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MYSTERIOUS LANDMARKS

It sometimes happens that two gangs clash, either by choice or by coincidence, in close proximity to one or even
several special terrain features. These range from simple piles of unclaimed junk to ancient devices that are part
of the city’s barely understood life support grid or something even more arcane, and anything in between.

Each player rolls a D6 before deployment zones are chosen, and on a roll of 6 he MYSTERIOUS
must set up one Mysterious Landmark, determined randomly from the chart on
the right. The landmark may be placed anywhere on the board at least 12” from
LANDMARKS
1: Deathsquig Lair
any table edge. Players are encouraged to provide appropriate terrain pieces.
2: Secret Entrance
The exact nature of the landmark remains a mystery (hence the name) until a 3: Promising Junk Pile
fighter moves close enough to inspect it. 4: Abandoned Building
5: Strange Monolith
6: Unknown Device

Deathsquig Lair
This landmark is best represented by a pit, sewer or cave entrance. Every time a ganger ends his turn within 6" of
the lair, he must pass an Initiative test or alert the slumbering squigs. If the test is failed, place D3 deathsquigs in
contact with the lair. The deathsquigs will become active starting on the next turn and follow the rules for
aggressive wandering creatures (page 195). Use the profile for squighounds, except that they have a -1 armour
save modifier on their melee attacks. Keep track of slain deathsquigs. If a gang is holding the battlefield at the end
of the game, it can sell the beasts' pelts, earning D3 teef for each deathsquig slain by either side during the game.

Secret Entrance
This landmark is best represented by a door, hatch or sewer grating. A ganger can determine the exact nature of
the secret entrance by using a special action in the shooting phase to gain entry and explore what lies beyond.
Remove the ganger from the table, then at the start of his gang's next turn roll a D6 on the table below:
1: Rebel Grot Base – If the ganger is a grot, return him to the table with one random Minor Swag item. Any other
type of ganger is removed from the battle and treated as Captured by grot rebels (see Post-battle sequence)
2: Hobo Hideout – The ganger must make a Strength test to see if he overpowers the hobo; if he is successful, he
returns to the table with one random Minor Swag item and D6 teef from looting the hideout. Otherwise he goes
out of action. Additional gangers can be sent in after the first, one per turn, until the hobo is defeated.
3: Secret Tunnels – The ganger re-emerges at ground level 4d6" away from the entrance in a random direction
(re-roll HITs). Reduce the distance to avoid scattering off the table or into imassable terrain. The ganger can face
any direction. This counts as his move for the turn, but he can shoot as normal. If a gang is holding the battlefield
at the end of the game, it can use these tunnels to access unknown areas of Nu Ork. It adds two free dice to its
exploration roll (as long as it sends at least one model exploring).
4: Mushroom Caves – The ganger has gorged himself on healing mushrooms. He is placed back on the table with
all his wounds and flesh wounds restored. Other gangers can be sent in with the same effects. If a gang is holding
the battlefield at the end of the game, it adds a Mushroom Cavern to its held territories.
5: Abandoned Shelter – The ganger discovers a secret shelter full of supplies, but there is no time to loot them
now, apart from adding 2D6 teef to your stash from whatever your ganger was able to quickly put in his pockets.
He is placed back on the table. If a gang is holding the battlefield at the end of the game, it receives D3 Loot.
6: Archeotek Stash – The ganger is placed back on the table carrying a special loot token that represents an
unknown item of archeotek that was was able to pilfer. More tek can be recovered once the bullets stop flying.
The gang in possession of the token at the end of the game adds one random archeotek item to their stash. If a
gang is holding the battlefield at the end of the game, it adds one further random archeotek item to their stash.
Promising Junk Pile
This landmark is best represented with a pile of debris, crates or barrels. A ganger must move into base contact
and spend a special action in the shooting phase to rummage through the junk pile and determine its worth.
1: Rat-squig Nest – Place D6 rat-squigs in contact with the pile. They become active starting with the next turn
and are treated as aggressive wandering creatures. A ganger may try to rummage through the pile again as a
special action to see if the rat-squigs are defending anything valuable. Roll again on this table.
2: Shiny Baubles – The ganger spends his entire next turn cleaning the grime off of a piece of loot that looked
promising but turns out to be completely worthless. A ganger may try to rummage through the pile again as a
special action to see if anything valuable can be found under the garbage after all. Roll again on this table.
3: Treasure Map – An explorer's corpse is hidden in the refuse, a crudely drawn map clutched thightly to its chest.
Treat the map as a special loot token. The gang in possession of the token at the end of the game adds two free
dice to its exploration roll (as long as it sends at least one model exploring).
4: Chest of Teef – There's a treasue chest here! The ganger grabs 3D6 teef, bu the rest is too heavy to move right
now. If a gang is holding the battlefield at the end of the game, it receives a further 3D6x5 teef.
5: Hot Water – It turns out a thick layer of junk is covering up a deep pool of hot thermal waters. There is nothing
to be done about it right now, but with some work it can be cleaned up. If a gang is holding the battlefield at the
end of the game, it adds a Thermal Well to its held territories.
6: Unexpected Archeotek – The ganger recovers a special loot token that represents an unknown archeotek item.
The gang in possession of the token at the end of the game adds one random archeotek item to their stash.

