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CAMPAIGN
The Ork knows no fear, they cannot be the campaign. These units have been
bargained with, they will not stop, for the created to be balanced and fair to provide
Orks only drive is warfare. The din of battle an enjoyable experience for both you and
is music to their ears; bloodshed is as your opponent.
natural to an Ork as the summer rain…
Yet they are here which means the Orkfest From the Author
is upon us. Woe to those who I hope this will be an exciting and fun-filled
underestimate the Ork. Warhammer 40,000 supplement. Having
attended two Orkfests thus far, I was
-Attributed to an Unknown Xenos inspired to collect and cajole various
biologis Tech-Priest following the first missions with the intent to preserve and
known Orkfest replay with some good skumgrods.
Starting with the battle missions handed
out to me at the Orkfests, and looting
Whose it for? various scenarios published online, this
This campaign book was created primarily supplement has escalated into a work of
for Orks set against the Imperium (read, love, inspiring me to create more and more
imperial guard) in mind. However, this scenarios until I realized I had created the
shouldn’t stop you from changing things vast ground work for a massively
up, pitting whatever army you have enjoyable campaign. In time I hope this
against another. The rules have been project continues to grow, as inspiration
designed, or looted, with simplicity in chimes in and the game of Warhammer
mind, but also offering advance missions 40,000 continues to evolve.
for those more akin to such things. The
basic structure of the campaign itself lends -Dakkabu
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!
The units will benefit from a new veteran D6 Melee Veteran Ability
ability for the rest of the campaign. It is 1 Feel No Pain
possible for a single unit to gain multiple 2 Furious Charge
veteran abilities in this way, but it may not 3 Counter-Attack
take duplicates of the same skill. If you a 4 Hit & Run
roll a duplicate on a second or subsequent 5 Preferred Enemy
roll, you may choose which ability the unit 6 Fearless
gains. In addition, once a unit has received
an ability from one of the tables, all its D6 Gunnery Veteran Ability
future rolls must be on the same table. 1 Night Vision/Acute Senses
This reflects the specialization that comes 2,3 Relentless
with experience. 4,5 Tank Hunters
There is a downside though. If a unit with 6 Fearless
a veteran ability ends a game below half
strength or having fled the battlefield, it D6 Vehicle Crew Veteran Ability
will lose one veteran ability. If it ends the 1 +1 BS
game wiped out, it will lose two. 2,3 Ignore Shaken results
4,5 Ignore Stunned results
6 +1 AV all facings (max 14)
How to play finite resources from one game to the
The campaign is pretty straight forward: next.
Play any number of predetermined number
of battles chosen from the scenarios The master roster does not have to
included in this pamphlet, and the player conform to the force organization chart so
or side with the most victory points at the it is possible to have three HQs for
end of the campaign wins! example. You will however be limited to
the Force Organization chart when picking
an army for a game. Unless of course, you
Campaign Rosters and your opponent decide to ditch that!
An additional quirk that can be introduced
into your campaigns is for each side to With this system in effect it pays to decide
write up a master with more points early on which units have to be involved in
available than are needed for any one particularly grueling missions so that they
game. The size of the master roster may can be kept safe until they are needed.
vary depending on the planned length of Alternatively, you can throw them in from
the campaign. So, for example, a the start in the hope that they will have a
campaign of three to five games may use useful battle honors for the pivotal battle.
master rosters of 50% more than the Often the best way to design a master
points limit for each game, where as a roster is to include several units of
campaign of indefinite length may use approximately the same points so they can
master rosters of many thousands of be switched at will depending on the
points. mission.
Used in conjunction with the rules for The added kudos of your most successful
experience, changing units and units units winning battle honors is considerable,
missing battles while they recover from and using this system you will soon find
damage, players will soon get a real feeling that your army list becomes populated by
for their army, and learn to husband their units with character and history, whose
fate you really do care about.
Roster Card
Unit Name: Unit Type: Points Cost: Battle Honors:
Regimental Skills and Drills • Any non-vehicle unit which fails a morale
The following are regimental skills and test must immediately re-roll the result,
drills available to the Imperial forces led by breaking if it fails a second time. Upon
a Supreme Commander or specialized taking the re-roll, the squad loses D3
regimental units (see Campaign Units for members who are remotely killed in an
more details). show of force by their commanders.
A-Gravs:
Some of the most elite forces within the
Imperial Guard are equipped with the best
anti-grav technology available, alongside
simpler hover vehicles. Only a handful of
these armies exist; normally stationed on
the most vital of Imperial centers of
government.
▪ Any tanks fielded by the army may be
upgraded to skimmers (if modeled
appropriately) for +10 points.
Carbines:
This army is equipped with specialized
lasguns designed for short-range, high
rate-of-fire bursts. Notoriously difficult to
manufacture, lascarbines are usually
fielded by armies hailing from highly
advanced worlds.
▪ All lasguns in the army use the following
profile: Lascarbine Range 18” S3 AP-
Assault 2
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.
The one positive side to all this is that Docs ▪ A character with a de-lux kicking leg
get on well with the Mek boyz (being in a gains an extra Attack in close combat.
similar line of work, fixing and improving
things, albeit Orks rather than machines). Rebuilt Kranium:
This means they often have lots of snazzy The Bad Dok has replaced most of the
bionik bitz which will, hopefully, enhance patient’s cranium with solid armour plates.
an Ork’s prowess no end. Desirable as ▪ An Ork with a rebuilt kranium adds +1 to
bioniks might be, only Orks which are its Armour Save.
already injured will risk having them fitted.
Bear in mind that, like gubbins, bioniks DA DOKS’ CODE
must be shown on the model of the warrior Doks never mess with another Dok’s work,
they are fitted to. Think twice before (it would break da Doks’ code), so a
sending warriors to the Doc because you character may not have the same type of
will have to do some converting and major bionic replacement more than once. A
surgery of your own. character, for example, may not have two
Kustom Leg Replacements, or two Dok’s
JUST SAY “AAAARRGH!” Surprise bionik bitz, etc.
