon the enemy in a great howling tide of violence.. Stikk Bommas are special among Ork society for one reason – they know that when you pull the pin out of a stikkbomb.. though they are not above using their fists..Big Choppa………………………………………+5 points .Power Klaw…………………….. noisy weapons and find it difficult to believe a gun can inflict any real damage unless it makes a loud and terrifying noise.‘Eavy armour……………………………………+5 points .+25 points ▪ He may take any of the following: . the mess they make of their enemies is quite terrifying. When a large mob of Orks equipped with sluggas and choppas charge the foe. 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.. claws. They are generally armed with heavy solid-shot pistols known as sluggas and brutal edged weapons called choppas. 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.STIKK BOMMAS Boyz are tough. choppas are quite suitable for hacking off limbs and caving in skulls.Bosspole…………………………………………... Though crude and varied in design.…………….+15 points per model ▪ Any model..+5 points . Boyz plac great pride in their weapons..Burna…………………….. and teeth when face to face with the enemy. may take: ..... Character: ▪ One Stikk Bomma may be upgraded to a Nob…………………………………………….Super Stikkbombz……+5 points per model ▪ The entire mob may be given Tankbusta bombs for +2 points per model.Rokkit Launcha………+15 points per model . suffering a wound automatically but may attempt an armour save as normal.+5 points per model .

had some of the finest Meks in the galaxy in his employ. even when it was located a massive distance away from the planet. Nazdreg 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 Kustom Blasta-X Nazdreg ‘persuaded’ a Mekboy to build a special kustom blasta onto his mega armour. 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. 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. however. however. The Imperial forces at Piscina IV were taken completely by surprise. If the option to Deep Strike is chosen. Only the mysterious presence of Space Marines from the Dark Angels Chapter saved Piscina from being overrun completely by greenskin armies. Gets Hot! . This has the following characteristics: Range 36” Str 8 AP 2 Notes Assault 1. It is. Nazdreg. Ghazghkull Mag Uruk Thraka. WS 5 BS 4 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.NAZDREG URDGRUB Nazdreg Ug Urdgrub's past is largely unknown. combining forces to make a devastating assault on the Imperial planet of Piscina IV. This was no normal invasion. known Nazdreg has in past allied himself with the dreaded Goff Warlord. as a Bad Moon Warboss possessed of incredible wealth and cunning. Blast. These Meks had pioneered a type of teleportation device that enabled Nazdreg to maneuver his troops directly onto the planet from his space hulk. and the planet was brought to its knees.

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