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ORKFEST

CAMPAIGN

Scenarios and Rules Pack


CONTENTS
▪ Introduction…………Page 3 - Airstrip Battlezone……..Page 44
- Comms Tower............Page 45
▪ Campaign Rules……..Page 4 - Ork Kamp Battlezone…Page 46
- Scrapyard Battlezone…Page 47
▪ Skills and Drills………Page 6 - Comms Tower………….…Page 48
- Trench Battlezone………Page 49
▪ Serous Injuries………Page 9 - Ashwastes………………….Page 50
- Subyard Dock………….…Page 51
▪ Dok’s Serjery………Page 10 - Hive City Battlezone…Page 52
- Orktown Battlezone…Page 53
▪ Scenarios……………Page 12 - Snowscape Battlezone.Page 55
- Governor’s Palace……..Page 13
- Refinery Battlezone……Page 14 ▪Campaign Units…….Page 56
- Highway Battlezone……Page 15 - Imperial Sappers……….Page 57
- Desert Battlezone………Page 16 - Ork Hunters……………….Page 58
- Jungle Battlezone……..Page17 - Savlar Chem-Dogs…….Page 59
- Bridge Battlezone.......Page 18 - Elysian Drop Troops….Page 60
- Kan Factory…………….….Page 19 - Incarcerator……………….Page 61
- Urban Battlezone……….Page 20 - Guerilla Fighters……….Page 62
- Sacred Ground……………Page 21 - Tallarn Desert Raiders.Page 63
- Imperial Battlezone……Page 22 - Deathworld Veterans…Page 64
- Space Hulk……………..….Page 24 - Supreme Command....Page 65
- Ore Mine Battlezone….Page 26 - Looted Vehicles………….Page 67
- Convoy Battlezone…….Page 27 - Skarboyz…………………….Page 68
- Konvoy Battlezone…….Page 28 - Gunwagons…………………Page 69
- Imperial Airstrip………..Page 29 - Scrappaz……….…………..Page 70
- Power Plant……………..…Page 30 - Guntrukks……………..…..Page 71
- Space Port……………….…Page 31 - Bad Dok………………………Page 72
- Highway Battlezone…..Page 32 - Stikk Bommas…………...Page 73
- Forest Battlezone……….Page 33 - Nazdreg Urdgrub……….Page 74
- 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
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 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!

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

Veteran Abilities Roster Cards


As your warriors gain in experience, so If you wish to play in the campaign, it is a
their ability, courage and reliability will good idea to fill out a unit roster card for
increase. Seasoned warriors learn even each squad and vehicle in your army. This
from defeat, but a string of victories will card then becomes a record of the unit
see your troops go from green recruits to over your following battles. As units fight
experienced veterans able to face any they will lose or gain skills or abilities or
terror the galaxy has to throw at them. penalties they suffer from are noted on the
card. If you make any changes to the
Gaining experience composition of the unit you alter the card
At the end of each game, nominate a unit to show this, and make up new roster
in your army that you believe performed cards if you add any more units to your
well, deserves a medal or has the eye of army.
the gods upon it. This unit must not have
been wiped out at the end of the game. D6 Fieldcraft Veteran Ability
Choose an appropriate table from those on 1 Infiltrate
the right and roll on it to see what ability 2 Move Through Cover or Skilled Rider
the unit gains. The winner may nominate 3 Stealth
two such units and the loser one. If the 4 Scouts
game was a draw, both players nominate 5 Fleet
one. 6 Fearless

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:

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

No. Vehicle Type Armour: Front Side Rear Special

Weapons Range S AP Shots Special Rules


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

Regimental Skills and Drills • 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.

Fast Mover: Sappers:


The officer was famous for his raiding Some Imperial armies produce expert field
forces that emphasize speed and engineers. These expert units operate
maneuver over sheer firepower. under terrible battlefield conditions to
▪ An army led by an Officer with Fast Mover prepare the way for breakthroughs by
may give up one or more heavy support supporting forces.
choices for additional fast attack selections. ▪ Any Imperial Guard infantry squad may
Hellhounds and Rough Riders under his be upgraded to Sappers for +10 points.
command gain the Scout ability, but may The unit gains Move through Cover, Deep
not outflank if held in reserve. Strike (tunnels), a +1 to armor
penetration rolls against bunkers and
Armored Assault: buildings, and ignores the effects of
The officer has drilled his men relentlessly Minefields.
for high-risk, point blank assaults. His ▪ Special Weapon Squads replace the
armored thrusts were famous for their Sniper Rifle option with Heavy Flamers for
ability to crack open enemy lines where +15 points each.
others would falter under the weight of
enemy fire. Sharpshooters:
▪ Models voluntarily disembarking from Sometimes war has been a way of life for
friendly chimeras may launch an assault on successive generations of the regiment,
the turn they do so. Enemies assaulted in and consequently they are formidable
this way suffer -1 Leadership for the marksmen, having undergone military
remainder of the turn. training from an early age.
▪ Any Guard Infantry model with a BS of 3
Xenos-Fighters: may make a single re-roll of a shooting to
The officer was famous for his intense hit roll of 1. The Sharpshooter has no
hatred of the Orks, driving his forces effect when firing plasma weapons (which
against them in righteous fury. few men survive using long enough to
▪ Any Imperial Guard infantry squads master) or sniper rifles (where the
within 18” of the Officer gain Preferred slightest inaccuracy ruins the shot). This
Enemy: Orks. ability costs 10 points for a unit and can be
applied to any Guard Infantry unit with at
Penal Troops: least one BS3 model.
Life in the Imperial Guard is tough and
regimented. For reasons from petty theft Warrior Weapons
to dereliction The regiment is recruited from primitive
of duty, soldiers of all ranks may find warriors.
themselves condemned to the Imperial ▪ Infantry units normally armed with
Penal Legions. An army with lasguns replace them with laspistol and
this doctrine is fitted with a variety of close combat weapon, and may purchase
control devices ranging from advanced Furious Charge and Scouts for +20 points
stun-injectors to crude explosive collars to per unit.
enforce discipline and to prevent escape.
Light Infantry: including one can upgrade a single
The regiment is renowned for its stealth. Guardsman to carry a sniper rifle at +5
▪ This doctrine applies to all Infantry units points instead.
without a transport vehicle. A unit with this ▪ Units with carapace armour may not
ability has Move through Cover, Infiltrate, utilize this doctrine.
and may, if they are a normal Infantry
Platoon squad that could include a heavy Guerillas:
weapon team but chooses not to, upgrade Some of the Imperial Guardsmen assigned
a single Guardsman’s lasgun to a sniper to fight in the city for long periods of time
rifle at +5 points. specialize in certain tactics and methods
▪ Units with carapace armour may not that make them a cut above the average
utilize this doctrine. trooper. From knowing when to keep your
head down to having an intricate
Jungle Fighters: knowledge of the subway networks, these
The regiment’s members are recruited squads have the edge in a city fight.
from a world with extensive thick forest or ▪ The unit always passes any test for tank
jungle. shock and adds +1 to all Armour
▪ Any Guard Infantry unit may utilize this Penetration rolls.
doctrine and gain the Stealth universal ▪ Any model that can take a Sniper rifle can
special rule in forest or jungle terrain and: be detached from the squad during the
▪ Units may move at full speed in forest or deployment phase. and acts as an
jungle terrain. Independent character (although after that
▪ May Infiltrate if the mission permits and point cannot join with any other unit).
they deploy in woods or jungle.
▪ Any Infantry squad normally able to Combat Engineers:
include a heavy weapon team but not Whether for a single operation or for an
including one can upgrade a single extended campaign, the army has been
Guardsman to carry a heavy flamer at +15 issued with specialized wargear ranging
points instead. from simple wire cutters to smoke
▪ Jungle fighters units may never include grenades They are expected to lead the
lascannons. assault upon the enemy’s strong points,
▪ All units taking this doctrine reduce their whatever the cost.
Armour save from 5+ to 6+. ▪ The squad is armed with breaching
▪ Units with Camo-Cloaks or Carapace charges. When assaulting enemy in cover,
Armour may not utilize this doctrine. models equipped with breaching charges
fight with initiative 10, so they strike blows
Conscript Platoons: simultaneously with the defenders.
The Officer’s regiment is composed mostly ▪ Wire cutters allow any length of razor
of fresh recruits and untested youths. wire the unit moves through to be
▪ Any Infantry platoon must be composed removed on a D6 roll of 4+.
of 2-5 Conscript squads, and 0-2 Infantry ▪ Smoke grenades can be used by each
squads, effectively reversing the normal Combat Engineers unit once per game,
limitations. instead of firing any weapons in the
shooting phase. When used, they confer a
City Fighters: 5+ Cover Save until the start of the unit’s
The regiment’s members are recruited next turn. The unit does not count as
from a world with extensive urban training occupying cover should it be assaulted.
or are veterans of a protracted campaign. ▪ Jammers mean the unit only triggers
▪ Any Guard Infantry unit may utilize this enemy booby traps on a D6 roll of 6,
doctrine and gain the Stealth universal rather than the normal 4+ On any other
special rule in building or ruins terrain and: result, the booby trap is a dud.
▪ Units may move at full speed in buildings
or ruins terrain.
▪ May Infiltrate if the mission permits and
they deploy in intact buildings or ruins.
▪ The unit may reroll any reserve rolls they
are called on to make.
▪ Any Infantry squad normally able to
include a heavy weapon team but not
Rappelling Lines: Master Snipers:
Vehicles that can hover above the The Officer has drilled his snipers
hazardous city ruins are often used to relentlessly, forming them into a dreaded
move troops quickly around the warzone. foe.
Some are fitted with special lines, allowing ▪ An Army led by by the officer may field 0-
transported troops to dismount directly 5 Special Weapons Squads as part of the
over the target. command platoon. Only sniper rifles may
▪ A unit with this special rule may be selected for these squads. The sniper
disembark from a skimmer transport rifle counts as Ballistic Skill 4.
directly onto the highest level of a city
building or ruin. Steel Will:
▪ Each model disembarking must make a The officer is known for his steely will and
Dangerous Terrain test as it does so. discipline.
▪ All friendly Imperial Guard units may
Cavalry: automatically pass pinning tests.
Some Imperial worlds produce militaries
with a strong cultural riding tradition. High Morale:
These forces often field regiments of The officers forces are well supplied and
cavalry and make excellent maneuver equipped, greatly improving morale in
forces. otherwise difficult circumstances.
▪ An army with this doctrine may mount its ▪ Imperial Guard units in an army led by
Command HQ squad (with no heavy the Officer may attempt to regroup if
weapons) on horseback for +5 points per under 50% of their starting size.
model. They are considered cavalry and
are equipped with rough rider hunting
lances.
▪ Units of Rough Riders which are fielded at
maximum size may be selected as a
Troops choice. Mounted Command Squads
and Rough Riders gain the Scouts rule.

A-Gravs:
Some of the most elite forces within the
Imperial Guard are equipped with the best
anti-grav technology available, alongside
simpler hover vehicles. Only a handful of
these armies exist; normally stationed on
the most vital of Imperial centers of
government.
▪ Any tanks fielded by the army may be
upgraded to skimmers (if modeled
appropriately) for +10 points.

Carbines:
This army is equipped with specialized
lasguns designed for short-range, high
rate-of-fire bursts. Notoriously difficult to
manufacture, lascarbines are usually
fielded by armies hailing from highly
advanced worlds.
▪ All lasguns in the army use the following
profile: Lascarbine Range 18” S3 AP-
Assault 2
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 D6 Effect


During a game some independent 1 The character is killed in action and
characters will get destroyed and are his body abandoned or lost to the
removed from play. During the game it enemy. Remove the character from
doesn’t matter whether a man who goes your roster.
out of action is dead, unconscious, or badly 2 The character has been badly
injured – in terms of the game he is no wounded in the chest. He recovers
longer capable of fighting and that is all but is weakened by the injury and his
that matters. Toughness characteristic is reduced
by -1.
When you are playing a campaign it 3 The character recovers but his old
matters a great deal what happens to wound sometimes affects his health.
independent characters that is destroyed, Roll a D6 before each game. On the
especially when playing a campaign with roll of a 1 the character’s old wound
finite resources (such as using static is playing up and he is unable to take
master rosters). They might recover part in the forthcoming battle.
completely ready to fight in the next 4 The character has been knocked
battle, or they might sustain debilitating unconscious or suffers a mildly
injuries. Worst of all they might die or be incapacitating wound from which he
so badly injured they have to retire. Bear makes a full recovery.
in mind that only models that are 5 Although he makes a full physical
Independent Characters which are recovery, the fighter has been
removed at the end of a game are obliged psychologically scarred by his
to roll on this chart. Units that are experiences. He develops a bitter
destroyed suffer the normal penalties as enmity for the enemy that was
described in the veteran abilities section. responsible for his injury. From now
on, the character benefits from the
Preferred Enemy universal special
At the end of the game rule.
Roll a D6 for each Independent Character 6 The character regains consciousness
who is wiped out when the game ends. On alone in the darkness, given up for
a D6 roll of a 1-3 the fighter recovers dead by his companions and
without further effect. On the D6 roll of a overlooked by
4-6 he goes out of action. To find out what his enemies. Despite his injuries he
happens to the character that goes out of makes his way back to his army’s
action roll a dice and consult the table camp. He recovers full and from now
opposite. benefits from the Stubborn universal
special rule.
DOK’S SERJERY
The Going to the Doc is fraught with uncertainty – will the Doc remember which bit to fix? Will
he get distracted and leave the job half finished? Will he decide it’s time to try that new brain
transplant technique he’s thought up? All in all, it’s enough to keep even hardened Ork
warriors away.

The one positive side to all this is that Docs ▪ 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!

1-2 Eksperimentation: 6 Cybork Body:


The Dok tried out an eksperimental The Dok thinks that the warrior has too
technique on the warrior, but half way many injuries to fix and rebuilds the
through the operation he got bored and warrior’s entire body with bionik parts. All
decided to try something different... The those fungus fuel pistons give the warrior
end result of the operation is that it tremendous strength and all the extra
failed... badly. metal plates nailed to his body make him
▪ The warrior gains no bionik bitz and must harder to hurt in battle.
roll once on the Serious Injuries Table. If ▪ A character that rolls Cybork gains an
the warrior rolls a 5 or 6 reroll. invulnerable save of 5+.

3 Fuel Injection Implant:


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

4 Iron Lung:
The warrior’s lungs have been patched up
with huge iron plates.
GOVERNOR’S PALACE
The seat of Imperial power is in the Governor’s palace. Should it fall the will of the Imperial
fighters will also be broken, paving the way to a greenskin victory. The Imperials must hold
the Orks off at all costs.