After any game you can take an injured
warrior to a Doc. It does not matter when Also, the Meks never mess with any Dok’s
the warrior suffered the injury, he may go work in case they get injured and taken to
to the Doc’s at any subsequent time. In serjery themselves. There have been
fact, it is more likely that the warrior will rumors of Docs getting revenge on their
wait for a few battles as it may take some patients by giving them squig brain
time for the rest of the mob to ‘persuade’ transplants! None of the Doks Kustom
him to go. When you take an injured Bionik Replacements may be further
warrior to a Doc you can ask him to kustomised by the Meks.
perform one of the many kinds of serjery:
DA BIG DAY
Kustom Arm Replacement: Determine how the Dok has performed his
The Bad Dok has replaced the characters serjery by rolling on the table below. This
arm with a crude but effective bionik arm is done immediately – although in reality it
equipped with built-in weapons as standard obviously takes a while to work on
- be they one-shot sluggas, retractable Your character, it is convenient to work out
spikes, ferocious creatures in cages or these details after each game, along with
something even more unsubtle. advances for your Boyz and other ‘between
▪ An ork with a kustom arm causes one game’ calculations.
automatic Strength 4 hit in close combat
but only if in base-to-base contact with the
target with an equivalent Initiative of 6
DA BIG DAY TABLE
during a turn the model charges. A bionik D6 Result
arm also counts as an additional close 1 Dis is a New Technique. Despite the
combat weapon. fact the job has been well and truly
messed around, the Dok demands
Kustom Leg Replacement: payment. The character is out-fitted with
The Doc has replace the character’s leg an explosive cranium, causing him to take
with a de-lux kicking leg. The leg has a an additional wound if wounded in
small motor in the knee allowing the subsequent battles.
warrior to give a super powerful kick in 2 Da Patient is Restin’... The Dok has
close combat. performed serjery but the warrior is still
recovering. The character must sit the next ▪ The Ork suffers no ill effects from the
battle out. serjery, except that he finds it rather hard
3 Which Wun Was It? The Dok has to breathe sometimes. A warrior with iron
forgotten which procedure he was lungs suffers -1" to his basic Movement
supposed to perform and has done when he runs or charges. Typically, this
something else. The one you wanted means the model may only move or run 5”
definitely won’t be the one carried out, at maximum.
so roll a D3 to randomly determine which
of the other three types of serjery was 5 Fungus Bref Lungs
performed instead. The warrior has been fitted with a fungus
4-6 Job’s a Good ’Un... Hurrah! The Dok fermentation vat to aid his digestion.
has successfully completed the serjery. Unfortunately the device produces a lot of
gas so the Dok has fitted a storage
Dok’s Surprise!! compartment, which allows the warrior to
If a Dok’s Surprise is rolled, randomly let out a jet of noxious gas at will.
determine which bionik bit the character by ▪ Any enemy fighting the warrior in close
rolling a D6 and consulting the table combat suffers a modifier of -1 to their
below: Weapon Skill. The smell puts them off!
4 Iron Lung:
The warrior’s lungs have been patched up
with huge iron plates.
GOVERNOR’S PALACE
The seat of Imperial power is in the Governor’s palace. Should it fall the will of the Imperial
fighters will also be broken, paving the way to a greenskin victory. The Imperials must hold
the Orks off at all costs.
Special Rules have two 6’x2’ halves. For this mission, lay
an actual stretch of barbed wire to
Green Tide:
represent the centre line.
Ork infantry units may respawn at their
table edge once they are destroyed,
deploying at the beginning of the Players Deployment
next Movement Phase. ▪ Both sides roll a die and the winner
chooses to go first or second. The
Effigy of Gork (or possibly Mork) Imperials must deploy on the Governor’s
▪ Be it a totem pole, a grotesque idol, or a side of the table. The Orks get the opposite
big pile of lucky dung, this effigy of the ork table edge. Both sides may deploy 6” from
gods fills nearby orks with great warrior the barbed wire creating the center line.
pride. Infiltrators may deploy after setup.
▪ When revealed: During deployment. Note
that this asset must be represented with Objectives
suitable model. ▪ Each objective in this war zone counts as
▪ Effect: If an Ork unit within 36" of the 1 VP at the end of the game. The side with
Effigy ever rolls a double 1 for any Morale the most victory points at the end of the
test, their aura of defiant Orkishness in the game is the winner. The objectives are:
air is magnified tenfold. The Ork army Orkrates, the governor, the command
gains a bonus Waaagh! that it must use in bunker, the Gargant, and the Governor’s
the following Ork turn. palace.
▪ In order to claim an objective a scoring
Governor and Orkrates: unit must be within 3” of it at the end of
▪ Imperial Forces and Ork forces are the game.
granted an additional model representing
the Governor and Orkrates respectively.
The Governor counts as an Officer without
a command squad, and Orkrates counts as
a Painboy for all intents and purposes.
Neither have any upgrades.
Effigy
Command Bunker:
This bunker is equipped with a dazzling
array of communications nodes attached to Governor’s
upper storeys of a building that aids the palace
control of nearby friendly forces. 6” 6”
▪ The command centre grants a unit within
12” the Counter-Attack universal special
rule.
Gargant Command
Setup Bunker
▪ 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
REFINERY BATTLEZONE
The vast ore refining facility produces invaluable chemicals and raw materials for the forges
and machine shops of the Imperium. Its enormous filtration tanks and processing bays cover
hundreds of square miles with twisting pipes, chemical spills and towering chimneys that spew
corrosive fumes into the air, rendering the land uninhabitable for hundreds of miles in all
directions. These refineries are vital to the continued resistance of the Imperium and without
them the production of arms and ordnance will cease completely.
Fuel Depot:
▪ The large amount of piled promethium
and chemicals is just too good of a target
to pass up. The promethium barrels count
as an Immobile vehicle with armor 10 all
around. Any penetrating hit will cause a
huge S6 AP 4 4D6” explosion.
Power Conduit:
Arcane power arcs through this 3”
diameter structure, making movement 12”
near it extremely dangerous. Any model
ending its move within 6” will be struck
and automatically wounded on a D6 roll of
1. Armour saves are allowed as normal.
Vehicles take an automatic glancing hit on
a 1 or 2.
Setup
▪ The table is divided into halves, formed
by drawing an imaginary line through two
corner points.
Deployment
▪ Both sides roll-off, and the winner
HIGHWAY BATTLEZONE
Friendly forces are entrenched against the growing tides of Orks that are assault their
positions. Reinforcements have been sent not to bolster the lines though, but to retrieve as
many soldiers as possible to ferry to where they are needed the most.
