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Third war for Armageddon

998.M41
CAMPAIGN RULES
“Travellin' through space is boring. Well, boring unless da hulk yer on is full
of dem gene-sneakers, or a base fer da chaos lads wiv da spikes, or
already has Boyz on it. Or if humie lootas come callin', that's always good
fer a bit a sport. Or unless yer have a mutiny or two to pass da time, or
unless strange fings start happenin', which dey usually do when yer out in
da warp. One time we had some bloody great ugly fing come straight out of
Weird Lugwort's 'ed! It butchered half da lads, that was pretty entertainin'.
Come ter fink of it, space is a pretty good larf. And that's before yer find
yerself a nice world ta crush!”

-Bigmaw, Ork Runtherd


 This campaign uses normal point availability unless stated otherwise.
 This campaign uses Heralds of Ruin 8th edition rules and Warhammer 40k 8th edition
rules.
 Rules for Heralds of Ruin Kill Team are found here http://heraldsofruin.net/
 Missions use normal victory and ending conditions unless stated otherwise.
 The first mission is optional, it is designed to give extra requisition points for the start
of the campaign. Note that after mission I you will build new kill team for the rest of
the campaign. All units after mission 1 are discarded.
 This campaign uses the following optional rule after mission I: Base Camp without base
facilities. This is considered only as a “Unit Cap” for the rest of the campaign.
 This campaign doesn’t use battle honor system but all of this is optional.
 Destined for Greatness +3 for leader tactical point is not used in mission 1.
 Mission one doesn’t use normal “Gaining Requisition”
 Feel free to use optional rules and modify settings in your liking if you feel things are
unbalanced ect.
 This campaign can also be played with other armies, although lore wise it’s best played
with Space Marines and Orks.
 Sustained Assault wording: Replace each Attacker with Ork.
 Sustained Assault: Ignore Troops Battlefield Role.
 This campaign is supposed to be played role-play wise as possible. It’s highly
recommendable to build terrain ect accordingly.
CAMPAIGN RULES FOR 3 PLAYERS
“Dere's jus' one fing wiv kans wot ya'av ta bovver about - Sittin' on dat
spring gives ya piles!”

- Ork Dreadnought Ace 'Jip' Gobsmak


Prelude
“Get 'em boyz! Dakka dakka dakka!

WAAAGH! THE ORKS! WAAAGH!.”

-Rotgob, Ork strategist

The Third War for Armageddon that began in 998.M41


was a massive conflict between the Imperium of Man and
the largest Ork WAAAGH! ever raised, led by the
Greenskin Warlord Ghazghkull Mag Uruk Thraka.

The war was fought on the Hive World of Armageddon


where Ghazghkull Thraka had launched his first attempt to
seize the planet exactly 57 standard years before.

The conflict eventually drew in portions of over 25 Space


Marine Chapters, dozens of Imperial Guard Regiments,
several Titan Legions and caused immense destruction to
Armageddon before essentially ending in an extremely
narrow Imperial victory, though neither the Imperial nor
Ork forces were able to secure complete control over the
contested world and fighting is still ongoing in many
regions.
Armageddon is an Imperial Hive World in the Armageddon
Sector of the Segmentum Solar with an estimated
population of between 100,000,000,000 and
500,000,000,000 people. The massive trade and industrial
output of Armageddon makes it a vital part of the
Imperium, particularly for the tightly settled worlds of the
Segmentum Solar, the very heart of human-settled space.
The Third War for Armageddon began exactly 57 standard
years to the day after the start of the Second War for
Armageddon in 998.M41, and it saw the return of the Ork
hordes to Armageddon under the control of the infamous
Warlord Ghazghkull Mag Uruk Thraka.
He brought with him the forces of three other major Ork
Warlords, the Great Despot of Dregruk, Urgok the
Unstoppable and the Over-Fiend of Octarius. They each
commanded vast Greenskin forces, led by many other Ork
Warbosses, to create the greatest Ork WAAAGH! ever
faced by the Imperium of Man.
Ghazghkull proved to be that most dangerous of Ork
leaders, one with both drive and actual ability in
abundance. A serious head injury in his youth awoke his
"visions" from the Ork gods Gork and Mork which led him
on a bloody path of conquest unmatched by any Orks in
recent Imperial history.
He returned to Armageddon for his "rematch" after
decades of planning and testing Imperial defences and
succeeded in unifying dozens of Ork tribes and even
contingents from several different Ork empires, a level of
unity among the greenskins that had never been faced by
the Imperium before.
CHAPTER I
945 until 959.M41

Ghazghkulls revenge on Armageddon.