Abandoned Building
This landmark is best represented with a ruined buiding. A ganger can determine the exact nature of the building
simply by moving into it. Roll on the table below the first time a ganger enters the perimeter of the terrain piece.
1: Unstable Ground – The ganger steps on some rickety flooring and falls into the building's basement. Resolve
this as a 3" fall. The ganger must spend his next movement phase climbing back out. Anyone else moving into the
building must pass an Initiative check in every movement phase of suffer the same fate. Nothing of value can be
found here.
2: Falling Debris – Stuff is falling from the walls and ceiling here. Any model in the perimeter of the building must
pass an Initiative test at the end of his turn or be struck by falling beams, bricks or similar, causing a S3 hit.
3: Previous Tenants – The building isn't abandoned after all but is home to a family of zombies or zombie-like
creatures. Place D6 of them within the perimeter of the building. Treat them as aggressive wandering creatures.
4: Hostage Situation – The ganger stumbles upon a tied-up citizen, no doubt left here by another gang while they
negotiate his ransom. Your ganger, or any ganger who subsequently enters the building, can cut him loose and
earn his gratitude. Roll a D6 to see who the grateful citizen is: 1-2: Mek, 3-4: Dok, 5: Haemonculus, 6: Mechanicus.
The gang that sets him free gets D3 coupons for free service at his shop that any gangers can use. What’s more,
he will take great care not to bungle things up, so whenever you use a coupon, you automatically get the best
result on the Outcome table. If a gang is holding the battlefield at the end of the game and the citizen has not
been cut loose yet, that gang can cut him loose after the game ends, or it can collect the ransom itself or sell him
into slavery, in either case earning 2D6x5 teef.
5: Supply Warehouse – The building houses a secret stash of weapons and equipment, probably belonging to the
infamous gretchin revolutionaries. Scatter D3+1 special loot tokens in the perimeter of the building. Roll a D6 for
each token possessed by a gang at the end of the battle; on a 1 it is worthless, on a 2-4 generate an item of Minor
Swag, on a 5-6 generate an item of Major Swag. If a gang is holding the battlefield at the end of the game, it adds
an Empty Warehouse to its held territories.
6: Abandoned Garage – This used to be a Mek's workshop or something similar. Scatter D3+1 loot tokens in the
perimeter of the building to represent valuable gubbinz left behind. If a gang is holding the battlefield at the end
of the game, it adds a Makeshift Garage to its held territories.
Strange Monolith
This landmark is initially best represented by a non-descript pillar and replaced with a more appropriate piece
once its exact nature is determined. Roll on the table below the first time a ganger approaches within 12".
1: Idol of Gork (or possibly Mork) – Whenever any ganger approaches within 12" of the idol for the first time, he
must take a WS test. If he passes, he gains +1 Strength for the rest of the battle and if he earns an advancement in
this battle, he can choose to learn any Muscle skill instead of rolling on the advancement table.
2: Idol of Mork (or possibly Gork) – Whenever any ganger approaches within 12" of the idol for the first time, he
must take an Initiative test. If he passes, he gains +1 BS for the rest of the battle and if he earns an advancement
in this battle, he can choose to learn any Cunning skill instead of rolling on the advancement table.
3: Chaos Shrine – Foul energies emanate from this dark monument, the symbols carved into its stone shifting as
you look. Roll a D6 to determine the current configuration of the shrine:
1: Summoning Circle. The monument retracts into the ground, leaving behind an eerie pentagram. The first
ganger to stand on it can draw a Daemon Summoning Circle without using up a Summoning Kit, but otherwise
following the regular summoning rules.
2: Icon of Khorne. The Blood God’s stylized skull glyph adorns the shrine. Any ganger that moves into contact
with it can take the test of Khorne as a special action instead of shooting. This is a WS test. If the test is passed,
the ganger earns one random Gift of Khorne. The shrine is then exhausted.
3: Icon of Nurgle. The Plaguefather’s stylized fly glyph adorns the shrine. Any ganger that moves into contact