Setup 12”
▪ The table is divided into four quarters,
formed by drawing two imaginary
perpendicular lines through the centre
point. So a 6’x4’ table would have four
3’x2’ quarters
▪ Randomly place 5 guardsmen across the
battlefield, up to two per table quarter.
These models remain stationary and
cannot be targeted by the Ork player. They
are simply counted as objectives.
DESERT BATTLEZONE
Looking for scrap is a risky business as rival mobs the desert with the same purpose. Many
mobs just send a few Boyz to locate some scrap, who send word to the rest of the mob when
they find some. Hopefully, the rest of da mob will come to help the Boyz and pick the scrap up
before a rival mob finds them or worse!
Booby Traps:
▪ Each of the scrap counters have been
rigged with a booby trap.
▪ The Ork player controlling the booby trap
may choose to detonate it when an enemy
model or unit is within 6” of the marker. As 12”
usual, the owner of the target unit chooses
the model that takes the damage and
resolves a single Strength 8 hit, AP2.
Unlike minefields, booby traps only work
once, so remove the marker once the
attack has been made.
Setup
▪ The table is divided into four quarters,
formed by drawing two imaginary
perpendicular lines through the centre
point. So a 6’x4’ table would have four
3’x2’ quarters
JUNGLE BATTLEZONE
The Orks have dropped numerous Roks onto the planet, some filled with mobs of Ork infantry,
others with squadrons of ork warbuggies and warbikes. The Rok in this warzone was outfitted
with an Ork Big Gun Battery. Imperial command has been unable to hit the battery from orbit
due to a force field protecting the guns on the ground. Elite assault units have been mobilized
and sent into the thick rain forest to silence the Ork guns once and for all.
Rok'Em Boyz:
At a barked command from the Warboss, Objectives
orbiting Ork ships use their repulsor beams ▪ The only objective in this warzone is the
to launch space debris into the swirling Ork Big Gunz Battery. If it is destroyed the
battle below. Imperials get 1 Victory point. If it is still
▪ When revealed: in the Shooting phase of operational at the end of the battle the
one of your turns. Orks get 1 victory point.
▪ Place D3 10" blast markers anywhere on
the board. Determine the point of impact
for each blast marker, but only roll one D6
for the Scatter. The marker scatters a
number of feet (not inches!) equal to the
result of the D6 roll. If a hit is rolled, the
marker scatters in the direction indicated
by the small arrow, but it only scatters D6-
1 feet. If the scatter takes the marker off
the table, the shot is ignored. Of course, if
a hit is rolled and the D6 result is a 1, the
6”
Meteor has miraculously landed on its 6”
intended target. Good shot! Any model hit
by one of these markers takes a destroyer
hit.
Big Gunz
Dried River Bed: Battery
▪ A shallow channel placed so that it enters
the table at one edge and exits at another.
Movement along the river bed is
LAND BRIDGE
BATTLEZONE
The entire length of the vast land bridge that links the island with the ash wastes is defended
by armored bastions, guns and defense emplacements strong enough to hold off all but the
most overwhelming enemies. It is defended on both sides by heavily fortified bunkers and
vehicle traps. The ash wastes side has seen heavy fighting when the Ork rok landed and
smashed these defenses in their assault on the island. The roadway of the bridge is buckled
and twisted, littered with burnt-out wreckage of Ork buggies and wartrukks.
18”
KAN FACTORY
BATTLEZONE
The kan factory is an industrial marvel, created by the orks to add Killer Kans to the ork
hordes at a frightening rate. Worse still, when the kan factory is going full pelt, it is also
capable of creating Dreadnoughts and occasionally even Stompas!
Setup
▪ The table is divided into four quarters,
formed by drawing two imaginary
perpendicular lines through the centre
point. So a 6’x4’ table would have four
3’x2’ quarters 12”
Deployment
▪ Both sides roll-off, and the winner
chooses to go first or second. The side that
goes first then chooses one of the long
table edges to be his own table edge. He
SACRED GROUND
BATTLEZONE
The shrine of an Imperial saint is in danger of being defiled by a surprise attack from the orks.
Such a desecration cannot be allowed and the Imperium must spare no effort in defending it.
12”
IMPERIAL OPERATIONS
BASE BATTLEZONE
The Imperium has fortified a vitally strategic position. From these impressive fortifications the
imperials have been launching devastating raids and cutting off supply lines to their enemies.
If the Imperial position cannot be destroyed it will be impossible to advance further.
Special Rules
Divided Force: Sentries:
Imperial forces have launched countless ▪ The defender has 10 guardsmen which
boarding vessels in hopes to take down the act as sentries.
space hulk. With the strength of numbers, ▪ At the start of the sentries’ turn, both
if not skill, the mission will be fruitful. players roll a dice for each sentry model
▪ The attacker’s army is split into an active (or marker). The player that rolls highest
part (that deploys in accordance with the can move the sentry the distance indicated
mission rules) and a passive part (that on the dice in any direction. If the rolls are
either begins the game in reserve). tied then the defender moves the sentry.
▪ The owning player splits his army into ▪ Sentries do not have any Squad
two separate forces, each must consist of Coherency rules and operate
at least 30% of the total army points independently.
value. A dice is then rolled to determine
which force is the active force and which is Sounding the Alarm:
the passive force. ▪ At the start of the game, the defending
forces are not expecting combat. Instead
Breached Walls: they are resting, eating, and servicing
War-torn, beaten, and ramshackle in equipment, talking about the girls/bug I
nature, the ork hulk is littered with eyed monsters back home and so on.
sections with no life support capacities and Because of this, only the sentries will be
filled with vacuums. active to start with
▪ Combat in a vacuum is a lethal affair, for ▪ Until the alarm is raised, sentries move
even glancing strikes may puncture air- as described above and none of the
tight suits and cause explosive defender’s other unit may move or fire.
decompression before self-repair systems The alarm can be raised in several ways:
can contain the damage.
Models with more than 1 Wound on their Spotting distance:
profile lose not one but D3 Wounds when ▪ A sentry will spot any enemy model that
they suffer an unsaved wound. All attacks, is within his spotting distance at the end of
both shooting and close combat, use the any turn This distance is equal to his
Rending rule. Initiative characteristic in inches.
Reserves
▪ The attacker’s reserves enter normally.
2-5 12”
▪ The defender’s reserves enter from a
random board edge, as indicated on the Objective
map (roll a D6). Only begin rolling for the
Defender’s reserves after the alarm has
been raised.