Special Rules 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.

Special Rules chooses to go first or second. The side that


City of Death: goes first then chooses one of the long
▪ The battle zone follows all the normal table edges to be his own table edge. He
rules for a Cities of Death battle (I.G. then deploys his force in one of the two
Stratagems). table quarters on his side of the table,
more than 12” away from the center of the
table. The opposition then deploys in the
Unstable Region:
diagonally opposite quarter.
The region is particularly unstable,
▪ Both Sides have 3 stratagems
earthquakes and subterranean rumbling
wracking the wastes.
▪ At the beginning of each player turn roll a Objectives
dice. On a roll of a 6 the battle field is ▪ The three filtration tanks are the only
struck by a ▪ sudden upheaval, sowing objectives in this mission, each counting as
confusion amongst the rank and file. a single victory point a piece if controlled
Squads may only move vertically half of at the end of the game.
what they moved horizontally (I.G. Scoring units that end the game within 3”
normally a squad moving 6” horizontally of a filtration tank can claim the objective.
may also move 6” vertically, but if the city
is affected by a quake, then the squad may
only move 3” vertically.

Fuel Depot:
▪ The large amount of piled promethium
and chemicals is just too good of a target
to pass up. The promethium barrels count
as an Immobile vehicle with armor 10 all
around. Any penetrating hit will cause a
huge S6 AP 4 4D6” explosion.

Power Conduit:
Arcane power arcs through this 3”
diameter structure, making movement 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.

Special Rules Deployment


Sand Storm: ▪ Both sides roll-off, and the winner
Sandstorms are dangerous and are chooses to go first or second. The side that
frequent occurrences in any desert. goes first then chooses one of the long
▪ Roll a D6 at the beginning of each player table edges to be his own table edge. He
turn. On a 6, all movement that game turn then deploys his force in one of the two
counts as being over difficult terrain, and table quarters on his side of the table,
rolls of 6 are required to hit with shooting more than 12” away from the center of the
attacks over 12”, regardless of the firer’s table. The opposition then deploys in the
Ballistic Skill. diagonally opposite quarter.

On Time, On Target: Objectives


▪ The Imperial player may re-roll all ▪ The Imperial player must attempt to
reserves rolls (even ones they have ‘rescue’ the guardsmen pinned under fire.
passed) once per turn. They may also re- ▪ He may do so by getting a scoring unit
roll the Scatter dice and the dice rolled for into base to base contact, the model then
scatter distance when deep striking. acting as an Independent character from
that point.
Move Out: ▪ At the end of the game, every guardsmen
Just as the Imperials are adept at striking rescued in this way counts as a single
like lightning, they are also skilled at victory point. Every guardsmen left on the
leaving the battlefield quickly once their table counts as a victory point for the Ork
objectives have been fullfilled. player.
▪ To represent this, any game in which the
Imperial player is using an all droop troop
army (all mounted in Valkyries or Deep
Striking) may be modified by the following
rule:
▪ On the 5th turn, the Imperial player can
choose to end the game before it would
normally finish. At the end of the fifth turn,
the Imperial play can choose to carry on
playing as normal or to end the game as
his troops perform a perfectly executed
withdrawal.

Setup 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!

Special Rules Deployment


Sand Storm: ▪ Both sides roll-off, and the winner
Sandstorms are dangerous and are chooses to go first or second. The side that
frequent occurrences in any desert. goes first then chooses one of the long
▪ Roll a D6 at the beginning of each player table edges to be his own table edge. He
turn. On a 6, all movement that game turn then deploys his force in one of the two
counts as being over difficult terrain, and table quarters on his side of the table,
rolls of 6 are required to hit with shooting more than 12” away from the center of the
attacks over 12”, regardless of the firer’s table. The opposition then deploys in the
Ballistic Skill. diagonally opposite quarter.

Bitter Enemies Objectives


The Orks are intent on making off with the ▪ The board is made of standard desert
prize loot, and take great offense at any terrain except that the defender places
who would try to nick their rightful claim to D3+3 Scrap counters anywhere within 6"
the spoils of war littering the battle field. of the centre of the board.
▪ In any turn in which the two leaders
(highest points cost if multiple HQ’s are
used) are engaged in an assault against
one another, every model on the table
gains the preferred enemy universal
special rule. Should one side’s leader be
killed in an assault, every unit in the
defeated leader’s army must take a Morale
check.

Booby Traps:
▪ Each of the scrap counters have been
rigged with a booby trap.
▪ The Ork player controlling the booby trap
may choose to detonate it when an enemy
model or unit is within 6” of the marker. As 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.

Special Rules unaffected, but models moving into or out


Rain forest: of it count as moving through difficult
▪ Battlefield is considered difficult ground ground. Infantry in the channel receive
for all Infantry, dangerous for any non- cover from shooting from outside, and
walker vehicle. vehicles count as being hull down to shots
▪ Super heavies cannot enter this warzone from outside the channel.
as the ground is too soft to support the
weight of the vehicles. Setup
▪ All models get a 5+ cover save in this ▪ The table is divided into halves, formed
warzone due to the thick vegetation. by drawing an imaginary line through two
corner points.
Ork Big Gunz Battery: Deployment
▪ Da Big Gunz Battery will grant the Ork ▪ The Orks get the table side with the Big
Players an orbital bombardment strategic Gunz Battery. Imperials deploy on the
asset every turn the battery is still opposite table edge. Each side rolls a die
operational. with the highest choosing to deploy first or
▪ Da Big Gunz Battery is treated as an last and may set up first or last
immobile super-heavy vehicle with an accordingly. Any units may deploy up to 6”
armour value of 14 all around. It has three from the old rail line. Infiltrators may
structure points. deploy after setup.

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.

Special Rules Weapons Fire:


Sentries: ▪ The alarm is raised if the attacker fires
▪ The defender has 10 guardsmen which any weapons except sniper rifles. If a
act as sentries. sentry survives being by a sniper rifle he
▪ At the start of the sentries’ turn, both raises the alarm.
players roll a dice for each sentry model
(or marker). The player that rolls highest Close Combat:
can move the sentry the distance indicated ▪ A sentry that is attacked in close combat
on the dice in any direction. If the rolls are will raise the alarm if he survives to the
tied then the defender moves the sentry. end of the turn. If the sentry is killed in
▪ Sentries do not have any Squad close combat then the noise of the fighting
Coherency rules and operate may raise the alarm anyway. Roll a D6. On
independently. a 4+ the fighting was heard or the sentry
screamed out and the alarm is raised.
Sounding the Alarm:
▪ At the start of the game, the defending Bodies:
forces are not expecting combat. Instead ▪ If a sentry is killed do not remove the
they are resting, eating, and servicing model. Instead, leave it lying in position. If
equipment, talking about the girls/bug I another sentry approaches within his
eyed monsters back home and so on. Initiative distance of a dead sentry then he
Because of this, only the sentries will be will find the body and raise the alarm.
active to start with
▪ Until the alarm is raised, sentries move Important Notes:
as described above and none of the ▪ Note that all the other defending models
defender’s other unit may move or fire. with an Initiative value count as sentries
The alarm can be raised in several ways: for purposes of sounding the alarm, t hey
just can’t move.
Spotting distance: ▪ After raising the alarm, all sentries are
▪ A sentry will spot any enemy model that removed and take no further part in the
is within his spotting distance at the end of game.
any turn This distance is equal to his ▪ If the alarm is raised during the
Initiative characteristic in inches. attacker’s turn, they finish it normally. The
defender can move and shoot normally
Vehicles: with all their forces in their player turn.
▪ If the attacker deploys any vehicles or ▪ If the alarm is raised during the
bikes on the table then the sentries will defender’s turn they begin a game turn
spot them at the end of the turn. Tanks, immediately.
bikes, Dreadnoughts, armored personal ▪ This first defender turn is the first turn of
carriers, etc, are all too noisy to avoid the game proper and counts as such for
detection. Vehicles (including infantry units the purpose of determining game length
with transport vehicles) and Bikes may and reserve arrival.
therefore be kept in reserve and will arrive
normally after the alarm has been raised.
Obstacles: Deployment
Fortifications are not the only form of ▪ Both sides roll-off, and the winner
defense. In this scenario the defender may chooses to go first or second.
place obstacles. Obstacles are a hindrance ▪ Mark a 24” square area central to the
to enemy movement and are split into two Defender’s edge of the board, as shown on
categories: Razor wire and tank traps: the map.
▪ This is the defender’s deployment zone.
Razor wire: ▪ The defender may position fortifications in
▪ If the defender has suitable models then his deployment zone, forming the
he may set up razor wire. Razor wire strongpoint. He must include at least one
comes in 6” long sections. If the defender bunker.
has obstacles then he gets D3+3 sections ▪ The defender positions his sentries, up to
of razor wire to deploy at the start of the 18” from his deployment zone.
game. ▪ The Defender places his obstacles,
▪ Razor wire counts as difficult ground for anywhere on the table up to 18” away
all non-vehicle models. Vehicles can drive from the defender’s deployment zone.
over razor wire with no effect. ▪ The Defender deploys any of his HQ,
Troops, or Heavy Support units in his
Tank Traps: deployment zone. He does not have to
▪ Tank traps also come in 6” long sections. deploy them all, but he must deploy at
The defender has obstacles and gets D3+3 least one unit. Any units not deployed are
sections of tank traps to position at the in reserves.
start of the game. ▪ The attacker’s units must be able set up
▪ All vehicles, except skimmers, treat tank at least 18” away from the Defender’s
traps as impassable ground. Tank traps do deployment zone. Any forces not deployed
not affect infantry movement, they can at the start of the game are held in
simply run around or clamber over them. reserve.
Tank traps will provide cover for infantry. ▪ The Attacker (Orks) gets first turn.
▪ Tank traps may be destroyed by enemy
fire. They have an Armour Value of 10, and
any penetrating hit destroys the section Objectives
automatically. Glancing hits have no effect. ▪ Victory is determined by kill points and by
They may be assaulted by infantry as if control of the bunkers placed on the table.
they were a stationary vehicle. The side with the most kill points at the
end of the game earns 1 victory point.
Each bunker, controlled if a scoring unit is
Setup within 3” of it at the end of the game,
▪ The defender may set up fortifications. All earns 1 victory point a piece.
fortifications must be represented by a
suitable model.
▪ There are many forms of fortifications, Attackers Deployment
but broadly they represent cover for the
Defender. Sandbagged positions, trenches,
redoubts, makeshift barricades and 18”
fortress walls all count as fortifications.
The Defender may set up as many
▪ fortifications as he likes.
▪ The Defender must include at least one
bunker.
▪ A model in fortifications receives a Cover
Saving throw of 3+. 18” Defenders
Deployment

18”
KAN FACTORY
BATTLEZONE
The kan factory is an industrial marvel, created by the orks to add Killer Kans to the ork
hordes at a frightening rate. Worse still, when the kan factory is going full pelt, it is also
capable of creating Dreadnoughts and occasionally even Stompas!

Special Rules 1 The kan factory clanks and whirrs


The Tellyportas: but produces nothing other than a
Orks have an innate understanding of noxious smell.
many types of technology, including 2-3 The kan factory produces D6 Killa
teleportation – an d luckily, their physiques Kans
are robust enough to withstand the 4-5 The kan factory produces D3 Ork
somewhat erratic results! If an Ork unit Dreadnoughts.
wants to use a tellyporta, the entire unit 6 The kan factory krew is preparing
must be on the tellyportation plate. At the a fresh Stompa for the Waaah!
end of the Movement phase, roll a D6 and Every second time this result is
consult the following table: rolled the Factory produces a
Stompa.
1 – Fzzcrack! The Ork unit stays in
place. It takes D6 S6 Dreadnoughts and Stompas produced by
hits and is now pinned. the factor enter play from the main factory
2 – Whobb! The unit teleports one gates. Kans enters play from the kan
tellyporta to the right. hatch. They may act as normal the turn
3 – Bzzzt! The unit teleports one they come into play.
tellyporta to the left.
4 - Yoing! The unit teleports two Setup
tellyportas to the left. ▪ Apocalypse
5 – Ssssip! The unit teleports to the
tellyporta of your choice. Deployment
6 – Zoop! The unit teleports to the ▪ Apocalypse
tellyporta of your choice
and may assault this
turn Objectives
▪ The enemy is seeking to destroy the
The Ork unit immediately reappears on the Produktion line and as many tellyportas as
destination tellyportation plate. It may not possible.
assault in that Assault phase unless it has ▪ Each tellyporta destroyed counts as 1
rolled a ‘Zoop!’ result on the table. victory point for the attacker. Likewise,
each tellyporta functional at the end of the
Da Big Mek: game gives the defender 1 victory point.
The Big Mek (highest points cost if multiple ▪ The Produktion line is worth 10 victory
Meks are present) is counted as ‘Da Big points if destroyed, or 10 victory points if it
Mek’ in charge of the factory. If Da Big Mek remains operational at the end of the
is not in combat, the Orks may add 1 to game.
either the dice roll on the production line ▪ Each tellyporta and the Produktion line
table or the tellyporta table each turn. counts as an immobile vehicle with an AV
of 14 all around. The Produktion line has 3
The Produktion Line: structure points. Any penetrating hits will
▪ Roll on the following table at the outright destroy either (The Produktion line
beginning of the ork Turn as long as the needs to lowered to 0 structure points).
factory is still operational: Glancing hits have no effect.
URBAN BATTLEZONE
The hardest fighting is in the thick of the Hive city. Each building is a contest of wills and an
objective in its own right. Both sides are attempting to hold ground as they advance into the
Hive. The opportunity has arisen for one army to strike a decisive blow, either to push the
invaders out of the city or alternatively to finally crush any resistance.