The Orks Regroup – Mission I
“Orkses is never defeated in battle. If we win we win, if we die we die
fighting so it don't count. If we runs for it we don't die neither, cos we can
come back for annuver go, see!”

— Classic Ork saying

Ghazghkull had not been an idle Ork following his defeat


in the Second War for Armageddon. Retiring to his
stronghold in a network of Ork-controlled star systems in
the Golgotha Sector, he carried on with the master plan
that had been divinely revealed to him by the Ork Gods
Gork and Mork decades before. If the Imperium had made
one terrible mistake following the Second War for
Armageddon, it was to believe that Ghazghkull had
actually been defeated.
In truth, what the Ork gods had revealed to the Warboss,
or at least what he said they revealed, was that in order to
truly destroy one's foe, you first had to learn all about him.
For Ghazghkull, the Second War had simply been a way
to learn how the Imperium would react and defend against
a major Ork planetary invasion.
In the five decades that followed the Second War for
Armageddon, Ghazghkull carried on uninterrupted with his
divinely-inspired plan. Having learnt all he needed to know
about Imperial tactics and strategy, he began developing
the tactics that he felt would lead to his enemies' ultimate
defeat.
As he did not want to draw attention to himself, these
"experiments" were carried out on a much smaller stage
than the invasion of Armageddon. From 945 until
959.M41, the Imperium received numerous reports of
small Ork raids and attacks against Imperial bases and
outposts that were led by Ghazghkull Thraka personally.
Mission Rules
❖ Use the kill team mission Escalating Skirmish for this
mission, with the exeption that the mission will end only with
a Rout Test.
❖ Instead of building normal teams, Ork player has 100 pts
less to build a team and takes Ghazghkull Thraka as a
leader. Other player(s) build their team normally.
❖ This mission doesn’t use normal “Gaining Requisition”
❖ This mission doesn’t have Victory Condition or Campaign
Bonus other than the Route Test.
❖ Models that survived this mission give you half the value of
the model, rounded down, as requisition points. (Leaders do
not count and models are counted as without any wargear)
❖ Ork player gains bonus 20 requisition points for killing the
Imperium leader
❖ Imperium player gains bonus 10 requisition points for every
wound caused to Ghazghull.
❖ Imperium deploys first and Ork player gets the first turn.
❖ After this mission discard your team. Mark down the
requisition you gained.

Ghazghkull
M WS BS S T W A LD SV
5” 2+ 5+ 5 5 5 3 8 2+

Big shoota: Range 36”, Assault 3, S5, AP 0, D1


Kustom Klaw: Melee, Sx2, AP -3, D3
’Ere we go
Great Waaagh! Is replaiced with normal Waaagh!
Prophet of Gork and Mork.
The Boss is Watchin’ rule is disabled.
The Orks Regroup – Mission II
"Boss, boss? Shouldn’t we ‘ave appeared over dere?”

-Dagskar Snotgob

Just before the outbreak of the Third War for Armageddon,


Ghazghkull allied with the Bad Moons Ork Warlord
Nazdreg Ug Urdgrub to launch an assault on the Imperial
world of Piscina IV. The Orks used a previously unknown
form of teleportation technology that let them maneuver
their troops directly onto the planet from a Space Hulk
located a large distance away from the planet. The
Imperial garrison was taken completely by surprise and
only the presence of Space Marines from the Dark Angels
Chapter saved Piscina from being overrun by the
greenskins.
However, this defeat proved to be of little consequence for
Ghazghkull as the completion and testing of his new
"tellyporta" by the Ork genius later dubbed "Orkimedes" by
the Imperium meant that he was finally ready to unleash
his full force against the Imperium. After more than fifty
years, Ghazghkull and his Orks intended to have their
revenge.
Mission Rules
READ FIRST! – Before starting you now build completely new team. This is
your team for the rest of the campaign. You can now upgrade your “Unit
cap” that functions like upgrading a Base but without Base Facilities. You
start at unit cap 200 and requisition points of 200 + the bonus requisition
points from mission I.