Deployment
▪ The Imperials are the attackers and the
other player will be the defender.
▪ The table is set up in a mutually 6
agreeable manner, but after all terrain is
ORE MINE BATTLEZONE
This drift mine provides many of the raw materials required to continue the war effort. The
vast mine has cut deep into the planet and has created a highly toxic environment, continually
blanketed in impenetrable clouds of ash and smoke. Ancient machineries and millennia old
technologies continue to harvest the minerals beneath the planet’s surface and should many
more of these mines fall into Ork hands, the war will be lost.
Chem-Fog:
Clouds of toxic fumes have spread
throughout the caverns, concealing the
movements of the enemy from view.
▪ The chem.-fog covers the entire
battlefield. Use the Night Fighting rules. At
the beginning of each player’s turn roll a
dice. On a 6, the fog dissipates, and the
battle is fought normally.
Setup
▪ The table is divided into halves, formed
by drawing an imaginary line through two
corner points.
CONVOY BATTLEZONE
The frontline between the two armies are thousands of kilometers long. Even the huge armies
fighting found it impossible to adequately patrol such vast distances, and because of this, fast-
moving, 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.
5-6
KONVOY BATTLEZONE
The frontline between the two armies are thousands of kilometers long. Even the huge armies
fighting found it impossible to adequately patrol such vast distances, and because of this, fast-
moving, highly mobile formations from both sides were able to infiltrate behind enemy lines
and make hit and run attacks on the opposing sides’ supply lines.
Special Rules
To Your Stations!! Deployment
▪ Place D3+3 Imperial Guard pilot models ▪ Both sides roll-off, and the winner
no closer than 20" to the Imperial aircraft chooses to go first or second. The side that
(this includes all guard fliers). These goes first then chooses one of the long
models act as independent characters but table edges to be his own table edge. He
for all intents and purposes are otherwise then deploys his force in one of the two
treated as Imperial Guardsmen armed with table quarters on his side of the table,
laspistols. If a pilot manages to reach an more than 12” away from the center of the
aircraft, that model is treated as an active table. The opposition then deploys in the
part of the battle – the Imperial player diagonally opposite quarter.
may use the relevant Apocalypse ▪ Both Sides have 3 stratagems.
datasheet from the start of the next
Imperial turn, treating the aircraft as Objectives
having entered play the previous turn. ▪ At the end of the game, each player
receives 1 ‘kill point’ for each enemy unit
Long Range ACk-ACK: that has been completely destroyed.
The imperial anti-aircraft guns have range ▪ If a character has a retinue, the character
enough to command the entire battlefield, and his unit are worth 1 kill points each.
protecting your ground-based troops and ▪ The player with the highest total of kill
vehicles from aerial attack. Flyers beware! points wins. If the players have the same
▪At the beginning of one of the enemy total, the game is a tactical draw.
Movement Phases, pick one enemy flyer. Whichever side has the most kill points
The model must immediately Disengage receives a single victory point.
(or may not enter the table this turn if it is
still in strategic reserve).
▪ The affected flyer may choose to force its
way through the anti-aircraft fire and
ignore the effect described above, but it
will suffer three strength 8, AP3 hits (on
Side armour, if applicable) as it flies
through the flak.
Setup
▪ The table is divided into four quarters,
formed by drawing two imaginary
perpendicular lines through the centre
point. So a 6’x4’ table would have four 12”
3’x2’ quarters.
▪ The Ork player MUST field at least one
fighta or fight-bomma for this mission.
POWERPLANT
BATTLEZONE
The Orks have launched a powerful surprise attack on the harbor as they overrun it quickly
before the Imperial defenders realized what was happening. Within an hour more than half of
the city was overrun. The capture of the power plant in the sector is crucial to the entire
campaign.
Setup
▪ Terrain is placed to Omega level
standards.
Deployment
▪ The defending player places the power
plant building near the centre of the Power Plant
western table edge, within 12” of that
edge.
SPACEPORT BATTLEZONE
The true victory will be taken by the one who controls the skies. Control of the spaceport
facilities may be the Linchpin of the Entire war. Each side is determined to capture the building
once and for all, and battle erupts as they converge upon it.
Special Rules
City of Death: Objectives
▪ The battle zone follows all the normal ▪ The only objective in this battle zone is
rules for a Cities of Death battle (I.G. the main landing pad.
Stratagems). ▪ The landing pad can only be controlled by
non-vehicle/non-independent character
Air Support: models. Which ever side has the most
▪ The side in control of the main landing points of models on or within 6” of the
pad may reload and respawn all Aircraft landing pad are considered to be in control
units during their turn (meaning destroyed of it.
aircraft will return to the battle and all one ▪ The main landing pad counts as 1 victory
shot weapons are reloaded). This is to point at the end of the battle.
symbolize the fact that a large amount of
aircraft have yet come into play.
Fuel Depot:
▪ The large amount of piled promethium is
just too good of a target to pass up. The
promethium barrels count as an Immobile
vehicle with armor 10 all around. Any
penetrating hit will cause a huge S6 AP 4 Spaceport
4D6” explosion.
Setup
▪ The table is divided into four quarters,
formed by drawing two imaginary 12”
perpendicular lines through the centre
point. So a 6’x4’ table would have four
3’x2’ quarters
Deployment
▪ Decide which player is to be the attacker
and which the defender. Alternatively,
FOREST BATTLEZONE
As a convoy passes through the dense forest, an attacker launches a deadly ambush. The
defender must fight his way clear or be destroyed!
Deployment
▪ Decide which player is conducting the
ambush; he will be attacker and the other
player will be the defender. This scenario is
best played on a rectangular table, 6’x4’ Attackers Deployment
being ideal
▪ The table is set up in a mutually
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.
Detecting Ambushers:
▪ Whenever a defending unit wishes to fire
on or assault a marker, you must first test
to see if the unit can detect the
ambushers. Make a night fighting roll, and
if the marker is within the distance rolled,
it is removed if a dummy or the unit placed
if it is not a dummy. At least one of the
ambushing models must replace the
marker, with the rest in unit coherency and
further away from the spotting enemy than
the marker.
Deployment
▪ Decide which player is conducting the
ambush; he will be attacker and the other
player will be the defender. This scenario is
best played on a rectangular table, 6’x4’
being ideal
▪ The table is set up in a mutually
agreeable manner, but after all terrain is
placed, the attacker may move two pieces
of his choice, and choose which of the
short board edges will be his table edge.