Special Rules then deploys his force in one of the two


City of Death: table quarters on his side of the table,
▪ The battle zone follows all the normal more than 12” away from the center of the
rules for a Cities of Death battle (I.G. table. The opposition then deploys in the
Stratagems). diagonally opposite quarter.
▪ Both Sides have 3 stratagems.
Preliminary Bombardment:
The attacker’s final offensive is preceded Important Note
by a thunderous artillery barrage, designed ▪ This mission does not include the Deep
to soften up enemy forces before the Strike or Infiltrators special rules. Instead,
assault these abilities may be used by picking
▪ After both armies have deployed but stratagems.
before the first turn, the attacker rolls a D6
for every enemy unit and terrain piece Objectives
(excluding buildings and ruins as detailed ▪ Both forces are seeking to clear the
below) on the table top. On a roll of 6, the enemy from this sector. This is achieved
unit or terrain piece is hit. through occupying city ruins. When a city
▪ A squad takes D6 S5 AP4 hits that cause ruin is occupied, the unit doing so ‘plants
pinning. Cover saves are allowed if the the flag’ in that city ruin, and may move
majority of the unit is within area terrain or off to do so in more city ruins. The ‘Flag’
behind barricades. Vehicles struck do not remains until an enemy scoring unit
take damage, but will suffer a Stunned occupies the ruin, at which point it plants
Driver result instead. its own flag instead.
▪ Vehicles in a squadron are rolled for
individually.
▪ Units that start the game in reserve will
not be hit by a Preliminary Bombardment.
Buildings and ruins are not affected by the
Preliminary, nor are any units within.

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

Special Rules Objectives


City of Death: ▪ The attacker is attempting to capture the
▪ The battle zone follows all the normal shrine; the defender is trying to prevent
rules for a Cities of Death battle (I.G. this. If only one player has models within
Stratagems). the shrine at the end of the game, then
that player is the winner and earns 5
Setup victory points.
Set up the terrain in any mutually ▪ If both players have models in the shrine
agreeable manner with the building then a special round of close combat is
representing the shrine set up in the exact fought to decide who contols it.
center of the table. The shrine should be ▪ During this special round of close combat,
roughly 6”x6”. all models in the shrine fight in the combat
with their full number of attacks, no matter
how far away they are from the enemy. No
Deployment models count as charging or as being in
▪ The defender (imperials) sets up one cover. If one side is wiped out then the
Troops choice and one Heavy Support opposing side captures the building and
choice anywhere within 12” of the shrine, wins the game.
and one HQ choice inside the shrine. The
remainder of his army is placed in reserve.
▪ The attacker then splits his entire army
into two forces of roughly equal points
12”
value. Each force must include whole units
and units may not be split between forces.
The attacker then deploys one force
anywhere within 12” of one of the short
table edges and the other anywhere within
12” of the opposite short board edge. None
of the attacker’s units may deploy within
18” of any of the defender’s units.
▪ The defender has the first turn.
The Shrine
Important Note
▪ This mission does not include the Deep
Strike or Infiltrators special rules. Instead,
these abilities may be used by picking
stratagems.

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 Ammunition Store:


City of Death: Creates of ammunition are stacked within
▪ The battle zone follows all the normal the building, ready to be distributed to
rules for a Cities of Death battle (I.G. nearby warriors. A unit with ready access
Stratagems). The following rules below to such a stash is able to fire with wanton
apply to the objectives chosen by the abandon, relaxing the discipline and
Imperial player. unleashing a withering hail of bullets at
their enemy.
Command Bunker: ▪ The ammunition store is used in the
This bunker is equipped with a dazzling Imperial player’s Shooting Phase.
array of communications nodes attached to ▪ A unit within the city ruin may re-roll any
upper storeys of a building that aids the failed to hit rolls.
control of nearby friendly forces.
▪ The command centre grants a unit within Power Generator:
12” the Counter-Attack universal special The Imperium provide their forces with
rule. prefabricated power sources, or they patch
into existing conduits found amidst the
Fortified Position: ruins. These are used to drive autoloaders
Although the ruined cityscape affords and power feeds to their maximum
plenty of hard cover, the Imperials have capacity, or to overcharge laser-based
seen it fit to take the opportunity to fortify weaponry, allowing all types of weapons to
the buildings in the areas they control. sustain a prodigious rate of fire.
Such fortifications vary from simple flak ▪ The power generator is used in the
board panels nailed over windows, to Imperial player’s Shooting phase.
extensive works of sandbags and armour ▪ A single unit within the city ruin may re-
plating. roll any failed To wound rolls.
▪ The fortifications may be played upon a
single city ruin in the player’s deployment Observation Post:
zone This may be a key building. Warriors might tap into security
▪ A fortified city ruin has its Cover Save observation networks or servitors built into
increased by +1. wall points, designed to provide a means of
▪ Models within a fortified city ruin ignore monitoring the local populace by the
the effects of enemy grenades for the Adeptus Arbites.
purposes of determining Initiative in an ▪ The observation point grants a unit within
assault 12” the Night Vision/Acute Senses
universal special rule.
Fuel Dump:
The city is host to extensive fuel Sacred Ground:
production distribution and storage The imperial side has marked an area as
networks. These may be used by troops particularly significant, be it a temple of
equipped with flame weapons, who connect the Ecclesiarchy or a make shift graveyard
these straight to the pipelines and unleash for friends lost throughout the campaign.
a torrent of high pressure, searing ▪ Sacred ground grants a unit within the
chemical death upon their foes. city ruin the Stubborn universal special
An imperial unit within 6” of the city ruin rule.
may add 1 to the Strength of any template
weapons.
Medicae Facility: Deployment
The building contains medical supplies, ▪ Each side rolls a die with the highest
auto-med systems, stim dispensers, choosing to go first or last and may set up
healing balms and other stores useful for first or last accordingly. Any units may
patching up wounded warriors sufficiently deploy up to 6” from the centre line.
for them to get back into action.
▪ The medicae facility grants a unit within Important Note
the city ruin the Feel No Pain universal ▪ This mission does not include the Deep
special rule. Strike or Infiltrators special rules. Instead,
these abilities may be used by picking
Adeptus Mechanicus Research Post: stratagems.
A small cluster of pre-fabricated builds and
light barricades mark the territory of a
Adeptus Mechanicus explorator fleet’s Objectives
research post, which can be used by the ▪ Only the complete destruction of the
tech priests adjoined to the crusade fleet Imperial fortifications will achieve victory
to facilitate and aid in battlefield repairs. as every Imperium uses it as a staging
▪ Any damaged imperial vehicle within 12" post.
of the research post is treated as being in ▪ Every scoring unit has in its possession
base contact with a tech priest. super stikkbombz.
Furthermore, any tech priest model within ▪ To place a stikkbomb the unit must spend
12" of the research post rolls two dice an entire turn in base contact with an
when making a Repair roll and picks the objective marker. Provided the unit does
highest result 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
Setup is wiped out or is forced to fall back then
▪ The table is divided into halves, formed the charge is not set. At the end of the
by drawing an imaginary line through two game roll a D6. If the number rolled is
corner points. equally to or less than the number of
▪ The Imperial player sets up a table so stikkbombz successfully placed, the
that none of his buildings are within 12" of attackers win and earn 10 victory points.
a table edge or within 12" of each other. Any other result is a victory for the
Imperial barricades, fuel drums and so on Imperials worth 10 victory points.
can be placed anywhere that is more than
12" from a table edge.
▪ The Imperial player then places 5
objective markers anywhere on the table
more than 12" away from any table edge,
and more than 12" away from any other
objective marker.
▪ The Imperial player may then deploy any
of his units on the table, but none can be
setup within 12" of a board edge. Any units
that are not deployed are placed in
reserve. 6”
▪ The Imperial player then selects one
6”
board edge as his own - this will be the
edge any of his reserves arrive. The
opposing player uses the other board edge.
▪ Any of the opposing player's units that
are not declared to be in reserve arrive on
the first turn from the owning player's
board edge.
▪ Both sides have 3 stratagems.
SPACE HULK
BATTLEZONE
The Imperium has engaged on a surprise raid deep in enemy territory, his mission to sneak
through enemy lines and destroy the core of an ork controlled space hulk, limiting the green
skins ability to drop troops and munitions to the surface below.

Special Rules
Divided Force: 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.

Low gravity: Vehicles:


▪ Fighting in a low gravity environment is a ▪ If the attacker deploys any vehicles or
dangerous undertaking, for while troops bikes on the table then the sentries will
may be able to leap great distances, they spot them at the end of the turn. Tanks,
can easily wound themselves on landing, bikes, Dreadnoughts, armored personal
or become entangled in dense terrain. carriers, etc, are all too noisy to avoid
Infantry models may move over terrain in detection. Vehicles (including infantry units
the same manner as jump infantry (though with transport vehicles) and Bikes may
they are still limited to 6” of movement). therefore be kept in reserve and will arrive
Any such movement that ends within area normally after the alarm has been raised.
terrain will result in a dangerous terrain
test. Models that run must roll an Weapons Fire:
additional D6 and pick the highest result, ▪ The alarm is raised if the attacker fires
but if a double is rolled, every model in the any weapons except sniper rifles. If a
unit must make a dangerous terrain test.
sentry survives being by a sniper rifle he placed, the attacker may move two pieces
raises the alarm. of his choice, and choose which of the
short board edges will be his table edge.
Close Combat: The opposite table edge belongs to the
▪ A sentry that is attacked in close combat defender.
will raise the alarm if he survives to the ▪ The defender deploys his army on up to
end of the turn. If the sentry is killed in half of the table (measuring from his table
close combat then the noise of the fighting edge) the attacker then deploys according
may raise the alarm anyway. Roll a D6. On to the Hidden Set-up rule opposite,
a 4+ the fighting was heard or the sentry anywhere on the table more than 12” from
screamed out and the alarm is raised. a defending model. Any non-infantry
models in the attacker’s army must be held
Bodies: in reserve. The attacker gets the first turn.
▪ If a sentry is killed do not remove the
model. Instead, leave it lying in position. If Objectives
another sentry approaches within his For this raid, all the attacking forces have
Initiative distance of a dead sentry then he been issued with demo charges to destroy
will find the body and raise the alarm. the objective and complete their mission.
The objective cannot be destroyed by firing
Important Notes: at it, only by non-vehicle models placing
▪ Note that all the other defending models demo charges. To place a demo charge
with an Initiative value count as sentries successfully, the model must assault the
for purposes of sounding the alarm, t hey objective in its Assault phase and remain in
just can’t move. contact until the end of its next Assault
▪ After raising the alarm, all sentries are phase. At this point the charge is set and
removed and take no further part in the the objective is destroyed. Boom!
game. The attacker wins if he destroys his
▪ If the alarm is raised during the objective, earning 5 victory points.
attacker’s turn, they finish it normally. The Otherwise the defender wins earning 5
defender can move and shoot normally victory points.
with all their forces in their player turn.
▪ If the alarm is raised during the
defender’s turn they begin a game turn
immediately.
▪ This first defender turn is the first turn of
the game proper and counts as such for
the purpose of determining game length
and reserve arrival.
1
Setup
▪ Place the plasma reactor at the center of
the table.
▪ This scenario is best played on a
rectangular table, 6’x4’ being ideal

Reserves
▪ The attacker’s reserves enter normally.
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.

Special Rules Deployment


City of Death: ▪ Both sides roll-off, and the winner
▪ The battle zone follows all the normal chooses to go first or second. The side that
rules for a Cities of Death battle (I.G. goes first then chooses one of the long
Stratagems). table edges to be his own table edge. He
then deploys his force in one of the two
Unstable Region: table quarters on his side of the table,
The region is particularly unstable, more than 12” away from the center of the
earthquakes and subterranean rumbling table. The opposition then deploys in the
wracking the wastes. diagonally opposite quarter.
▪ At the beginning of each player turn roll a ▪ Both Sides have 3 stratagems
dice. On a roll of a 6 the battle field is
struck by a sudden upheaval, sowing Objectives
confusion amongst the rank and file. ▪ At the end of the game, each player
▪ Squads may only move vertically half of receives 1 ‘kill point’ for each enemy unit
what they moved horizontally (I.G. that has been completely destroyed.
normally a squad moving 6” horizontally ▪ If a character has a retinue, the character
may also move 6” vertically, but if the city and his unit are worth 1 kill points each.
is affected by a quake, then the squad may ▪ The player with the highest total of kill
only move 3” vertically. points wins. If the players have the same
total, the game is a tactical draw.
Cave-in: Whichever side has the most kill points
At the beginning of each player turn in receives a single victory point.
which an upheaval occurs, all units must
test for pinning as the very caverns around
them begin to crumble. Any units pinned in
this way suffer D3 automatic wounds.

Chem-Fog:
Clouds of toxic fumes have spread
throughout the caverns, concealing the
movements of the enemy from view.
▪ The chem.-fog covers the entire
battlefield. Use the Night Fighting rules. At
the beginning of each player’s turn roll a
dice. On a 6, the fog dissipates, and the
battle is fought normally.

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

Special Rules the player still has a maximum of one HQ


Convoy: and two Troops units on the table. Lastly,
The Chimera convoy in the supply column players make any scout moves.
is filled with vital supplies. Because of this ▪ The defender the deploys all his forces
the additional Chimera (see below) may along the road.
not transport any units, and is not allowed ▪ Start the game! The attacker starts the
to leave the road. game Turn 1 with his first player turn.
All units that were not deployed, and were
not declared to be in reserve during
Setup deployment, must enter the game in the
▪ A road is placed at the center of the table Movement phase of their player turn by
starting from one short edge of the table to rolling a dice and entering play from the
the other. table edge that corresponds to the roll (see
▪ The defender deploys a single Chimera. mission map).
This Chimera is in addition to the ▪ During game Turn 1 the Night Fighting
defender’s army and does not cost any mission special rule is in effect.
additional points.
▪ The Imperial player must set up first, and
must set up the supply column first. The Objectives
Chimera in the supply column must be ▪ The Ork player wins the game by
placed on one end of the road that links destroying all of the Chimera vehicles in
the two narrow table edges touching the the supply column before the end of Turn
edge of the table. The other vehicles in the 5. The Imperial player wins immediately if
formation must beset along the road, any of the Chimera in the supply column
stretching forward from the first Chimera are able to move off the table along the
that was placed. Each vehicle must be road at the point opposite that which they
within 6” of another vehicle in the entered by. Any other result is a draw.
formation. All remaining Imperial Guard ▪ A victory for either side earns 4 victory
units must be setup within 24” of the point points.
where the road enters the table, but do not
have to set up on the road itself.
24”
Deployment
▪ The attacker chooses one of the long Supply
table edges to be his own table edge and Chimera
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 3-4 1-2
of the table (this is his ‘deployment’ zone’),
but must position his units more than 18”
from enemy units.
Troops and HQ units that can infiltrate can
do so, as long as at the end of deployment

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 the player still has a maximum of one HQ


Convoy: and two Troops units on the table. Lastly,
The Wartrukk convoy in the supply column players make any scout moves.
is filled with vital supplies. Because of this ▪ The defender the deploys all his forces
the additional trukk (see below) may not along the road.
transport any units, and is not allowed to ▪ Start the game! The attacker starts the
leave the road. game Turn 1 with his first player turn.
All units that were not deployed, and were
Oops, da wheels slipped: not declared to be in reserve during
Once per turn, instead of shooting, any deployment, must enter the game in the
Trukk in the Konvoy can inflict a S6 hit on Movement phase of their player turn by
another Trukk in base contact in order to rolling a dice and entering play from the
immediately move an extra +2D6” table edge that corresponds to the roll (see
forward. mission map).
▪ During game Turn 1 the Night Fighting
mission special rule is in effect.
Setup
▪ A road is placed at the center of the table
starting from one short edge of the table to Objectives
the other. ▪ The Imperial player wins the game by
▪ The defender deploys a single trukk. This destroying all of the trukks in the supply
trukk is in addition to the defender’s army column before the end of Turn 5. The Ork
and does not cost any additional points. player wins immediately if any of the
▪ The Ork player must set up first, and trukks in the supply column are able to
must set up the supply column first. The move off the table along the road at the
trukks in the supply column must be point opposite that which they entered by.
placed on one end of the road that links Any other result is a draw.
the two narrow table edges touching the ▪ A victory for either side earns 4 victory
edge of the table. The other vehicles in the points.
formation must beset along the road,
stretching forward from the first trukk that
was placed. Each vehicle must be within 6” 24”
of another vehicle in the formation. All
remaining Ork units must be setup within Supply
24” of the point where the road enters the
table, but do not have to set up on the Chimera
road itself.