with it can take the test of Nurgle as a special action instead of shooting. This is a T test. If the test is passed,
the ganger earns one random Gift of Nurgle. The shrine is then exhausted.
4: Icon of Slaanesh. The Dark Prince’s stylized gender glyph adorns the shrine. Any ganger that moves into
contact with it can take the test of Slaanesh as a special action instead of shooting. This is an Initiative test. If
the test is passed, the ganger earns one random Gift of Slaanesh. The shrine is then exhausted.
5: Icon of Tzeentch. The Lord of Magic’s stylized flame glyph adorns the shrine. Any ganger that moves into
contact with it can take the test of Tzeentch as a special action instead of shooting. This is a Leadership test. If
the test is passed, the ganger earns one random Gift of Tzeentch. The shrine is then exhausted.
6: Icon of Chaos Glory! The eight-pointed star of Chaos looms over the supplicants of this shrine. Any ganger
that moves into contact with it can invoke the essence of Chaos as a special action instead of shooting. The
ganger earns one random Minor Chaos Psychic Power. The shrine is then exhausted.
Note that any ganger using the shrine will automatically become a follower of Chaos if he is not already.
4: Statue of Fertility – Obviously erected by some ancient tribal society in Nu Ork’s distant past. It is impossible to
tell who exactly, but it was absolutely, definitely, not the Orks. The mighty pillar stands tall and proud and hard as
adamantium, its peculiar form confusing passing Orks and infuriating passing Space Marines. Two storage units at
its base house a small amount of loot. By simply moving into contact and touching the monolith in just the right
way as a special action in the shooting phase, a ganger can cause one loot token to be forcefully ejected from the
top, landing 2D6" away in a random direction (re-roll HITs). The statue is then spent and cannot be touched again
for the rest of the battle. That ganger earns 1 experience point… and what an experience!
5: Dolmen Gate – This ancient artifact of Necrontyr origin was probably built on this spot millions of years before
Nu Ork even took to the stars. While it no doubt has other, even more sinister functions, its primary effect in the
current battle is that it suppresses psychic powers and the flow of warp energy. All Psykers and Daemons (from
either side) within 12" of the Dolmen Gate suffer a -1 Leadership penalty, which increases to -2 for the purposes
of taking Psychic Tests. Furthermore, all models within 12" of the Dolmen Gate have a 5+ special save against all
direct effects of psychic powers. Note that this save is not voluntary and must be taken even against beneficial
effects of friendly powers.
6: Eldritch Monument – This cyclopean monument's origin and function are unknown, but looking straight at it
gives everyone a headache. All models suffer a -1 Leadership penalty whilst within 12" of the monument. If a gang
is holding the battlefield at the end of the game, it can scavenge the mystery material and sell it for 10D6 teef.
Nothing bad will happen to your gang for dismantling this strange edifice, but you will roll a lot of 1s from now on.
Unknown Device
This landmark is best represented by a piece of machinery. A ganger can determine the exact nature of the device
simply by approaching within 3". When the first ganger comes into range, roll a D6 on the table below:
1: Doomsday Engine – Oh dear, this could end badly for everyone. The ganger accidentally activated some sort of
weapon of mass destruction, which could obliterate both gangs unless disarmed! The device can be disarmed by
activating it like a Control Panel, but only on a roll of 5+. Until that happens, roll a D6 at the end of every player's
turn and on a 1, the device goes off. Every model within 3D6" goes out of action automatically, those a further
3D6" away suffer a S5 hit each, those even further away suffer S3 hits each regardless of distance. A ganger that
disarms the device earns 1 experience point. If the device is disarmed and a gang is holding the battlefield at the
end of the game, it can scavange the parts for 2D6x5 teef. If the game ends before the device is disarmed or goes
off, no profit is gained from the device as everybody would rather retreat to a safe distance as quickly as possible.