The opposite table edge belongs to the
defender.
▪ The defender deploys his army on up to
half of the table (measuring from his table
edge) the attacker then deploys according
to the Hidden Set-up rule opposite,
anywhere on the table more than 12” from
a defending model. Any non-infantry
models in the attacker’s army must be held
in reserve. The attacker gets the first turn.
DESERT BATTLEZONE
For a variety of technical reasons, a vital tank has broken down in enemy territory. While the
crew feverishly works to fix the problem, scanners detect an enemy tank patrol approaching.
The crew desperately sends out a signal for assistance - now, an artillery barrage is inbound to
cover the repaired tank's expected retreat. Will the tank be repaired in time to escape the fire
zone, or will the enemy vehicle score a kill?
Attackers Deployment
SULPHUR RIVER
BATTLEZONE
The battle has now spilled into the thousand mile-long valley. The sulphur river that divided
the Valley into two halves was impassable except at a few bridges that remained across it.
After more bloody fighting, Imperial Space Marines captured the bridges so that the Imperial
forces could continue their attack. Within hours, crude Ork Fighta-Bommerz was hurtling up
the valley to try and bomb the vital bridges into oblivion.
Setup
▪ Divide the table into four quarters
ORK ROK DROP SITE
BATTLEZONE
Dozens of Ork Roks have made landings throughout the planet, providing the ork forces with
gigantic ready-made citadels. Not only are these monstrous asteroid fortresses crammed with
guns and missiles, but they also contain giant teleporter arrays the Ork Meks use to bring
down Gargants, troops and heavy artillery to the planet’s surface in vast numbers.
12”
Attackers Deployment
AIRSTRIP BATTLEZONE
The true victory will be taken by the one who controls the skies. The Imperial Guard has been
tasked with the destruction of the Ork airfields to prevent the Ork’s escape, but the captured
proto-forges have been working overtime churning out a ramshackle convoy of Ork vehicles.
Setup 12”
The table is divided into four quarters,
formed by drawing two imaginary
perpendicular lines through the centre
point. So a 6’x4’ table would have four
3’x2’ quarters.
COMMS TOWER
BATTLEZONE
Your force has the task of guarding the flank of your army's main battle line as well as keeping
tabs on possible enemy movement in the area via recon teams on foot. One recon group has
stumbled across a massive enemy push to outflank your main battle line. The recon force is
now retreating before this unexpected enemy movement. The recon force must reach the
communications bunker in order to upload the vital information it has collected to HQ.
Special Rules
Minefields: Setup
▪ In an attempt to slow down the attacker, The table is divided into four quarters,
the ground before the defender’s position formed by drawing two imaginary
is strewn with deadly mines. The attacker’s perpendicular lines through the centre
advance will be reduced to a painfully slow point. So a 6’x4’ table would have four
crawl under the guns of the enemy unless 3’x2’ quarters.
he can negotiate the lethal minefields.
▪ The defender may place D3+3 minefields
anywhere outside of the attacker’s Deployment
deployment zone. ▪ The Imperium is the defender for this
▪ For each minefield, place a small mark. mission.
The mines extend 3” from the marker in all ▪ The defender deploys in his deployment
directions. zone containing the Comm tower.
▪ Minefields count as difficult and ▪ The Attacker deploys his forces along any
dangerous terrain, and any units that board edge, up to 6”. The Defender then
suffer casualties from them must test for deploys his forces in his Deployment Zone.
pinning.
Objectives
Comm Tower: ▪ The only objective in this battle zone is
▪ The Comm Tower counts as a Defense the Comm Tower.
Laser with the following profile: ▪ The Comm Tower can only be controlled
BS Front Side Rear by non-vehicle/non-independent character
4 13 13 13 models. Which ever side has the most
points of models on or within 6” of the
Structure Points: 3 Comm Tower are considered to be in
Weapons: Defense laser, 2 twin-linked control of it.
Autocannon with anti-aircraft mounts, win- ▪ The Comm Tower counts as 3 victory
linked heavy bolter. points at the end of the battle.
Defenders
Deployment
ORK KAMP BATTLEZONE
The Bosses of three separate mobs are meeting under truce when negotiations break down –
violently! Whether over an argument over whose the biggest or whether a particular rock
cropping resembled Gork or Mork, the in-fighting ensuing might very well drag in whole
armies. The Imperium has seen it wise to let this internecine in-fighting continue without
interruption.
King of Scrap:
The Imperium are looking to take up
commanding fire positions to better assault
the production fields, whereas the Orks
just want to feel bigger and more
important than their good-fer-nothin mates
and da humie scum. The victor of da Scrap
in da Scrapyard is the simply the player
with the highest elevated model at the end
of the game - so get climbing!
Setup
The table is divided into four quarters, 12”
formed by drawing two imaginary
perpendicular lines through the centre
point. So a 6’x4’ table would have four
3’x2’ quarters.
COMMS TOWER
BATTLEZONE
The Ork force is holding a strategic communications bunker from which they are calling in
deadly orbital strikes on enemy forces. Reports have come in that the enemy is about to
launch a massive ground assault against your position. It is vital for the Orks to hold the
communications bunker at all costs and not allow it to fall into enemy hands
Deployment
▪ The Imperium is the defender for this
mission.
▪ The defender deploys in his deployment
zone containing the Comm tower.
▪ The Attacker deploys his forces along any 18”
board edge, up to 6”. The Defender then
deploys his forces in his Deployment Zone.
Defenders
Deployment
TRENCH BATTLEZONE
The attacker has launched a dawn raid across no-man’s land against the enemy trench lines,
with the aim of quickly breaking through the forward trenches to destroy the artillery positions
and supply dumps beyond.
Deployment
▪ The defender deploys his force as follows.
First he deploys all his Troop units. They
may be positioned in zones 2,3, or 4. He
must deploy at least one Troops unit in
zone 2 and one Troops unit in zone 3.
ASHWASTES
BATTLEZONE
Death worlds are planets deemed too dangerous to support widespread human settlements.
Such worlds are nearly impossible to colonize, but have some intrinsic value-either strategic or
mineral-that necessitates the provision of outposts or other facilities. Unfortunately for this
outpost, the resource the world provides has attracted unwelcome attention.