Deployment 3-4 1-2


▪ The attacker chooses one of the long
table edges to be his own table edge and
deploys his forces
The attacker then can deploy up to two
units from his Troops selections and up to
one unit from his HQ selections in his half
of the table (this is his ‘deployment’ zone’),
but must position his units more than 18”
from enemy units.
Troops and HQ units that can infiltrate can
do so, as long as at the end of deployment 5-6
IMPERIAL AIRSTRIP
BATTLEZONE
During the advance toward the central imperial lines Ork air interdiction has become a major
problem for the forces of the Imperium. After the costly first offensive had stalled, (moving
the Imperial Guard frontline about three miles at it’s furthest penetration), the supreme
commander has put all future offensive operations on hold. His forced needed completely re-
supplying, re-equipping, and a second Impery Navy fight wing would be transferred to support
his ground troops.

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.

Special Rules ▪ The Defending player deploys any of his


City of Death: Troops and HQ units within 12” of the
▪ The battle zone follows all the normal power plant. All other Defender unit types
rules for a Cities of Death battle (I.G. come in as Reserves.
Stratagems). ▪ The Attacking player deploys any Troops
capable of Infiltrating after the Defender
Power Conduit: has set up his forces. The Infiltrators may
Arcane power arcs through this 3” deploy anywhere on the battlefield, as long
diameter structure, making movement as they are at least 18” away from the
near it extremely dangerous. Any model nearest Defenders and the power plant.
ending its move within 6” will be struck ▪ The Imperium is the defenders in this
and automatically wounded on a D6 roll of mission.
1. Armour saves are allowed as normal.
Vehicles take an automatic glancing hit on Objectives
a 1 or 2. ▪ The player who controls the power plant
at the end of the game wins the battle and
Power Plant: earns 4 victory points.
The power plant provides the Imperials ▪ For the Attackers to control the power
with prefabricated power where the plant, they must have the closest surviving
defenders can patch into existing conduits scoring unit to the building at the end of
to drive autoloaders and power feeds to the game.
their maximum capacity, or to overcharge ▪ Any other outcome is victory for the
laser-based weaponry allowing all types of Defenders (their reinforcements arrive
weapons to sustain a prodigious rate of before the Orks can finish their mission).
fire.
▪ The power plant is used in the owning
player’s Shooting phase.
▪ A single unit within the power plant may
re-roll any failed To Wound rolls.

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 Fuel Depot


▪ Both sides roll-off, and the winner
chooses to go first or second. The side that
goes first then chooses one of the long
table edges to be his own table edge. He
then deploys his force in one of the two
table quarters on his side of the table,
more than 12” away from the center of the
table. The opposition then deploys in the
diagonally opposite quarter.
▪ Both Sides have 3 stratagems.
HIGHWAY BATTLEZONE
The attacker’s forces have been cut off and surrounded. Rather than stay and fight they
decide to break out before the defender can tighten the noose. The opposing side must try to
prevent them slipping away. The road to victory is always fraught with peril.

Special Rules make a strategy roll-off with the winner


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

Deployment
▪ Decide which player is to be the attacker
and which the defender. Alternatively,
FOREST BATTLEZONE
As a convoy passes through the dense forest, an attacker launches a deadly ambush. The
defender must fight his way clear or be destroyed!

Setup agreeable manner, but after all terrain is


▪ The table is divided lengthways into two placed, the attacker may move two pieces
halves, by drawing an imaginary line of his choice, and choose which of the
through the middle of the short table short board edges will be his table edge.
edges. For example, a 6’x4’ table would The opposite table edge belongs to the
have two 6’x2’ halves. defender.
▪ The defender deploys his army on up to
Hidden Set-up: half of the table (measuring from his table
▪ For each Infantry unit starting the game edge) the attacker then deploys according
in ambush, the attacker gets a single to the Hidden Set-up rule opposite,
‘ambush marker’. In addition to these anywhere on the table more than 12” from
markers, the attacker gets D3+3 ‘dummy a defending model. Any non-infantry
markers’. It is these markers, rather than models in the attacker’s army must be held
the units they represent that are deployed in reserve. The attacker gets the first turn.
at the start of the game.
Objectives
Hidden Movement: ▪ The objective of this battle zone is to
▪ Markers may move around the table, catch the foe unawares and destroy them
moving as infantry, until they are revealed utterly. The target must push through the
as described below. Markers are subject to ambush and reach safety.
the slow and purposeful universal special The defender wins if, at the end of the
rule, representing the ambushing units game, he has more scoring units with 12”
sneaking around. of the attacker’s table edge than are
further away from it earning 2 victory
Detecting Ambushers: points. In any other event, the attacker
▪ Whenever a defending unit wishes to fire wins and earns 2 victory points.
on or assault a marker, you must first test
to see if the unit can detect the
ambushers. Make a night fighting roll, and Defenders Deployment
if the marker is within the distance rolled,
it is removed if a dummy or the unit placed
if it is not a dummy. At least one of the
ambushing models must replace the
marker, with the rest in unit coherency and
further away from the spotting enemy than
the marker.

Ambushers Shooting or Assaulting:


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

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

Special Rules terrain test to represent the risks of


City of Death: bumping into a ravenous Squig.
▪ The battle zone follows all the normal
rules for a Cities of Death battle (I.G. Grot Fort
Stratagems). The following rules below Grotz tend to build their own hideouts
apply to the objectives chosen by the Ork where they can hide loot and stash from
player. the Orks, and keep a look out for any
roving Squig hounds.
Mek Workshop: Grotz know every nook and crevice in their
The local Mek fraternity can't belive their fort and as such any Grotz in a Grot Fort
luck - the big fight is right on their benefit from the Stealth universal special
doorstep! rule. In addition, the Grotz can man the
▪ Any damaged Ork vehicle within 12" of fort's weaponry that is stashed away under
the Mek Workshop is treated as being in rocks and bolted onto overhanging
base contact with a Mek. Furthermore, any branches - up to three Grotz can fire these
Mek model within 12" of the Mek Workshop weapons, counting as big shootas, instead
rolls two dice when making a Repair roll of their blastas.
and picks the highest result
Tyre Pile
Effigy of Gork (Or possibly Mork) Orks need a constant supply of wheels and
Be it a totem pole, a grotesque idol, or a trakks to repair their bikes and trukks after
big pile of lucky dung, this effigy of the ork a drag race or demolition derby.
gods fills nearby orks with great warrior ▪ Any vehicle with Grot riggers that
pride. attempts to repair an Immobilized result
▪ If an Ork unit within 36" of the Effigy ever whilst within 12" of a Tyre Pile may re-roll
rolls a double 1 for any Morale test, their the dice to repair the vehicle.
aura of defiant Orkishness in the air is
magnified tenfold. The Ork army gains a Da Bosses' Place
bonus Waaagh! that it must use in the The bigger and tougher a greenskin is the
following Ork turn. more important he is. The same logic
applies to Ork buildings.
Squig Pen ▪ Da Bosses' Place is treated like a normal
The biggest, most dangerous Squigs are building except that it grants models within
often herded into a large pen but no an additional +1 to their cover saves.
enclosure can guarantee to keep the
hungry beasts in, and as a result escaped Fuel Drums
Squigs are a common hazard. Filled with inflammable liquids, enterprising
Squigs wail, gnash and raise all sorts of Orks hook up the fuel lines of their burnas
commotion whenever something gets too to the drums for an even better burn.
close. ▪ Any Ork model with either a burna or a
▪ If any enemy unit infiltrates within 12" of skorcha (including kombi-weapons) that
the Squig Pen roll a D6, on a 3+ the unit fires their weapon whilst in base contact
has failed to sneak past the Squigs without with the Fuel Drums counts their weapon
drawing the attention of the entire camp as twin-linked. Any model that claims a
and D3 of the Ork player's units cover save for being sheltered by the Fuel
immediately get a free round of shooting at Drums runs the risk of a stray bullet
the infiltrating squad. In addition, all igniting the contents. Roll a D6 for each
infantry models (friend of foe) within 12" successful cover save, on the roll of a 1 a
of the Squig Pen at the end of any of their barrel explodes, your enemy may place a
Movement phases must make a dangerous blast template touching the fuel drums.
Any models the template touches take a of his reserves arrive. The opposing player
Strength 5, AP4 hit that ignores cover. uses the other board edge.
▪ Any of the opposing player's units that
Ammo Gubbinz: are not declared to be in reserve arrive on
Piles of crates and racks of spare weapons the first turn from the owning player's
littered around usually contain all manner board edge.
of shooty-gubbinz - usually... ▪ Both sides have 3 stratagems.
▪ The first time an Ork unit that is within 6"
of the ammo gubbinz shoots, it can elect to Deployment
open the crates. If it chooses to do so roll ▪ Each side rolls a die with the highest
a D6: choosing to go first or last and may set up
1 Wotz dat? Arghh! The Mek's cyber- first or last accordingly. Any units may
Squig hound attacks the would-be thieves, deploy up to 6” from the centre line.
immediately causing D6 Strength 5 hits on
the unit. Important Note
2-3 Loadsa Dakka! The crates are stuffed ▪ This mission does not include the Deep
full of bullets and shells. For the rest of the Strike or Infiltrators special rules. Instead,
game the unit may re-roll any to hit rolls of these abilities may be used by picking
a 1 when firing shootas, deffguns or big stratagems.
shootas
3-5 Rokkitz! A cache of rokkitz is found!
For the rest of the game the unit may re- Objectives
roll any to-hit rolls of a 1 when firing rokkit ▪ Only the complete destruction of the Ork
launchas. In addition, any Nob or Mek in settlement will achieve victory as every
the unit gains a tankhammer in addition to Ork in the area uses it as a staging post.
his normal wargear. Every scoring unit has in its possession a
6 Kustom thinga-ma-jig! The Boyz have nucleonic charge.
found the Big Mek's brand new, kustom ▪ To place a charge the unit must spend an
wotzit - and it looks dead shooty. Once per entire turn in base contact with an
game, one model in the unit can shoot the objective marker. Provided the unit does
kustom thinga-ma-jig instead of using any not shoot, run, charge or go to ground, at
other weapon in the Shooting phase. This the beginning of its next Movement phase,
is treated as a Snazzgun with Assault 6 the charge is primed and set. If the squad
and the Gets Hot! Rule. 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
Setup equally to or less than the number of
▪ The table is divided into halves, formed charges successfully placed, the attackers
by drawing an imaginary line through two win and earn 10 victory points. Any other
corner points. result is a victory for the Orks worth 10
▪ The Ork player sets up a table so that victory points.
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
6”
his units on the table, but none can be 6”
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
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 ▪ Skimmers, troops with jump packs, or


Sustained Attack: any other type of unit that can fly or ignore
The defender has an overwhelming terrain as it moves, may not take
superiority in numbers, wave upon wave of advantage of this rule!
foes hurling themselves forward.
▪ To represent the size of the attack, the Roads:
Defender aiming to make the Sustained ▪ If a road extends from a table edge which
Attack can ‘recycle’ some of his units when a player is allowed to use to bring on
they are destroyed. Recycled units are reserve units then that player can declare
brought back into play to represent the that any of his reserves will be using the
almost limitless supply of reinforcements. road to travel to the table. He must say
Any attacking Troops unit (i.e. Troops which units will be using the road at the
choices on the Force Organization table) start of the battle, after both sides have
that is wiped out may move on from the set up.
player’s own board edge. They move on at ▪ He can then add+1 to the dice roll to see
the beginning of the player’s next turn. if a reserve unit using a road appears.
▪ Units of troops which are forced to fall However, assuming the unit turns up, it
back and reduced to less than 50% must enter along the road.
strength in models can be removed from ▪ Skimmers, troops with jump packs, or
the table immediately and reused as if they any other type of unit that can fly or ignore
had been wiped out in their owner’s next terrain as it moves, may not take
full player turn. They do not have to fall off advantage of this rule!
the table first.
▪ Destroyed vehicles and HQ units cannot Setup
be recycled. Not that this includes ▪ The table is divided lengthways into two
transport vehicles for Troop units. halves, by drawing an imaginary line
through the middle of the short table
Force Marching: edges. For example, a 6’x4’ table would
▪ Before making its move in the Movement have two 6’x2’ halves.
phase, a player can declare that a unit
going to force march. Fortifications:
A unit may not force march if it is falling ▪ The attacker may set up fortifications. All
back, is pinned or if there are any enemy fortifications must be represented by a
models within 24” of a model from the unit suitable model.
before the move starts. ▪ There are many forms of fortifications,
▪ Units that force double their normal move but broadly they represent cover for the
rate, but may not enter or cross difficult Defender. Sandbagged positions, trenches,
terrain, nor move within 12” of an enemy redoubts, makeshift barricades and
model. However, a unit that force marches fortress walls all count as fortifications.
may not shoot, run, or assault in the same ▪ The Defender may set up as many
turn, so no assault moves may be made. fortifications as he likes.
Units capable of using fleet may not ▪ The attacker must include at least one
combine this with force marching as they bunker.
may not forego shooting (they’ve already ▪ A model in fortifications receives a Cover
done that in order to force march). Saving throw of 3+.
▪ Units that force march and which make
their entire move along a road can triple
their movement rate instead of doubling it.
Hidden Set-up: Objectives
▪ For each Infantry unit starting the game ▪ The objective of this mission to get as
in ambush, the attacker gets a single many scoring units across the board and
‘ambush marker’. In addition to these within the attacker’s deployment zone at
markers, the attacker gets D3+3 ‘dummy the end of the game.
markers’. It is these markers, rather than ▪ Every scoring unit to make it across the
the units they represent that are deployed battle field earns 1 victory point to the
at the start of the game. defender. Every scoring unit that fails to
make it to the line or is destroyed earns
Hidden Movement: the attacker 1 victory point.
▪ Markers may move around the table,
moving as infantry, until they are revealed
as described below. Markers are subject to
the slow and purposeful universal special Defenders Deployment
rule, representing the ambushing units
sneaking around.