❖ Use the kill team mission “Raid” for this mission. The mission uses
Variable game lenght and normal route test.
❖ Ork player can nominate 3 models to have the Personal Tellyporta
item from armory for free and only for this mission.
❖ Imperium player must deploy all units at the start of deployment.
❖ Imperium player always deploys first and Ork player always takes the
1st turn.
❖ Build the map to represent the entrance of the Imperial garrison so
that the garrisons front wall is at the middle of the table. There must
be atleast 3 access points to the garrison, devided evenly across the
board.
The Reconstruction of Armageddon

Following Ghazghkull's first invasion of Armageddon, a


long investigation of the planet's readiness and defences
was begun in 948.M41.
In light of the strategic value of Armageddon to the
Imperium, extensive works were ordered by the Adeptus
Terra to secure the Armageddon System against any
future attacks. The Imperial Navy's Sector Command was
transferred to the Armageddon System and the naval
facility of Saint Jowen's Dock was rebuilt and expanded to
accommodate all classes of Imperial Navy warships.
Three permanently-manned monitoring stations were
established in the outer reaches of the star system, named
after three of the greatest heroes of the Second War for
Armageddon: Mannheim, Dante and Yarrick.
Ground-based and orbital defences were rebuilt and
heavily reinforced, gravitic minefields were seeded
throughout the star system and a substantial increase in
the numbers of sublight system defense ships and
monitors was ordered.
On Armageddon itself, the long process of reconstructing
the hive cities destroyed by Ghazghkull's first invasion was
begun. This was a process that was still ongoing over fifty
years later.
In part, the slowness of reconstruction was caused by the
increased number of Planetary Defence Force (PDF)
regiments that were raised over this period, despite a
lowering of Armageddon's tithe of regiments destined for
the Imperial Guard. A military council was appointed by
the Administratum to rule over Armageddon and was
made up of high-ranking officials of the Imperial Guard,
the Imperial Navy, the Departmento Munitorum, the
Adeptus Mechanicus, the Ecclesiarchy and the Governor
of each of the major hive cities on Armageddon.
The council was led by General Kurov of the Imperial
Guard, a respected veteran of the Bakkus Crusade. From
949.M41 to 978.M41, General Kurov coordinated a series
of xenocidal campaigns conducted throughout the
equatorial jungles between Armageddon Prime and
Secundus and on the frozen planet of Chosin to eliminate
feral Ork infestations which had sprung up in the aftermath
of Ghazghkull's invasion.
.Fifty standard years passed and Armageddon slowly rose
from the ashes, its defences stronger and more powerful
than ever before. Still, it would not prove to be enough to
face the green storm that was coming...
The first sign of that coming conflagration was a series of
Ork attacks on the star systems surrounding Armageddon
and other Imperial worlds nearby.
First, the nearby world of Minerva suffered from the
depredations of Ork pirates, then the Agri-World of Ruis
was likewise assailed by greenskins.
Over a period of months, in spite of the heroic efforts of
the Imperial Navy, the number of Imperial merchant
starships reaching Armageddon was cut in half. Someone
seemed to understand that the Imperial forces in the
sector were bound by the need to guard the Armageddon
System and were not free to patrol the rest of the sector
as freely as they normally would.
Almost immediately, the Ork pirate raids grew into
assaults on Imperial outposts and then into attacks against
lightly-held Imperial colonies.
Soon, the first full-scale planetary invasions began. Two
dozen Imperial worlds came under attack from Orks in as
many hours and the Astropaths of Armageddon received
constant reports of yet more Ork invasions and atrocities.
Rumours spread that Ghazghkull was returning to have
his vengeance and soon even the most obstinate
Administratum adept could no longer deny that an Ork
WAAAGH! of gargantuan proportions was engulfing the
entire Armageddon Sector of the Segmentum Solar.
After the Imperial Navy's Task Force Trajan was
presumed lost battling the Orks in the Desdena System,
General Kurov sent an astropathic call for assistance to
nearby Imperial Guard Regiments and Space Marine
Chapters to come to the defence of Armageddon once
more.
CHAPTER II
998.M41

...And Armageddon was set ablaze...


Return of the Beast
“We is gonna stomp da universe flat and kill anyfink that fights back. we're
da Orks, and was made ta fight and win.”

- Dedeye, Kaptin.