2: Automated Defense – This is a turret or similar device and will blast intruders automatically. It starts by
attacking the ganger who approached it. On subsequent turns it fires during both players' shooting phases (at the
end of the phase) at the closest model in LOS from either side. The turret has BS3. Roll a D6 to see what it is
armed with: 1: Deffgun; 2: Multilaser; 3: Plasma cannon; 4: Bright Lance;
5: Airbursting Fragmentation Projector; 6: Particle Shredder;
The turret can be disabled by any fighter in base contact by activating it like a Control Panel. That model earns 1
experience point. If the turret is disabled and a gang is holding the battlefield at the end of the game, it can add
the turret's weapon to its stash. If the game ends before the turret is disabled it cannot be looted as everybody
would rather retreat to a safe distance as quickly as possible.
3: Water Condenser – This device accumulates fresh, clean water of a quality rarely seen in Nu Ork. Any ganger in
base contact can spend a special action in the shooting phase to take a drink, healing 1 flesh wound. If a gang is
holding the battlefield at the end of the game, it adds a Water Condenser to its held territories.
4: Oxygen Filter – The device comes to life as soon as it is identified. All gas markers within 12+2d6" are removed.
Further gas-based attacks within the range do not leave persisting gas markers and models in the area get a +1
bonus to their Toughness to resist the effects of gasses. If a gang is holding the battlefield at the end of the game,
it adds an Oxygen Filter to its held territories.
5: Shield Generator – The device comes to life as soon as it is identified. Trace a 2d6" diameter circle centred on
the generator. Any ranged attack passing over the line has its strength and save modifier reduced by D3 (roll once
per shot). The city authorities will pay a handsome reward of 100 teef to the first gang to report the location of
the shield so that it can be incorporated into the city's coid shield array. Reporting its location can be done as a
special activity in the following post-battle sequence. Each gang can send one member. If both gangs do, then the
messengers will have to race to the city council! Each messenger rolls one D6 and adds his base Movement. The
winner gets there first and gets the reward. In case of a tie, repeat the contest.
6: Webway Portal – Any ganger who moves into contact with the portal may attempt to enter the Webway and
hopefully borrow some sweet Eldar tech. The portal must first be activated like a Control Panel. Eldar gangers
may re-roll a failed test. If the test is passed, the ganger is removed from the table. Only one ganger can be in the
Webway at a time. At the start of each of your following turns, you can have the ganger come back through the
portal by making a regular Advance move measured from the portal. Alternatively, the ganger can attempt to…
borrow… an Eldar artifact. Choose any one item from the Craftworld Eldar or Dark Eldar armoury. If this is a rare
item, you must pass a regular rarity test to successfully find it, while finding common items is automatic. You do
not have to pay any teef for the item. The ganger must then pass an Initiative test to see if he evades pursuit. If
successful, he obtains the item and can decide again next turn if he wants to return with his spoils or attempt to
borrow another item. If he fails the Initiative test, he is automatically Captured by Eldar Black Ops, with the usual
consequences. A model that returns with at least one borrowed item earns 1 experience point.
Ammo Dump: a ganger in base contact who has a weapon that has run out of ammo may rummage through and
look for a suitable magazine as a special action instead of moving and/or shooting. Roll a D6, on a 1 the dump is
empty and is removed, on a 2-5 the ganger may retake the ammo test for his weapon, on a 6 he reloads
automatically but the dump is then depleted and removed.

Item Crate: a ganger in base contact may take a special action instead of moving and/or shooting to examine the
crate. Roll a D6, on a roll of 1 the crate is empty, on a 2-5 generate one random item from the Minor Swag table,
on a 6 generate one random item from the Major Swag table. The item is added to the ganger’s inventory,
assuming there is room, otherwise treat is as a special loot token until someone else can pick it up.

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