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

Ambushers Shooting or Assaulting:


▪ Should the ambushing unit shoot or Attackers Deployment
launch an assault, markers are removed
and the unit they represent set up.

Deployment
▪ Decide which player is conducting the
ambush; he will be attacker and the other
player will be the defender. This scenario is
best played on a rectangular table, 6’x4’
being ideal
▪ The table is set up in a mutually
agreeable manner, but after all terrain is
placed, the attacker may move two pieces
of his choice, and choose which of the
short board edges will be his table edge.
The opposite table edge belongs to the
defender.
▪ The defender deploys his army on up to
half of the table (measuring from his table
edge) the attacker then deploys according
to the Hidden Set-up rule opposite,
anywhere on the table more than 12” from
a defending model. Any non-infantry
models in the attacker’s army must be held
in reserve. The attacker gets the first turn.
DESERT BATTLEZONE
For a variety of technical reasons, a vital tank has broken down in enemy territory. While the
crew feverishly works to fix the problem, scanners detect an enemy tank patrol approaching.
The crew desperately sends out a signal for assistance - now, an artillery barrage is inbound to
cover the repaired tank's expected retreat. Will the tank be repaired in time to escape the fire
zone, or will the enemy vehicle score a kill?

Special Rules Deployment


Engine Trouble: ▪ Decide which player is to be the attacker
▪ The Defender's highest points cost vehicle and which the defender. Alternatively,
begins the game Immobilized. At the make a strategy roll-off with the winner
beginning of the Defender's 2nd turn, roll a decided whether to attack or defend.
D6. On the result of a 5+, the vehicle has ▪ The defender chooses a short table edge.
been repaired and may now move The attacker’s table edge is the opposite
normally. If the vehicle is not repaired, edge.
continue to roll a D6 at the beginning of ▪ The Attacker deploys his forces in his
each successive Defender turn but lower Deployment Zone. The Defender then
the result needed for repair each time. deploys his forces in his Deployment Zone,
Thus, at the beginning of Turn 3, the but the Immobilized vehicle may not be
Defender's vehicle is repaired on a 4+; at less than 4" from any table edge.
the beginning of Turn 4, the vehicle is The attacker gets the first turn, moving as
repaired on a 3+; and so on. much of his army as he chooses onto the
▪ Any Immobilized result will be repaired by board from any point on the table edge
this roll, including any Immobilized results within 6” of his deployment zone.
inflicted by the Attacker's forces during the
scenario.

Fuel Dump: Objectives


The deserts host extensive fuel production ▪ If the Defender can move the vehicle with
distribution and storage networks. These Engine Trouble off the table via the long
may be used by trooped equipped with table edge opposite from his Deployment
flame weapons, who connect these straight Zone, he has earned the victory.
to the pipelines and unleash a torrent of Otherwise, the Attacker wins earning 1
high pressure, searing chemical death victory point.
upon their foes.
▪ A unit within 6” of the fuel dump may add
1 to the Strength of any template weapon.
18”
Sand Storm:
Sandstorms are dangerous and are
frequent occurrences in any desert. Defenders
▪ Roll a D6 at the beginning of each player Deployment
turn. On a 6, all movement that game turn 18”
counts as being over difficult terrain, and
rolls of 6 are required to hit with shooting
attacks over 12”, regardless of the firer’s
Ballistic Skill.

Setup Fuel Dump


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

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

Special Rules Deployment


Fliers Only: ▪ Imperials deploy on any corner, their
Only Ork fliers, skimmers and Dethkoptas choice of table edge. The Orks get the
may be used in this scenario. Imperial table edge opposing.
forces are not restricted, but must include Each side rolls a die with the highest
at least one Hydra. choosing to deploy first or last and may set
up first or last accordingly. Any units may
Fighta-bomma Raid: deploy up to 6” away from the center line
The attacker’s offensive is preceded by a Infiltrators may deploy after setup.
thunderous fighta-bomma raid, designed to
soften up enemy forces before the assault Objectives
▪ After both armies have deployed but ▪ The only objective of this mission is for
before the first turn, the Ork player rolls a the Orks to destroy the two bridges. If it is
D6 for every enemy unit and terrain piece destroyed the Orks get 1 Victory point. If it
(excluding buildings and ruins as detailed is still operational at the end of the battle
below) on the table top. On a roll of 6, the the Imperials get 1 victory point
unit or terrain piece is hit. ▪ The Bridge counts as an immobile vehicle
▪ A squad takes D6 S5 AP4 hits that cause with AV12 on all facings and has 2
pinning. Cover saves are allowed if the structure points a piece.
majority of the unit is within area terrain or
behind barricades. Vehicles struck do not
take damage, but will suffer a Stunned
Driver result instead.
▪ Vehicles in a squadron are rolled for
individually.
▪ Units that start the game in reserve will
not be hit by a Preliminary Bombardment.
Buildings and ruins are not affected by the
Preliminary, nor are any units within.
6”
Setup 6”
▪ The table is divided into halves, formed
by drawing an imaginary line through two
corner points.
Bridges
HARBOUR BATTLEZONE
The Imperial craft that escort the ore-laden gigatanker convoys across the seas are berthed at
this harbor. This military base is heavily fortified and is surrounded on the landward side by
deep lines of trenches, bunkers and artillery. It also benefits from the protection of Imperial
aircraft that routinely patrol en guard of enemy actions.

Special Rules Deployment


City of Death: ▪ Both players roll a dice, highest score
▪ The battle zone follows all the normal picks which quarter to deploy in. The other
rules for a Cities of Death battle (I.G. player’s deployment zone is the opposite
Stratagems). quarter.
▪ Declare the use of stratagems.
Fuel Dump: ▪ Starting with the player that scored the
The harbor is host extensive fuel lowest, the players take it in turns,
production distribution and storage deploying a unit at a time until both armies
networks. These may be used by trooped are fully deployed. Units are deployed in
equipped with flame weapons, who connect the following order: Troops, Heavy
these straight to the pipelines and unleash Support, Elites, HQ, Fast Attack. No unit
a torrent of high pressure, searing can be deployed within 18” of the enemy
chemical death upon their foes. unit or within 12” of the centre of the table
▪ A unit within 6” of the fuel dump may add at the start of the game.
1 to the Strength of any template weapon. ▪ Roll a D6. The player with the highest
score may choose to go first or second.
Preliminary Bombardment:
The attacker’s final offensive is preceded Objectives
by a thunderous artillery barrage, designed ▪ Each side is attempting to clear the
to soften up enemy forces before the enemy out of nearby buildings, and to hold
assault them against possible counter-attack. The
▪ After both armies have deployed but player occupying the most buildings at the
before the first turn, the Imperial player end of the game is the winner.
rolls a D6 for every enemy unit and terrain
piece (excluding buildings and ruins as
detailed below) on the table top. On a roll
of 6, the unit or terrain piece is hit.
▪ A squad takes D6 S5 AP4 hits that cause
pinning. Cover saves are allowed if the
majority of the unit is within area terrain or
behind barricades. Vehicles struck do not Fuel Dump
take damage, but will suffer a Stunned
Driver result instead.
▪ Vehicles in a squadron are rolled for
individually.
▪ Units that start the game in reserve will 12”
not be hit by a Preliminary Bombardment.
Buildings and ruins are not affected by the
Preliminary Bombardment, nor are any
units within.

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

Special Rules Setup


Rok'Em Boyz: ▪ The table is divided into halves, formed
At a barked command from the Warboss, by drawing an imaginary line through two
orbiting Ork ships use their repulsor beams corner points.
to launch space debris into the swirling
battle below. Deployment
▪ When revealed: in the Shooting phase of ▪ The Orks get the table side with the Rok.
one of your turns. Imperials deploy on the opposite table
▪ Place D3 10" blast markers anywhere on edge. Each side rolls a die with the highest
the board. Determine the point of impact choosing to deploy first or last and may set
for each blast marker, but only roll one D6 up first or last accordingly. Any units may
for the Scatter. The marker scatters a deploy up to 6” from the old rail line.
number of feet (not inches!) equal to the Infiltrators may deploy after setup.
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- Objectives
1 feet. If the scatter takes the marker off ▪ The only objective in this warzone is the
the table, the shot is ignored. Of course, if ork Rok. If it is destroyed the Imperials get
a hit is rolled and the D6 result is a 1, the 1 Victory point. If it is still operational at
Meteor has miraculously landed on its the end of the battle the Orks get 1 victory
intended target. Good shot! Any model hit point
by one of these markers takes a destroyer ▪ The Ork Rok counts as an immobile
hit. vehicle with AV14 on all facings and has 3
structure points.
Preliminary Bombardment:
The attacker’s offensive is preceded by a
thunderous artillery barrage, designed to
soften up enemy forces before the assault
▪ After both armies have deployed but
before the first turn, the attacker rolls a D6
for every enemy unit and terrain piece
(excluding buildings and ruins as detailed
below) on the table top. On a roll of 6, the
unit or terrain piece is hit. 6”
▪ A squad takes D6 S5 AP4 hits that cause
pinning. Cover saves are allowed if the 6”
majority of the unit is within area terrain or
behind barricades. Vehicles struck do not
take damage, but will suffer a Stunned Ork Rok
Driver result instead.
▪ Vehicles in a squadron are rolled for
individually.
▪ Units that start the game in reserve will
not be hit by a Preliminary Bombardment.
Buildings and ruins are not affected by the
Preliminary, nor are any units within.
OASIS BATTLEZONE
The war has gone on longer than you anticipated and water supplies are running perilously
low. One night, as your main forces are engaging the enemy, your scouts report a previously
undiscovered water source nearby. This godsend is too good to pass up – divert forces away
from the skirmish, secure the oasis, and bring back water to your camp.

Special Rules ▪ All units that were not deployed, and


Desperate Circumstances: were not declared to be in reserve during
Water supplies on each side are so low that deployment, must enter the game in the
the warriors push themselves to reach it. Movement phase of their first player turn
▪ An infantry unit may forgo shooting or by moving in from their own table edge,
launching an assault to move an extra 6” just like units moving in from reserve.
in their Assault phase in an attempt to ▪ The Night Fighting mission special rule is
reach the oasis or return to camp with in effect for the entire game.
collected water. This rule cannot be used ▪ Infiltrators may deploy after setup.
by troops embarking onto or disembarking
from vehicles. While infantry that make Objectives
this bonus move cannot make an assault, ▪ Both armies are attempting to reach the
they may fight back normally if assaulted. oasis and gather water for their comrades
back at their base. To gather water, each
Setup unit must come into base-to-base contact
▪ The table is divided lengthways into two with the oasis and cannot shoot or launch
halves, by drawing an imaginary line an assault (if assaulted they may fight
through the middle of the short table back as normal) that turn.
edges. For example, a 6’x4’ table would ▪ On their next turn, the unit may move
have two 6’x2’ halves. and act as normal. Each unit that reaches
▪ The oasis is placed in the center of the the oasis, gathers water, and leaves the
board, equidistant from the two long board board back the way they came (that is,
edges. through their deployment zone) before the
end of the game gives the owning player 1
victory point per retreating unit.
Deployment ▪ Infantry, cavalry, and bike units may
▪ The players roll-off, and the winner gather water this water this way; vehicles
chooses to go first or second. The player may not.
that goes first then chooses one of the long
table edges to be his own table edge.
▪ He then can deploy up two two units from
his Troops selections and up to one unit
from his HQ selections in his half of the
table (this is his ‘deployment zone’. His
opponent then does the same in the
opposite half, but must position his three
units more than 18” from enemy units.
▪ Troops and HQ units that can infiltrate, Oasis
can do so, as long as at the end of the
deployment the player still has a maximum
of one HQ and two Troops units on the
table. Lastly, players make any scout
moves.
▪ Start the game! Once deployment has
finished, the player that chose his
deployment zone first starts game Turn 1
with his player turn.
URBAN BATTLEZONE
After challenging a leader of the enemy, one of the Imperium’s champions was overwhelmed
by dishonorable swarm tactics used by a foe too fearful to face the Champion in lone combat.
Now, his battered remains lie in the midst of the enemy line, and they appear to be taking
unholy interest in carting off his remains.

Special Rules Deployment


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

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.

Special Rules Deployment


Scramble!! ▪ Both sides roll-off, and the winner
Place D3+3 Ork pilot models no closer than chooses to go first or second. The side that
20" to the Ork aircraft (this includes all Ork goes first then chooses one of the long
planes and the Pulsa Rokkit). These models table edges to be his own table edge. He
act as independent characters but for all then deploys his force in one of the two
intents and purposes are otherwise treated table quarters on his side of the table,
as Ork Boyz armed with sluggas and more than 12” away from the center of the
choppas. If an Ork pilot manages to reach table. The opposition then deploys in the
n Ork aircraft, that model is treated as an diagonally opposite quarter.
active part of the battle - the Ork player ▪ Both Sides have 3 stratagems.
may use the relevant Apocalypse
datasheet from the start of the next Ork Objectives
turn, treating the aircraft as having ▪ At the end of the game, each player
entered play the previous turn. receives 1 ‘kill point’ for each enemy unit
that has been completely destroyed.
Flakkacannon Tower: ▪ If a character has a retinue, the character
The Ork flakkacannon tower is as deadly as and his unit are worth 1 kill points each.
it is inaccurate. Each gun has a Grot inside ▪ The player with the highest total of kill
waiting to take his evil revenge upon all points wins. If the players have the same
those taller than him. An Ork player may total, the game is a tactical draw.
fire D6 flakkacannons in his Shooting Whichever side has the most kill points
phase with the profile below. If a 1 or a 2 receives a single victory point.
is rolled for the number of shots, a Grot
gunner turns rebellious (or even got his
head stuck in a swivel-grommet) and
hence the Imperial player may instead fire
the flakkacannons this turn.

BS Range Str AP Special


Flakkacannon 3 60" 9 3 Small Blast,
Ordnance,
AA Mount

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.