Setup
The table is divided lengthways into two
halves
Deployment
▪ The players roll-off, and the winner
chooses to go first or second. The player
that goes first then chooses one of the long
table edges to be his own table edge.
▪ He then can deploy up two two units from
his Troops selections and up to one unit
from his HQ selections in his half of the
table (this is his ‘deployment zone’. His
opponent then does the same in the
opposite half, but must position his three
units more than 18” from enemy units.
HIVE CITY BATTLEZONE
The Ork’s pride and joy, known only as da Krater Maker, is the biggest land-based gun the sector
has ever seen. Not content with simply firing their titanic creation, the Orks intend to ram the
super-weapon into the hive city.
The wierdboy channels his powers short table edge. The Ork force earns 2 Kill
into a powerful burst and attacks his Points for every prisoner who is freed and
former captors. The psychic blast is is in the Ork Deployment Zone at the end
treated as a range 18" S3 AP2
of the game. ▪ The player with the most Kill
Assault 3 strike and will
5 automatically hit the three closest Points at the end of the game earns 5
non-vehicle Witch Hunter models. If Victory Points.
there are no models within range,
the shots are wasted; if there are
less than three models, any excess
hits are also wasted.
Sustained Attack:
The attacker has an overwhelming
superiority in numbers, wave upon wave of
foes hurling themselves forward.
▪ To represent the size of the attack, the
attacker aiming to make the Sustained 12”
Attack can ‘recycle’ some of his units when
they are destroyed. Recycled units are
brought back into play to represent the 14”
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
CAMPAIGN UNITS
This section contains campaign units profiles that enables you to field additional units with
Codex: Imperial Guard and Codex: Orks to fight battles using the scenarios included in the in
this supplement. The army list is split into five sections. All the squads, vehicles, and
characters are placed into one of these depending upon their role on the battlefield. An
important note to remember, the expanded army list is intended to work in conjuncture with
Codex: Imperial Guard or Codex: Orks and not as a stand alone army list in its own right!
WS BS S T W I A Ld Sv Transport:
Guardsmen 3 3 3 3 1 3 1 8 4+ ▪ A Sapper Squad may be mounted in a
Chimera transport vehicle at +55 points. A
Sapper squad that takes a transport may
Unit Composition:
not infiltrate!
▪ 10 Guardsmen
Options:
Unit Type:
▪ Up to four Guardsmen may be armed with:
▪ Infantry
- Demolition Charge……….+10 points per model
▪ Up to 2 Guardsmen may replace their
Wargear:
weaponry with a weapon from the following
▪ Shotgun
list:
▪ Laspistol and Close Combat Weapon
- Flamer……….……………………….…………..+5 points
▪ Frag and Krak Grenades
- Grenade launcher……………………………+5
▪ Meltabombs
points-
▪ Carapace Armour
Meltagun…………………………….……….…+10 points
▪ Surveyor
▪ One Guardsman not armed with a demolition
charge or using a special weapon may be
Special Rules:
equipped with a vox-caster at +5 points.
▪ Sappers
▪ Combat Engineers
IMPERIAL GUARD ORK HUNTERS
The galaxy is a diverse place with many strange
and barbarous customs. Imperial Guard regiments
come from many different planets and their native
cultures, style of dress, technological background
and warrior traditions differ too. The Imperial
Guard does not even try to impose uniform
standards of dress or armament, preferring to
exploit the unique strengths of each regiment,
whatever they may be. For example, soldiers from
the Ork Hunter regiments are savage warriors and
in their short history have already earned .
themselves a fearsome reputation. Squads need to
operate in isolation for many weeks in the jungle
and frequently return to base with grisly trophies
taken from the Greenskins they have slain. These
trophies often the form of Ork tooth necklaces and
skulls as well as more mundane items like glyphs
and stikkbombz. In addition to his normal
equipment every Ork Hunter also carries his
‘scalper’, a huge machete-like weapon that can be
used to decapitate an Ork with one blow. Their
feral appearance and coarse manner has led to the
Ork Hunters being regarded as little better than
the Orks they hunt and earned them the enmity of
many regiments
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
Sergeant 4 3 3 3 1 3 2 8 5+
with:
- Demolition Charge.+10 points per model
- Flamer……….…………..+5 points per model
Unit Composition: - Meltagun………………+10 points per model
▪ 3-9 Guardsmen - Plasmagun…………….+12 points per model
▪ 1 Veteran Sergeant ▪ Two models not armed with a special
weapon may form a weapons team armed
Unit Type: with a heavy flamer at +15 point.
▪ Infantry ▪ The veteran sergeant may exchange his
Laspistol and/or close combat weapon for:
Wargear: - Bolt pistol…………………………………+2 points
▪ Flak Armour - Power weapon……………………….+10 points
▪ Laspistol and Close Combat Weapon or Shotgun - Plasma pistol………………………….+10 points
▪ Frag and Krak Grenades - Power Fist………………………………+15 points
▪ Camo-Cloaks
Special Rules:
▪ Infiltrate
▪ Move through Cover
▪ Stubborn
▪ Preferred Enemy: Orks
SAVLAR CHEM-DOGS
The Savlar Chem-Dogs, far from being amongst
the elite of the Imperial Guard, are infamous
scavengers and criminals assembled from the
dregs of Imperial society. The Chem-Dogs were
initially formed into a fighting force by Judge
Callistar in response to an armed uprising on
Savlar itself. Savlar, once an in inhospitable mining
world useful only for its rich chemical deposits, was
converted into a penal settlement when it failed to
meet Imperial tithes. Since then, it has become a
hellhole populated only by traitors, criminals and .
the Adeptus Arbites troops assigned to watch over
them. However, during the Armageddon War,
Judge Callistar quickly found that such a force of
immoral, desperate cut-throats could be forged
into an effective fighting force with the addition of
but a few simple directives. Conscripted into the
Imperial Guard en masse, the Chem-Dogs were
given two motivational imperatives; they could
keep whatever they took from the enemy, and that
if they broke the law they would be sent straight
back to their toxic nightmare of a home world.
WS BS S T W I A Ld Sv Options:
Guardsmen 4 3 3 3 1 3 1 7 5+ ▪ Any Chem-Dog may replace their lasgun
Sergeant 4 3 3 3 1 3 2 8 5+ with a shotgun for free.