Range Str AP Special


Defense Unlimited 10 1 7” Blast
Laser

Fire Base Force: Comm Tower


▪ One unit from
the defenders army must be nominated the
Firebase force.
▪ The firebase force is under strict orders to
hold position and prevent the enemy from
breaking past, and as such, the firebase
force may not move out of its defensive 18”
perimeter to aid the retreating recon force.

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

Special Rules camp may be placed within 18” of the


Confusion: centre of the table, or within 30” of
▪ The warriors of each army are initially another base camp. To determine the
unprepared for the sudden battle. All units order in which base camps are placed,
must roll a D6 at the start of their first each player rolls a D6. The player that rolls
turn. Those that roll a 4+ can act normally, highest places his base camp first, followed
but those that fail this roll cannot move, by the other players in order of their die
shoot, assault or use psychic powers until rolls. In the same order, each player takes
their second turn (although they can fall it in turn to place an HQ unit within 6” of
and will fight normally if assaulted by an the centre of the table. The unit may not
enemy). include a transport vehicle.
▪ Using the same order again, each player
Three Player rules: takes it in turn to deploy their armies,
▪ To determine the order of play in game within 12” of their camp marker Models
turn 1, all three players roll off. Play goes must be placed more than 24” of an
in order from the player who rolled highest enemy. Units may be kept in reserve,
to the lowest. In subsequent game turns, entering play in the normal way, from the
the player that went first in the previous point on the table edge closest to their
game turn goes last, with the other two base camp.
players rolling off for first go.
▪ Play proceeds as it would in a normal Objectives
game of Warhammer 40,000. When it ▪ With the unexpected eruption of violence,
comes to the Assault phase, only those each army finds its encampment under
assault involving the player whose player threat. In order to win the day, they will
turn it is are fought. Assault may not be have to protect their own camp, whilst
launched against ongoing combats destroying those of their enemies.
involving the warriors of both other armies, ▪ The marker in the centre of the table, and
so three ways close combat is not possible. the camp markers of each army, must be
controlled.
Shooting into Close Combat: ▪ At the end of the game, you control a
▪ In the shooting phase, a player may fire marker if there is at least one of your
into an assault that does not include his scoring units, and no enemy units
own units. To do this, nominate the target (whether scoring or not), within 3” of it.
unit as normal. Having rolled to hit, you ▪ The player controlling the most markers
will need to determine which of the units wins, earning 3 victory points.
engaged in the swirling melee are actually
struck. Roll another dice for each hit. Each
dice that rolls 4+ results in a hit against
the target unit, while any other result Campaign Rule: This game should ideally
means the target’s opponents are hit be played with Orks against each other,
instead. with the Imperial side taking control of a
small faction of greenskins for this mission.
Setup and Deployment In addition, a third party should play. If the
▪ Place a marker or piece of terrain in the third party wins, neither side earns any
exact centre of the table. This represents points towards the campaign proper.
the meeting place.
▪ Each player must place a marker terrain
piece to represent his base camp. No base
SCRAPYARD
BATTLEZONE
The Ork’s Gargant fields are clanking away at the heart of the war, building bigger and better
idols to stomp all over the forces of the Imperium. Unless the Imperium can put a spanner in their
works, that is.

Special Rules Deployment


Da Scrapyard Dogs: ▪ Both sides roll-off, and the winner
The Orks of the Scrapyard have concealed chooses to go first or second. The side that
themselves under piles of junk, or roar goes first then chooses one of the long
onto the battlefield crewing vehicles that table edges to be his own table edge. He
the Imperium previously dismissed as little then deploys his force in one of the two
more than piles of rust. Any Ork unit can table quarters on his side of the table,
be held in Reserve. When that unit enters more than 12” away from the center of the
play, roll on the following table edge to see table. The opposition then deploys in the
how it does so: diagonally opposite quarter.
▪ Both Sides have 3 stratagems.
D6 Roll Wot Happenz
1-2 Unit enters play on the Ork Objectives
player's table edge.
▪ At the end of the game, the side with the
3-4 Unit enters as if it were
Outflanking highest elevation wins the game and
5-6 Unit enters by Deep Strike. receivers a single Victory points.

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

Setup
The table is divided into four quarters, 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

Special Rules ▪ The Imperium is the attacker in this


Assassin: mission.
▪ for this mission, the Imperial forces are ▪ Infiltrators are deployed after all other
granted a Vindicare assassin for free and units have been placed on the t able,
must be used. anywhere not within 18” of an enemy
model.
Comm Tower: ▪ The attacker has the first turn.
▪ The Comm Tower counts as a Defense
Laser with the following profile: Objectives
▪ The Assassin must eliminate the enemy
Structure Points: 3 character with the highest points value
Weapons: Defense laser, 2 twin-linked (the defender must declare which model it
Autocannon with anti-aircraft mounts, is!), and survive to the end of the battle.
twin-linked heavy bolter. ▪ If the Assassin has not killed its target by
the end of the game, then the defender
Range Str AP Special earns 1 victory points.
Defense Unlimited 10 1 7” Blast ▪ If the Assassin’s target is killed and the
Laser Assassin is still alive at the end of the
battle, then the attacker earns 1 victory
Orbital Strike: points.
▪ At the beginning of each turn, the side in ▪ The side that controls the
control of the communication tower rolls on communications bunker at the end of the
the following table to see if the scheduled game wins. As the bunker is strategic to
bombardment fires. both forces, neither side is allowed to
destroy the bunker. Whoever controls the
Turn 1 2 3 4 bunker earns 2 Victory Points
D6 N/A 5+ 4+ Auto

▪ When the Orbital Strike fires, place D3


Orbital Bombardment templates down
anywhere on the battlefield. The Orbital
strike continues to fire in each subsequent
player turns.

Deployment
▪ The Imperium is the defender for this
mission.
▪ The defender deploys in his deployment
zone containing the Comm tower.
▪ The Attacker deploys his forces along any 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.

Special Rules ▪ Next he positions a single HQ choice in


Night Fight: zones 3 or 4 or 5.
▪ The Night Fighting rules are used on the ▪ He may position a single Heavy Support
first game turn. choice in Zone 3 or 4.
▪ The designated artillery unit is
Trench Fighters: automatically placed in zone 4.
▪ Any Imperial united that is assaulted in ▪ The rest of the defender’s HQ and Heavy
cover gains the counter-attack ability Support, and all his Fast Attack and Elite
choices start the game in Reserve.
▪ The attacker deploys any of his forces he
Setup wishes in his 6” deployment zone in zone
▪ Play the game along the length of a 6”x4” 1. These are the leading forces of the raid
table. Divide the board length-wise into already move across no-man’s land. Any of
four 18” zones, numbered 1 to 4. the attacker’s unit not deployed at the
1. No-man’s land start of the game are placed in Reserve.
2. Front line trenches. ▪ The attacker resolves a Preliminary
3 Second line trenches Bombardment against the defender.
4 Rear Area ▪ The defender takes the first turn.
▪ Place terrain in a mutual agreeable
method. Objectives
▪ The defender may place his Obstacles in ▪ The attacker must destroy as many of the
zones 1 and 2, but not in the attacker’s objectives as he can. Each objective counts
deployment zone. The defender may place as a single victory point.
fortifications, including a single bunker, in The ammunition and the supply dump
zones 2,3 or 4. These can be trenches, count as having Armour value 12 all round,
defense lines, barricades, dug-outs, etc. and any Glancing or Penetrating hit
▪ The defender must place a supply dump destroys them They may be assaulted like
in zone 4 (rear area). An artillery unit must as if they were stationary vehicles.
also be placed in zone 4, and an ammo ▪ The attacker earns 1 victory point for
dump must be placed in zone 3 (second each objective destroyed. The defender
line trenches). These are the objectives of earns 1 Victory point for each objective
the raid. that remains in play at the end of the
▪ The artillery unit can be a unit chosen as game.
part of the defender’s army, in which case
it moves and shoots as normal. If there is
no artillery unit the defender’s army, then
an artillery piece is still placed but it is
currently unmanned. It takes no part in the
battle except being a target (i.e. it may not
move or shoot). The designated artillery
unit must be a barrage (guess range)
weapon. The artillery unit has its normal
stat line.

Deployment
▪ The defender deploys his force as follows.
First he deploys all his Troop units. They
may be positioned in zones 2,3, or 4. He
must deploy at least one Troops unit in
zone 2 and one Troops unit in zone 3.
ASHWASTES
BATTLEZONE
Death worlds are planets deemed too dangerous to support widespread human settlements.
Such worlds are nearly impossible to colonize, but have some intrinsic value-either strategic or
mineral-that necessitates the provision of outposts or other facilities. Unfortunately for this
outpost, the resource the world provides has attracted unwelcome attention.

Special Rules point. So a 6’x4’ table would have four


Acid Rain: 3’x2’ quarters
The ash wastes are highly polluted, and
acidic rain falling from the skies is not an Deployment
unusual occurrence. ▪ Both sides roll-off, and the winner
▪ At the start of the game, any squads with chooses to go first or second. The side that
models that are not under cover (i.e. not goes first then chooses one of the long
within 2” of a building, may be affected by table edges to be his own table edge. He
the acid rain. For each squad not in cover, then deploys his force in one of the two
roll a D6. On a 6 that squad takes D6 table quarters on his side of the table,
automatic Strength 2 hits. Vehicles and more than 12” away from the center of the
walkers are unaffected by the acid rain. table. The opposition then deploys in the
diagonally opposite quarter.
Chem-Fog:
Clouds of toxic fumes have spread across Objectives
the ash wastes, concealing the movements ▪ At the end of the game, each player
of the enemy from view. receives 1 ‘kill point’ for each enemy unit
▪ The chem.-fog covers the entire that has been completely destroyed.
battlefield. Use the Night Fighting rules. At ▪ If a character has a retinue, the character
the beginning of each player’s turn roll a and his unit are worth 1 kill points each.
dice. On a 6, the fog dissipates, and the ▪ The player with the highest total of kill
battle is fought normally. points wins. If the players have the same
total, the game is a tactical draw.
Electrical Discharge: Whichever side has the most kill points
The skies above the war-torn wastelands receives a single victory point.
are ripped apart by a fierce electrical
storm.
▪ Each play may place an Ordnance
template anywhere on the board at the
start of each of their turns.
Any model under the template may be
struck by lightning. If the model has a
Saving throw of 4+ or better it is struck on
a 5+ on a D6. If the model has a saving
throw of 5+ or less it is struck on a 6.
Models struck by lightning suffer a
Strength 5 automatic hit.
12”
Setup
The table is divided into four quarters,
formed by drawing two imaginary
perpendicular lines through the centre
SUBDOCKYARD
BATTLEZONE
The Ork’s submersibles are key to their success, allowing the Orks to travel between the
captured proto-forges and the main war zone of the planet. Unable to destroy them from
orbit, the Imperium must teleport to the surface.

Special Rules ▪ Troops and HQ units that can infiltrate,


Submersibles: can do so, as long as at the end of the
Use Ork submersibles as the objectives in deployment the player st ill has a
this mission, placing as many as you have! maximum of one HQ and two Troops units
If you don't have enough, you can use on the table. Lastly, players make any
other objectives too. scout moves.
▪ Start the game! Once deployment has
Sub Munitions: finished, the player that chose his
The Ork player may roll a dice for each deployment zone first starts game Turn 1
submersible at the beginning of his with his player turn.
Shooting phase. On the roll of a 6, he may ▪ All units that were not deployed, and
use all of that submersible's guns (see the were not declared to be in reserve during
datasheet in WD344) as the crews decide deployment, must enter the game in the
that they want a piece of the action too. Movement phase of their first player turn
On the roll of a 1, however, the crews by moving in from their own table edge,
decide that they should stick to Da Big just like units moving in from reserve.
Plan, and submerge with the intent of ▪ During game Turn 1 the Night Fighting
setting out to sea and battering the mission special rule is in effect.
coastlines. Remove the submersible from
play - it no longer counts as an objective. Objectives
Any models that were on that submersible ▪ The submersibles count as 1 victory point
meet a watery doom as described below. each if they are claimed at the end of the
game. Submersibles that have left play, by
A Watery Doom: being destroyed or submersing into the sea
Any unit that moves into a region of water do not count and cannot be claimed.
for any reason is drowned, burnt alive by
burning oil or devoured by Squigsharks.
Remove the unit from play.

Setup
The table is divided lengthways into two
halves

Deployment
▪ The players roll-off, and the winner
chooses to go first or second. The player
that goes first then chooses one of the long
table edges to be his own table edge.
▪ He then can deploy up two two units from
his Troops selections and up to one unit
from his HQ selections in his half of the
table (this is his ‘deployment zone’. His
opponent then does the same in the
opposite half, but must position his three
units more than 18” from enemy units.
HIVE CITY BATTLEZONE
The Ork’s pride and joy, known only as da Krater Maker, is the biggest land-based gun the sector
has ever seen. Not content with simply firing their titanic creation, the Orks intend to ram the
super-weapon into the hive city.

Special Rules Firing the Megakannon: If the Ork


Fortress of Dakka: players manage to get da Krater Maker
▪ Da Krater Maker is more than just a into base contact with the hive, roll on the
ridiculously large artillery piece. It also has following table in the next turn to see if
several ground-level defense Klawjaw and his Ork Meks are able to
emplacements to repel attacks by, say, a unleash the fury of their horrendously
bunch of interfering Space Marines. powerful creation:
1 - Boom...urk! The Orks fire da Krater
Da Krater Maker has two tractor units each Maker with a titanic boom, toppling one of
with the following guns: the minor spires of the hive. The Orks' glee
• a twin-linked killkannon (reroll scatter) turns to horror as the mile-high spire
• two twin-linked kannon wobbles forwards and topples down
• a kannon directly on top of their pride and joy. Da
• a flamer Krater Maker is destroyed and the
• and three big shootas Imperials count as winning the scenario.
Each of these track units is treated as a Oops!
vehicle with an Armour Value of 13. 2-3 - Clank Clank Clank: The Orks fire da
Krater maker but in their excitement they
Too Much Gun: have forgotten to unclip the firing gubbins
▪ Da Krater Maker is so large that even the and prime the breachy bitz. They must roll
most accurate heavy weapons fire will again next turn.
barely scratch it. The cannon itself is 4-5 - Krakaboom!: The Orks fire da
treated as a vehicle with an armour value Krater Maker at the main spire of the hive,
of 16 that ignores all results except for its shell detonating right on target and
weapon destroyed, destroyed (wrecked) collapsing the entire top section of the hive
and destroyed (explodes!) results. These into the Underhive below. The Orks
are covered in 'Firing da Krater Maker, achieve their victory.
below. 6 - Chain Reaction: The Orks fire da
Krater Maker, not only blowing up the hive
Rammin' Speed: spire but triggering a chain reaction that
▪ Da Krater Maker begins the game in base spreads throughout the hive like wildfire.
contact with the Ork table edge and moves The Orks win the game and the Imperial
forward 3D6" a turn, or the same speed as war machine is crippled beyond repair. The
it moved in a previous turn, whichever is planet belongs to the greenskins!
the greater. Every immobilized result the
Megakannon has had inflicted upon it will Deployment
reduce the distance it moves by 3". If any ▪ Apocalypse
of them are shaken or immobilized then
reduce the move of da Krater Maker by D3 Objectives
inches in the next turn. Da Krater Maker's ▪ If the Orks manage to destroy the hive
titanic momentum is so powerful that it will they win, earning 10 victory points.
move a minimum of 3" per turn regardless Likewise, if the opposition manages to halt
of how much damage it has sustained. the Krater maker, they earn 10 victory
points.
ORKTOWN BATTLEZONE
Whilst the Orks have been looting, racing and duffing each other up, the enemy has launched a
surprise attack upon their settlement. The enemy is caught in the act of wrecking their joint. As far
as da Boyz are concerned this is a great thing as there is even more fighting to be had. For the
Imperium, capturing the ork oddboyz is a top priority – removing the smattering of Mekboys,
Painboys, Wierdboys and Runtherds will surely cripple the ork forces.

heretics within in a huge blast of swirling


Special Rules
flame that befits the Emperor's judgment.
No Oddboyz: Inquisitors can execute prisoners in this
Since the ork oddboyz have been captured manner if they suspect that the
by the Imperials in this scenario, the ork Incarcerator's psychic shielding has been
force may NOT include any oddboyz (i.e. breached or if the prisoners are in danger
Big Meks, Wierdboys, Meks, or Runtherds). of escape. To represent this possibility, roll
a D6 at the beginning of each player turn
Sustained Attack:
The attacker has an overwhelming and consult the chart below (Turn 1 is
superiority in numbers, wave upon wave of exempt). If the required D6 result is met,
foes hurling themselves forward.
the Inquisitor activates the turbine and
▪ To represent the size of the attack, the
attacker aiming to make the Sustained executes the prisoners in glorious gout of
Attack can ‘recycle’ some of his units when pure flame.
they are destroyed. Recycled units are
brought back into play to represent the
almost limitless supply of reinforcements. DEATH BY TURBINE
Any attacking Troops unit (i.e. Troops
Turn D6 Result
choices on the Force Organization table)
that is wiped out may move on from the 1 N/A
player’s own board edge. They move on at
the beginning of the player’s next turn. 2 6
▪ Units of troops which are forced to fall
back and reduced to less than 50% 3 5+
strength in models can be removed from
4 5+
the table immediately and reused as if they
had been wiped out in their owner’s next 5 4+
full player turn. They do not have to fall off
the table first. 6 3+
▪ Destroyed vehicles and HQ units cannot
be recycled. Not that this includes
transport vehicles for Troop units. Prisoners:
▪ Up to 2 prisoners may be Big Meks
Incarcerator:
▪ Up to 2 prisoners may be Bad Doks
▪ The Imperial player is equipped with a
▪ Up to 2 Prisoners may be Wierdboys
free Incarcerator vehicle (it does not chew
▪ Up to 3 Prisoners may be Mek boyz
up a force selection slot or cost any
▪ Up to 6 Prisoner may be a Runtherds
points). Feel free to use a Rhino or
Chimera transport model to represent the
Incarcerator if you choose not to make this
conversion.
▪ At a moment's notice, the Incarcerator’s
turbine can be activated to purge the
Wierdboy Prisoners: Setup & Deployment
▪ The prisoners are disoriented from their ▪The table should be 4'x6' for this scenario.
captivity, and the powers of the Warp rack If you are running this scenario on a
different-sized table, you may have to
their minds. Once the prisoners have been
adjust the Deployment Zones accordingly.
freed, roll a D6 for each prisoner during ▪
the ork player's Shooting Phase and The center 32" of the table should be clear
of terrain; 8" along each long table edge
consult the following chart to determine
should be cluttered with debris and other
the prisoner's psychic response (these are terrain to create a "corridor" of clear
not Minor Psychic Powers): terrain running the length of the table.
▪ The Incarcerator is placed in the center of
D6 the Imperial Deployment Zone. The
Psychic Response Imperial player then places the remainder
Roll
of his forces within his Deployment Zone
The powers of the Warp are too ▪ The Ork player then places his forces
much for his feeble mind, and his within his Deployment Zones on either side
head bursts in a spectacular of the table. He must place at least one
eruption of raw warp energy. Place unit in each Zone and may place up to one
the large burst template centered on Troop or Heavy Support selection
1
the prisoner. All models under the anywhere on the unoccupied short table
template suffer a single S3 AP - hit. edge.
Models partially covered are hit on a ▪ The Ork player may choose to go first or
4+. The prisoner is removed as a second.
casualty.

No response. The prisoner maintains Objectives


2-4 his control over his powers and ▪ The Imperials earn 2 Kill Points for each
proceeds normally. live prisoner they manage to get off the far

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.

The Wierdboy is overcome with the


power of the Warp and randomly
discharges a massive bolt of energy.
Use a Scatter Die to place a marker
12" from the prisoner in the
direction indicated. Draw a straight
Imperial Escape
line between the prisoner and the Route
6 marker. Any models - friend or foe -
that fall under this line must pass a
Leadership test on a 3D6. If they Imperial
fail, the models are removed as Deployment
casualties (their brains are fried). If
a vehicle falls under this line, it
takes a single hit with an Armor
Penetration of 2D6. 30“x12”
SNOWSCAPE
BATTLEZONE
The Imperial forces have underestimated the forces of the Orks. Because of their lack of proper
planning the orks will gain a foothold on the planet. This will make the job of purging the unclean
Xenos even more difficult than was expected. Suffer not the Xenos to live! Burn the Xenos!

Special Rules Setup and Deployment


▪ The table should be set up in an
No Transports:| agreeable manner.
Snow blankets the battlefield as far as the ▪ If you have Necromunda terrain or
eye can see. Passing snow storms keep it anything along those lines that would be
best. The Imperial forces are deployed first
that way anywhere within a 12” diameter of the
▪ Neither army may take transports. center of the table. The Ork forces are
deployed anywhere on the table at least
Snow Storm:. 14” away from any Imperial model.
Passing storms have frozen much of the
battlefield rendering conventional transport Objectives
vehicles impractical. ▪ If at least 50% of the Imperial player’s
▪ At the start of each Movement phase, any points value survives the Imperials win 10
squads with models that are not under victory points. If not the ork forces are
cover (i.e. not within 2” of a building, may victorious, earning them 10 victory points.
be affected by the acid rain. For each ▪ The game lasts six turns.
squad not in cover, roll a D6. On a 6 that
squad is affected by the slow and
purposeful universal special rule. Vehicles
and walkers are unaffected by the snow
storms.
▪ Units that suffer from the snow storm
also benefit from a 5+ cover save, even
out in the open.

Sustained Attack:
The attacker has an overwhelming
superiority in numbers, wave upon wave of
foes hurling themselves forward.
▪ To represent the size of the attack, the
attacker aiming to make the Sustained 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!

Using Campaign Units Infantry, Vehicle, Jetbike or Jump Infantry,


To make a choice, take a look at the which makes them subject to certain rules
campaign units and decide what unit you regarding movement, shooting, assault,
want to have in your army, how many etc.
models there will be in it, and which
upgrades you want (if any). Remember Wargear: This details the basic equipment
that you cannot field models that are carried by the models in the squad. The
equipped with weapons or wargear not cost for all of the equipment in this list is
shown on the model. Once this is done included in the points cost of the models
subtract the point’s value of the unit from themselves.
your total points, and then go back and
make another choice. Continue doing this Options: This section lists all of the
until you have spent all your points. Then upgrades you may add to the unit if you
you're ready to do battle! wish to do so. If a model is equipped with
something listed in the Unit Upgrades
Unit Entries section then you must pay the points for it
Each army list entry consists of the – note you may not take an upgrade
following: unless a model in the unit actually has it.
Some units have additional options
Unit Name: The type of unit, which may regarding how they may be chosen or
also show a limitation on the maximum fielded, often depending on whether an
number of choices you can make of that associated character is taken. This is
unit type. detailed in the relevant character’s entry.

Special Rules: This is where you'll find


Unit Profile: At the start of each entry
any special rules that apply to the unit.
you will find the name of the unit, the Generally these rules are covered in
profile of the models it can include, and the Codex: Orks or the Warhammer 40,000
points cost for each model without any rulebook. Where this isn’t the case, the
options added. special rule will be explained.

Unit Composition: This shows the


number of models in the unit, or the
number of models you may take for one
choice from the Force Organization Chart.
Often this is a variable amount, in which
case it shows the minimum and maximum
unit size.

Unit Type: This refers to the Unit Type


Rules chapter in the Warhammer 40,000
rulebook. For example, a unit may be
IMPERIAL GUARD SAPPERS

Imperial Guard regiments often include a corps of


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

Sapper Squad 60 points


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

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

Ork Hunter Fire Sweep Team 10 points per model


Ork Hunter Platoon: An Ork Platoon consists of 2-6 Ork Hunter fire sweep teams, 0-5 scout sentinel
squadrons, and 0-2 Heavy Weapons squads. Each Platoon counts as a single Troops choice.

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.

Troops: A Savlar Chem-Dogs squad is a Troops choice


for an Imperial Guard army.

Savlar Chem-Dogs 50 points

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.

However, the Elysian Drop Troop' combat doctrine


does not afford them such luxuries as Leman Russ .
Battle Tanks or even the ubiquitous Chimera troop
transports. Nothing bulkier than the lightweight
Sentinel can be deployed by grav-chute. As a
result, Elysian Droop Troops specialize in
ambushes and attaining and holding objectives,
and cannot hold their ground in a protracted
firefight for long. In large-scale conflicts this
dictates a hit-and-run style of warfare whereby the
Elysians achieve their goal and then quickly
disappear. In smaller engagements the Elysians
are experienced and well-equipped enough to
operate for long periods of time without fresh
supplies.

Elysian Drop Troops 50 points


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

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 Composition: Options:


▪ 9 Guardsmen ▪ Up to three Guardsmen may be armed
▪ 1 Veteran Sergeant with:
- Flamer……………………..+5 points per model
Unit Type: - Grenade launcher…..+5 points per model
▪ Infantry - Meltagun………………+10 points per model
- Plasmagun…………….+12 points per model
Wargear: ▪ One Guardsmen may have a:
▪ Flak Armour - Vox-Caster.………………………….…..+5 points
▪ Hot-Shot Lasgun or Shotgun ▪ The veteran sergeant may exchange his
▪ Frag and Krak Grenades Laspistol and/or close combat weapon for:
▪ Rappelling Lines - Shotgun………………………………………...free
- Bolt pistol…………………………………+2 points
Special Rules: - Power weapon……………………….+10 points
▪ Airborne Assault - Plasma pistol………………………….+10 points
- Power Fist………………………………+15 points
INCARCERATOR
The Incarcerator carries prisoners of the
Ministorum to their eventual judgment and
execution. The Incarcerator is equipped with a jet
turbine whose compression chamber also serves as
the holding cell for the prisoners. At a moment's
notice, the turbine can be activated to purge the
heretics within in a huge blast of swirling flame
that befits the Emperor's judgment. Inquisitors can
execute prisoners in this manner if they suspect
that the Incarcerator's psychic shielding has been
breached or if the prisoners are in danger of
escape. .

Important Rule: If the heretic prisoners are freed,


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

Incarcerator Squadron 35 points per model


Heavy Support: An Incarcerator Squadron is a Heavy Support option for any Imperial army

Armour Prisoners: Each Incarcerator carries one


BS Front Side Rear prisoner for every 500 points of the agreed-to
Incarcerator 3 12 11 10 point limit (up to a maximum of 10 prisoners).
For example, a 1,500-point game would result
in three heretic prisoners. These are treated as
Unit Composition:
Independent characters with a stat line of:
▪ 1-3 Incarcerators

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.

Guerilla Fighters 50 points


Troops: A Guerilla Fighters squad is a troops choice for an Imperial Guard army.
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:
- Flamer……………………..+5 points per model
- Grenade launcher…..+5 points per model
Unit Composition: - Sniper Rifle……………..+5 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:
▪ Flak Armour - Mortar………………………………………..+5 points
▪ Lasgun or Shotgun - 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
▪ Guerillas Laspistol and/or close combat weapon for:
▪ City Fighters - Shotgun………………………………………...free
- Bolt pistol…………………………………+2 points
Transport: - Power weapon……………………….+10 points
▪ One Guerilla Fighters squad per platoon may be - Plasma pistol………………………….+10 points
mounted in a Chimera as a dedicated transport - Power Fist………………………………+15 points
vehicle.
TALLARN DESERT RAIDERS
The Tallarn are mobile guerrilla fighters, evasive
and opportunistic. They are well known for their
hard-fighting Sentinel squadrons and are masters
of hit-and-run warfare. Their chief strength lies in
their skill in guerrilla warfare, which makes use of
various mounts as well as numerous Sentinel
squadrons to remain highly mobile on the
battlefield, harrying their opponents mercilessly
before disappearing into the background. Noted
marksmen, Tallarn forces employ a unique style of
lasgun which is longer and more fluid in shape
than the standard Imperial Guard issue. Some .
Tallarn Rough Rider squadrons ride large alien
mounts, called Mukaali. These desert-dwelling
herbivores are originally indigenous to the vast
equatorial deserts of Goru-Prime. Many Mukaali
have been transported to other desert worlds,
including Tallarn itself, because they are well
adapted to arid environments. As well as infantry,
artillery and armored companies, it is not
uncommon for Tallarn regiments to include one or
more patrol companies (sometimes referred to as
recon or long range companies).