▪ Up to three Guardsmen may be armed
with:
Unit Composition: - Flamer, grenade launcher, or Sniper
▪ 9 Guardsmen rifle……….……….…………..+5 points per model
▪ 1 Veteran Sergeant - Meltagun………………+10 points per model
- Plasmagun…………….+12 points per model
Unit Type: ▪ Two models not armed with a special
▪ Infantry weapon may form a weapons team armed
with:
Wargear: - heavy flamer……………………………+15 points
▪ Flak Armour - Mortar………………………………………+5 points
▪ Lasgun and Close Combat Weapon - Autocannon or Heavy Bolter…..+10 points
▪ Frag and Krak Grenades - Missile Launcher………………………+15 points
- Lascannon……………………………….+20 points
Special Rules: ▪ The veteran sergeant may exchange his
▪ Penal Troops Laspistol and/or close combat weapon for:
▪ Fearless - Shotgun………………………………………...free
- Bolt pistol…………………………………+2 points
Transport: - Power weapon……………………….+10 points
▪ A Chem-Dogs Squad may be mounted in a - Plasma pistol………………………….+10 points
Chimera transport vehicle. - Power Fist………………………………+15 points
ELYSIAN DROP TROOPS
Elysian Drop Troops are amongst the best rapid-
response troops that the Imperial Guard has to
offer. Not only do they have some of the best and
most well cared for equipment and a high
proportion of Storm Troopers within their ranks,
but they have perfected the tactic of attacking by
grav chute. It is common for the elite soldiers of
Elysia to appear from the skies en masse above
their objective, raining onto the battlefield and
sowing devastation and confusion throughout the
enemy lines before they have even landed.
WS BS S T W I A Ld Sv Transport:
Guardsmen 4 3 3 3 1 3 1 7 5+ ▪ A Drop Troops squad must be mounted in
Sergeant 4 3 3 3 1 3 2 8 5+
a Valkyrie or Vendetta as a dedicated
transport vehicle.
Unit Type: W BS S T W I A L S
▪ Vehicle Squadron, (Tank, Open-topped) S d v
Prisoner 3 3 3 3 1 3 1 7 -
Wargear:
Each prisoner counts as a single Kill Point at the
▪ Laud Hailer
▪ Extra Armour end of the game for the Imperial player if the
▪ Smoke Launchers Incarcerator is not destroyed. In hand-to-hand,
▪ Searchlight any Glancing or Penetrating hit will break the
▪ Pintle-Mounted Storm Bolter
door open and release the prisoners. Place any
Special Rules: number of prisoner models that can fit within a
▪ Prisoners 2"-radius of the access point, but they may not
be placed within 1" of an Imperial model. Any
Transport Capacity:
▪ Though you can only fit one model in the remaining prisoners will exit as soon as they
Incarcerator, in game terms it can carry up to 10 can in the opposing player's Movement Phase.
prisoners. It cannot carry non-prisoner models. The prisoners are now controlled by the
opposing player.
GUERILLA FIGHTERS
Of all the battlezones in a galaxy riven by war, few
are more deadly than the cities of death. In the
blazing ruins of a once-great metropolis every
alleyway is an ambush site, every building an
abattoir and the streets are corpse-choked killing-
zones. In urban warfare the frontline is the next
room and neither window nor door is safe from
sniper fire.It is said that within the deadly crucible
of a city fight, raw recruits are forged into grizzled,
battle-hardened veterans after just one night of
biter, close-quarter fighting. And yet amongst
those who have been plunged deep into this nerve-.
wracking hell, there are those that have come to
excel. For every ten men that die, one learns from
his comrades' deaths, becoming a better soldier for
it. And learn he must, for those that fail to
comprehend the mortal danger waiting around
every corner, behind every pile of rubble, soon fall
prey to a sniper's bullet or a well--placed booby
trap. Alongside these grim and battle-scarred
veterans fight the inhabitants of the shattered city
itself, from burly manufactorum workers to hab-
block juves that have realized they have no hope
but to fight. Gangland criminals fight side by side
with their mortal enemies, realizing their rivalries
are of no consequence in the struggle to cleanse
their city of the foul aliens that infest its streets.
WS BS S T W I A Ld Sv Options:
Guardsmen 4 3 3 3 1 3 2 8 6+ ▪ Up to three Guardsmen may be armed
Sergeant 4 3 3 3 1 3 2 8 6+
with:
- Flamer………………………+5 points per model
- Grenade Launcher…+10 points per model
Unit Composition: - Demo-Charge……....+10 points per model
▪ 9 Guardsmen - Meltagun………………+10 points per model
▪ 1 Veteran Sergeant - Plasmagun…………….+12 points per model
▪ One Guardsmen may have a:
Unit Type: - Vox-Caster.………………………….…..+5 points
▪ Infantry ▪ Two models not armed with a special
weapon may form a weapons team armed
Wargear: with:
▪ Lasgun or Shotgun - Mortar………………………………………..+5 points
▪ Laspistol and Close Combat Weapon - Autocannon or Heavy Bolter…+10 points
▪ Frag and Krak Grenades - Missile Launcher………………………+15 points
- Heavy Flamer………………………….+15 points
Special Rules: ▪ The veteran sergeant may exchange his
▪ Jungle Fighters Laspistol and/or close combat weapon for:
▪ Light Infantry - Shotgun………………………………………...free
▪ Stubborn - Bolt pistol…………………………………+2 points
- Power weapon……………………….+10 points
Gung Ho: Deathworld Veterans fear nothing. They - Plasma pistol………………………….+10 points
- Power Fist………………………………+15 points
may re-roll failed Morale and Pinning tests and can
try to regroup even if below half strength.
SUPREME COMMAND
WS BS S T W I A Ld Sv Options:
Officer 4 4 3 3 3 4 3 10 4+ ▪ The Supreme Commander may exchange his
Laspistol and/or close-combat weapon for:
- Bolt pistol or boltgun………………………+2 points
Unit Composition:
- Power weapon…………………….……….+10 points
▪ 1 Supreme Commander
- Plasma Pistol…………………………….,…+10 points
- Powerfist…………………………….……….…+15 points
Unit Type:
▪ The Supreme Commander may purchase any
▪ Infantry
of the following Skills and Drills:
- Warrior Weapons…………………………….+5 points
Wargear:
- Sharpshooters…...........................+5 points
▪ Carapace Armour
- Conscript Platoons…………………………+10 points
▪ Laspistol
- Fast Mover……………………………………..+15 points
▪ Close Combat Weapon
- Light Infantry………………………………..+15 points
▪ Frag Grenades
- Evasive Driving...........................+15 points
▪ Meltabombs
- Jungle Fighters……….…………………….+20 points
▪ Refractor Field
- Xenos Fighters..…………………………….+20 points
- City Fighters………………………………….+20 points
Special Rules:
- Armoured Assault…….…………………..+30 points
▪ Senior Officer
- High Morale……………………………………+30 points
▪ Supreme Commander
- Master Snipers……………………………….+30 points
- Cavalry……………………………………………+30 points
- A-Gravs…………..…………………………....+30 points
Orders On My Coordinates!:
The following are new orders that a The Tactica Imperialis states that an
Supreme Commander may issue. Officer commanding a position that is
about to be overrun should call down an ad
Tank Riders: hoc artillery strike, with his own
Many Imperial Guard Officers are taught coordinates the target point. The officer
that the fastest way to the front is often on will earn the highest decoration for the
the back of a passing tank. number of enemy killed in the strike. Most
▪ If the order is successfully issued one are awarded posthumously.
infantry unit within 2” of a tank that has ▪ If the order is issued successfully, choose
moved may move the same distance, one model in your army equipped with a
ending their move within 2” of it. vox. The Imperial player may choose to
▪ This is dangerous so close to the front fire an ordnance weapon centered on the
line, so roll a D6 for each unit of tank vox-carrying model.
riders. On a 1, one model is removed as a ▪ This may be used even if the unit is
casualty as the trooper slips beneath the engaged in close combat.
tank or is caught by a stray round aimed at
the vehicle he was riding. Disappear:
▪ The unit can shoot or run in the shooting ▪ If the order is successfully issued, you
phase as if they had moved normally and may remove the unit from play,
may even assault in the following Assault representing a unit merging back into the
Phase. shadows so they can fight another day.
Once removed, the unit may not return to
Evasive Driving: the battlefield but doesn't count as having
Tanks from this regiment are trained to been killed for kill points purposes.
use their vehicles to crush attacking ▪ This order can only be issued to units that
infantry. are under 50% and can never be issued to
▪ If issued successfully (test against a unit in close combat, falling back, pinned,
leadership 10), and the tank is assaulted or gone to ground.
by infantry having moved on its last turn
then each model assaulting the tank takes
a wound on a roll of 4+.
Close Order:
The officer was thoroughly drilled in
fighting in dense formations where they
can present a hedge of blades, bayonets
and clubbed lasguns at the enemy.
▪ If the order is successfully issued, choose
one infantry squad visible to the officer and
move all models into base to base contact.
▪ While in close order all models in the unit
has +1 Leadership and +1 Initiative. Note
that the leadership bonus only applies
when the unit’s own Leadership is used.
Unit Type:
▪ A looted vehicle may be chosen from one of the Options:
following army list entries from Codex: Imperial ▪ The Looted Vehicle may be given any
Guard or Codex: Space Marines: weapons options permitted from its army
- Rhino list. For example, a Leman Russ battle tank
- Razorback may be given a heavy flamer or heavy
- Predator (Including variants) bolter sponsons at a cost of +10 points
- Land Raider (Including variants) each.
- Chimera ▪ A looted vehicle may only use Ork vehicle
- Hellhound (Including variants) upgrades, taken from the following:
- Griffon - ‘Ard Case…………………………………+10 points
- Leman Russ (Including variants) - Red paint job…………………………….+5 points
- Basilisk - Grot Riggers………………………………+5 points
- Colossus - Armour Plates………………………….+10 points
- Medusa - Reinforced Ram…………………………+5 points
- Boarding Plank………………………….+5 points
Special Rules: - Grabbin’ Klaw…………………………….+5 points
▪ Don’t Press Dat! - Wreckin’ Ball………………………….+10 points
- Stikkbomb Chukka………………….+5 points
Wargear:
▪ Variable. See Below.
SKARBOYZ
WS BS S T W I A Ld Sv Options:
Scrappaz 4 2 4 4 1 2 2 7 5+ ▪ Scrappaz may use the options of one of
Nob 4 2 4 4 2 2 3 7 5+
the following squad types (including
transport options) as detailed in the
appropriate army list. Note, transports
Unit Composition: selected have BS 2 (it’s crewed by Orks
▪ 5-10 Scrappaz after all!):
- Space Marine: Tactical squad,
Unit Type: Devastator Squad, Scout Squad.
▪ Infantry - Imperial Guard: Infantry squad, Fire
support squad, or Anti-tank squad
Wargear:
▪ Shoota Characters:
▪ One Scrappa may be upgraded to a
Special Rules: Nob…………………………………………...+10 points
▪ Furious Charge ▪ He may be given one of the following:
▪ Mob Rule - Big Choppa…………………………..……+5 points
▪ Waaagh! - Power Klaw………………………….….+25 points
▪ Oops, Sorry Mate! ▪ He may take any of the following:
- ‘Eavy armour……………………………+5 points
- Bosspole…………………………………..+5 points
GUNTRUKKS
Gobsmasha:
Grot Krew: A Guntrukk with grot krew adds ▪ Any Guntrukk may be upgraded to a
+1 to it’s ballistic skill. Gobsmasha for +80 points per model. A
Gobsmasha exchanges its Big Shoota for a
killkannon and ‘Ard case upgrade.
Bad Dok
WS BS S T W I A Ld Sv Kunnin’ Plans
Nazdreg 5 4 5 5 3 4 4 9 2+ Any one Elite or Troop choice in an army
led by Nazdreg may use either the
Infiltrate or Deep Strike universal special
Unit Composition: rule. If the option to Deep Strike is
▪ 1 (Unique) chosen, this may be used regardless of
whether the scenario normally uses these
Unit Type: rules. The unit chosen must be on foot
▪ Infantry and may not number more than twenty
models.
Wargear:
▪ Bosspole
▪ Mega-armour
▪ Stikkbombs
Kustom Blasta-X
▪ Kustom blasta-X Nazdreg ‘persuaded’ a Mekboy to build a
special kustom blasta onto his mega
Special Rules: armour. This has the following
▪ Independent Character characteristics:
▪ Furious Charge
Range Str AP Notes
▪ Mob Rule 36” 8 2 Assault 1, Blast,
▪ Da Big Boss Gets Hot!
▪ Kunnin’ Plans