Desert Raiders 50 points


Desert Patrol Platoon: A Desert Patrol Platoon consists of a Command Squad, 2-6 Desert Raiders
squads, 0-5 Rough Rider Squads, and 0-2 scout sentinel squadrons. Each Platoon counts as a single
Troops choice.
WS BS S T W I A Ld Sv Options:
Guardsmen 4 3 3 3 1 3 1 7 5+ ▪ Up to three Guardsmen may be armed
Sergeant 4 3 3 3 1 3 2 8 5+
with:
- Flamer……………………..+5 points per model
- Grenade launcher…..+5 points per model
Unit Composition: - Meltagun………………+10 points per model
▪ 9 Guardsmen - Plasmagun…………….+12 points per model
▪ 1 Veteran Sergeant ▪ One Guardsmen may have a:
- Vox-Caster.………………………….…..+5 points
Unit Type: ▪ Two models not armed with a special
▪ Infantry weapon may form a weapons team armed
with:
Wargear: - Mortar………………………………………..+5 points
▪ Flak Armour - Autocannon or Heavy Bolter…+10 points
▪ Lasgun - Missile Launcher………………………+15 points
▪ Frag and Krak Grenades - Lascannon……………………………….+20 points
▪ The veteran sergeant may exchange his
Special Rules: Laspistol and/or close combat weapon for:
▪ Guerillas - Shotgun………………………………………...free
▪ Light Infantry - Bolt pistol…………………………………+2 points
- Power weapon……………………….+10 points
Transport: - Plasma pistol………………………….+10 points
▪ Any Desert Raiders squad may be mounted in a - Power Fist………………………………+15 points
Chimera as a dedicated transport vehicle.
DEATHWORLD VETERANS
Death worlds are planets deemed too dangerous to
support widespread human settlements. Such
worlds are nearly impossible to colonize, but have
some intrinsic value – either strategic or mineral –
that necessitates the provision of outposts or other
facilities. The exact nature of a death world’s
threat varies from planet to planet. Catachan is
infamous for its continent spanning jungles and
myriad forms of carnivorous life, while Praxeti is a
barren and blasted rockscape, riven with ion
storms that strike with enough force to shatter
rocks. Other death world threats are stranger still .
– the living planet of Croatoa, the psychic storms
of Sycorax or Kragadam’s indestructible crystalline
fauna, to name but a few. From the endless
deserts of Luther Macintyre to the burning sulphur
fields of Jjojos, any population able to scratch out
an existence on a death world will have to
overcome threats far beyond the imagination of
most Imperial citizens. Such hard-bitten folk are
ideal recruits for the Imperial Guard, a detail that
more than justifies the settlement of a death world
regardless of other factors.

Deathworld Veterans 80 points


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

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

Raised on thousands of worlds, the command


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

Supreme Commander 60 points


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

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.

Crush and Grind:


When assaulting enemy infantry the Officer
has no compunction about crushing them
under its tracks.
If the order is successfully issued (against
leadership 10), the first unit Tank Shocked
in a turn by a tank following this order will
take D6 S4 hits before resolving the Tank
Shock as normal. Normal Saving throws
apply.
LOOTED VEHICLES
Ork Lootaz are experts at stealing and adapting
damaged enemy vehicles for their own use. Once a
battle is over Ork salvage teams will get on with
the real work, spending days towing and repairing
the wrecks of enemy tanks. The majority of
recovered vehicles see the battlefield once more,
this time with various Orkish ‘kustomisations’ that
have as much chance of damaging the tank as
they do enhancing it. In time successive rebuilds
and modifications will turn most looted vehicles
into creations that are the equivalent of a
Battlewagon.

Campaign Rule: A looted vehicle will generally


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

Looted Vehicle Variable Points


You may include a looted vehicle worth 51+ points or one to three vehicles worth 50 points or less per
Heavy Support choice on the Force organization chart. Even though you can include more than one
vehicle they count as a single Heavy Support choice. All looted vehicles have ballistic skill 2,
regardless of the original vehicles profile. It’s crewed by orks after all!

Unit Type:
▪ A looted vehicle may be chosen from one of the 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

Skarboyz are veteran warriors who bear the scars


of dozens of battles. These Orks have grown
exceptionally big and strong and have brawn,
gnarled arms bulging with slabs of muscle from
fighting in numerous conflicts. As such, prolonged
periods of conflict lead to an increase in the size
and strength of Orks. Such groups of Orks are
much more likely to be fiercer in combat; more
aggressive and short tempered; impatient and less
likely to employ ranged weaponry with any
noticeable effect.

Skarboyz experience in combat makes them a


valuable commodity in any Ork warband, often
leading from the front and tackling the toughest of
foes. Of course every Skarboy in the mob is also
looking for an opportunity to oust the Nob in
charge and take control themselves. This is the
Orky way and any Nob weak or foolish enough to
be overthrown by one of his own Boyz has no
reason to complain. Might is right and nothing else
matters.

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

Skarboyz 10 points per model Options:


WS BS S T W I A Ld Sv ▪ For every ten Skarboyz, one may
Skarboy 4 2 4 4 1 2 2 7 6+ exchange his slugga and choppa for:
- Big Shoota..............+5 points per model
Nob 4 2 4 4 2 2 3 7 6+
- Rokkit Launcha………+15 points per model
▪ The entire mob may exchange their
Unit Composition: Slugga and Choppas for:
▪ 5-20 Skarboyz - Big Choppa………………+5 points per model
▪ The entire mob may exchange their Big
Unit Type: Choppas for snazzguns for free.
▪ Infantry ▪ The entire mob may upgrade their
snazzguns with any of the following:
Wargear: - More dakka………………+5 points per model
▪ Slugga - Shootier……………………+5 points per model
▪ Choppa - Blastas……………………..+5 points per model
▪ Stikkbombz
Character:
Special Rules: ▪ One Skarboy may be upgraded to a
▪ Furious Charge Nob…………………………………………….....+10 points
▪ Mob Rule ▪ He may replace his choppa for:
▪ Waaagh! - Big Choppa………………………………………+5 points
- Power Klaw……………………..…………….+25 points
▪ He may take any of the following:
- ‘Eavy armour……………………………………+5 points
- Bosspole…………………………………………..+5 points
GUNWAGONS
At the heart of many Ork’s armored offensives are
hundreds of gunwagons. What differentiates a
gunwagon from a battlewagon is that the
gunwagon is designed to carry as big a gun as
possible, while a battlewagon is primarily an
armored transport. Although no match for the
Leman Russ, Land Raider or Predator, the sheer
number of gunwagons present in ork invasion
forces makes them a potent threat and more than
capable of breaking Imperial defenses by weight of
numbers alone.

Each gunwagon is as individual as its crew; some


are fitted with Kannon’s, others with energy
weapons such as the Zzap Gun. The greatest
threat that these vehicles represent is the ease
with which they can be manufactured. Mek boys
seem to be able to produce an endless line
gunwagons. Eliminating the Ork’s production
facilities has become one of the Imperial force’s
most urgent tasks

Heavy Support: Gunwagons are a Heavy Support choice


for an Ork army

Gunwagon 120 points Access Points:


Armour ▪ If a Gunwagon has the ‘ard case upgrade
BS Front Side Rear it has one access point at the rear.
Gunwagon 2 14 12 10
Options:
Unit Composition: ▪ A gunwagon may replace any of it’s twin-
▪ 1 Gunwagon linked big shootas for a big gun:
- Kannon…………………………………….+10 points
Unit Type: - Lobba……………………………………….+15 points
▪ Vehicle (Tank, Open-Topped) - Zzap Gun.………………………………+15 points
▪ A gunwagon may be armed with up to
Wargear: five pintle-mounted:
▪ Three Twin-linked Big Shoota - Big Shoota…………………………………+5 points
▪ May take any of the following:
Transport Capacity: - Killkannon………………………………+60 points
▪ 12 models. Models in Mega Armour count as two - ‘Ard Case…………………………………+10 points
models. - Deffrolla………………………………….+20 points
▪ A gunwagon with a Killkannon loses it’s transport - Red paint job…………………………….+5 points
capacity all together. - Grot Riggers………………………………+5 points
- Armour Plates………………………….+10 points
Fire Points: - Reinforced Ram…………………………+5 points
▪ If a Gunwagon has the ‘ard case upgrade it has - Stikkbomb chukka…………………….+5 points
three fire points, one on either side of the hull and - Boarding plank………………………….+5 points
one at the rear. - Wreckin’ ball………………..………….+10 points
- Grabbin’ klaw………………….…………+5 points
- Reinforced ram………………………….+5 points
SCRAPPAZ
Ork Lootas scavenge the battlefield after the fight
is over and strip weapons, armour and equipment
from their enemy’s dead. Most of the gear is sold
on to Meks, usually to persuade their Mekboy
comrades to build them one of the impressive
shoulder-mounted weapons known as Deffguns,
this isn’t always the case and is especially true in
prolonged campaigns where the Mekboys are off
tinkering with war machines and their own pet
projects. The following rules represent using a mob
of Lootas who have not yet had a chance to
acquire a Deffgun and instead have kept the few
prize working weapons for themselves and set
about figuring out how to use them.

Campaign Rule: Oops, Sorry Mate!


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

Scrappaz 6 points per model


Troops: Scrappaz are a Troops choice for an army.

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

Unlike the Imperium, Orks don’t use any kind of


fixed template for vehicle design, each instead
being built from whatever salvage and materials
are to hand. This can result in a rather ramshackle,
but no less effective combination. Because of this,
Ork wagons cover a massively diverse array of
different Ork vehicles, including Guntrukks and
Gunwagons.

Every Ork Warboss knows that big guns like


Kannons and Zzap guns are dead good, but they
also know that they must be in the right position to
be fully effective. To get around this, the Orks
have developed Guntrukks. In some cases they are
created by simply bolting a big gun to the back of
an ordinary trukk, while other Guntrukks are
kustom-built by the Meks to provide hard-hitting
mobile support.

Heavy Support: Guntrukks are a Heavy Support


choice for an Ork army

Guntrukks 35 points per model Options:


Armour ▪ Each Guntrukk must take a single big
BS Front Side Rear gun (does not include crew) The big guns
Guntrukk 2 10 10 10 must all be the same type of gun, chosen
Gobsmasha 2 13 12 10 from the following types:
- Kannon………………………………….+20 points
- Lobba……………………………………….+25 points
Unit Composition:
- Zzap Gun.………………………………+30 points
▪ 1-3 Guntrukks (Vehicle Squadron)
▪ Replace big shoota with Rokkit launcha
for +5 points
Unit Type:
▪ May take any of the following:
▪ Vehicle (Open-Topped)
- ‘Ard Case…………………………………+10 points
- Red paint job…………………………….+5 points
Wargear:
- Grot Riggers………………………………+5 points
▪ Big Shoota
- Armour Plates………………………….+10 points
- Reinforced Ram…………………………+5 points
- Grot Krew……………………………….+20 points

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

Orks who specialize in the treatment of wounds


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

HQ: A Pain Boss is an HQ choice for an Ork army

Bad Dok 35 points Options:


WS BS S T W I A Ld Sv ▪ Replace choppa with one of the following:
Bad Dok 4 2 4 4 2 2 3 8 6+ - ‘Urty Syringe…………………….……..+5 points
- Kustom Arm…………………………..+10 points
- Power Klaw…………………………….+25 points
Unit Composition: ▪ Replace slugga with one of the following:
▪ 1 Bad Dok - Shoota/Rokkit Kombi-weapon….+5 points
- Shoota/Skorcha Kombi-weapon.+5 points
Unit Type: - Twin-linked shoota………………….+5 points
▪ Infantry ▪ May take any of the following:
- Ammo runt………………………….…….+3 points
Wargear: - Cybork body…………………………….+10 points
▪ Slugga or Shoota - ‘Eavy armour…………………………..+5 points
▪ Choppa - Rebuilt Kranium………………………..+5 points
▪ Dok’s Tools - Bosspole…………………………………..+5 points
- Attack squig…………………………..+15 points
Special Rules: ▪ May be accompanied by up to three:
▪ Independent Character - Grot Orderlies………..+5 points per model
▪ Furious Charge
▪ Mob Rule
▪ Waaagh! Da Pain Boss:
One unit chosen as a Troops choice in an
army including a Bad Dok may upgrade
its members to have Cybork bodies for
+5 points per model.
STIKK BOMMAS

Boyz are tough, determined infantry who fall upon


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

Troops: Stikk Bommas are a Troops choice for an Ork


army

Stikk Bommas 10 points per model


WS BS S T W I A Ld Sv Options:
Bomma 4 2 3 4 1 2 2 7 6+ ▪ Up to three Stikk Bommas may exchange
their Slugga or Shoota for:
- Big Shoota..............+5 points per model
Unit Composition:
- Rokkit Launcha………+15 points per model
▪ 5-10 Stikk Bommas
- Burna……………………..+15 points per model
▪ Any model, not carrying a special
Unit Type:
weapon, may take:
▪ Infantry
- Super Stikkbombz……+5 points per model
▪ The entire mob may be given Tankbusta
Wargear:
bombs for +2 points per model.
▪ Slugga or Shoota
▪ Choppa
Character:
▪ Stikkbombs
▪ One Stikk Bomma may be upgraded to a
Nob…………………………………………….....+10 points
Special Rules:
▪ He may replace his choppa for:
▪ Furious Charge
- Big Choppa………………………………………+5 points
▪ Mob Rule
- Power Klaw……………………..…………….+25 points
▪ Waaagh!
▪ He may take any of the following:
Super Stikkbombz: Super Stikkbombz work - ‘Eavy armour……………………………………+5 points
just like stikkbombz but have an armour - Bosspole…………………………………………..+5 points
penetration of 10+2D6. If a double is rolled on
the Sd6 the attack is resolved as normal but
the Stikk Bomma using them is also caught in
the explosion, suffering a wound automatically
but may attempt an armour save as normal.
NAZDREG URDGRUB

Nazdreg Ug Urdgrub's past is largely unknown. It


is, however, known Nazdreg has in past allied
himself with the dreaded Goff Warlord, Ghazghkull
Mag Uruk Thraka, combining forces to make a
devastating assault on the Imperial planet of
Piscina IV. This was no normal invasion, however.

Nazdreg, as a Bad Moon Warboss possessed of


incredible wealth and cunning, had some of the
finest Meks in the galaxy in his employ. These
Meks had pioneered a type of teleportation device
that enabled Nazdreg to maneuver his troops
directly onto the planet from his space hulk, even
when it was located a massive distance away from
the planet.

The Imperial forces at Piscina IV were taken


completely by surprise, and the planet was brought
to its knees. Only the mysterious presence of
Space Marines from the Dark Angels Chapter saved
Piscina from being overrun completely by
greenskin armies. The Dark Angels themselves
suffered a string of bitter defeats at the hands at
the hands of the Ork horde

Warlord Nazdreg Ug Urdgrub 185 points


HQ: Nazdreg is an HQ choice for an Ork army.

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

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