On the day of the Feast of the Emperor's Ascension in


998.M41, 57 standard years to the day after the first Ork
invasion of Armageddon, augur psychic probes registered
a massive disruption in the Warp as an Ork fleet emerged
back into realspace and Ghazghkull's greenskin horde
descended on Armageddon once more. An alert from the
Imperial monitor station Dante was cut off in mid-
transmission as the Ork starships swept past in their
hundreds upon ramshackle hundreds.
The monitor station's final vox reports indicated that an
Ork fleet was moving into the Armageddon System,
comprising 50 Ork Kroozer and over 300 Escort vessels,
accompanied by at least four Space Hulks.
The Imperial forces of Armageddon were placed on full
alert and seven Imperial Navy cruiser squadrons, led by
the Apocalypse-class battleships His Will and Triumph,
departed Saint Jowen's Dock in geostationary orbit of
Armageddon within 24 hours of the first reports of the Ork
invasion. The Imperial fleet, under the command of
Admiral Parol, entered battle five days later, catching the
lead elements of the Ork fleet in an ambush around the
high-gravity world of Pelucidar.
Sixty Ork attack ships were blasted out of the vacuum by
Imperial fire in the initial engagement, without the loss of a
single Imperial starship. Then Admiral Parol's vessels
were engaged by heavy squadrons of Ork kill kroozers
and swarms of fighta-bommerz racing ahead of the main
body of the Ork fleet. The Imperial starships fought
valiantly, their weapon batteries pounding the crude Ork
vessels into scrap, ravening lance beams incinerating
wave after wave of the fighta-bommerz.
Nevertheless, the Ork fleet outnumbered the Imperial
Navy's defenders of Armageddon by six-to-one and the
Imperial starships were gradually pushed back. The Orks
made suicidal runs against the Imperial gunners with
unbridled ferocity, losing a dozen of their ships in
exchange for a single Imperial vessel. At the height of the
engagement, Admiral Parol received comm-bursts from
the Yarrick and Mannheim monitor stations warning that
three more entire Ork fleets were entering the edges of the
star system.
At the exact same moment, the Triumph was hit by the
combined firepower of five Ork kill kroozers and crippled
by this heavy fire and massed Ork teleport boarding
attacks. Realising that his duty lay in preserving the
Imperial fleet for what would be a protracted conflict,
Admiral Parol reluctantly gave the order for a general
retreat.
The doomed Imperial monitor stations were overwhelmed
by the Orks a few hours later. By their last count, the
combined Ork fleets entering the Armageddon System
numbered in excess of 2,000 starships and at least twelve
Space Hulks, the largest number of Space Hulks ever to
assail a world of the Imperium in its 10,000 year history.
Admiral Parol, his command reduced to just five
squadrons of cruisers and a single battleship, could do
little more than mount hit-and-run attacks against the
massive Ork armadas as they moved in-system. Imperial
reinforcements would later arrive and then Parol hoped
that the Orks command of space could be challenged with
more of a chance for
success.
As they waited, Parol's
escorts and light cruisers
harried the Orks as best
they were able,
distracting and drawing
off their foes into traps
and gravitic minefields.
To their dismay, the Imperial Navy vessels encountered
dozens of crude asteroid fortresses, or "Roks," in the
normally vulnerable rear of the Ork fleets. These incredibly
heavily armed weapon platforms proved difficult to assault
directly, but the very presence of such large numbers of
Roks seemed to indicate a complexity of strategic
planning among the Orks that had not yet been seen by
the Imperium's defenders. Surprisingly, the Orks did not
turn aside to capture the orbital Saint Jowen's Dock.
Instead they bombarded it for six days as the Ork fleets
moved past, enlivened by repeated attacks from Imperial
assault boat squadrons.
The Deathwatch - Mission III
"We're da best. Think diffrent do ya? Come and have a go then, ya runty
little wimp!”

-Gasgrakh, Goff Nob

Ork warriors succeeded in establishing themselves


throughout the lower sections of the dock and though the
facility remained under Imperial control, it was rendered
virtually useless as a dock for warships by damage from
the bombardment and constant Ork raids. Only the arrival
of two Inquisitorial Ordo Xenos' Deathwatch Space Marine
Kill-teams later in the campaign succeeded in driving the
Orks back to the isotope storage pits at the base of the
orbital station..Or did they?
Mission Rules
❖ Use the mission “Last Stands” for this mission.
❖ Build the terrain to represent a Imperium dock, where Orks
have their last stand against Ordo Xenos kill team.
❖ Defending players Reserves/Reinforcements can only enter
the battlefield from defending players deployment zone. This
represents more Orks arriving from lower sections of the
dock, to push forward or to make the last stand.
CHAPTER III
998.M41

The ancient Titans arise


Ground Assault
Half-glimpsed shadows? Ork wearing camouflage? Do you take us for
imbeciles? Orks are barbaric and entirely single-minded. Army dogma,
which has served us well for ten thousand years, teaches us this.
Greenskins come on in a great horde, they do not slink and sneak in the
shade. Guards! Take the prisoner to the holding cells to await execution for
cowardice and incompetence.

-Doc Hacksore

In the final few weeks before the Ork forces landed on


Armageddon proper, the planet was in a frenzy of activity.
Ancient Imperial Titans powered up their ancient plasma
reactors and took up defensive positions around the hive
cities, Imperial Guard regiments were mustered and dug
in, Space Marines from over twenty Chapters moved into
the mountains and wastelands, to prepare to face the
Greenskins. Imperial merchant vessels were
commandeered and used daily to run supplies and
reinforcements to the planet through the besieging Ork
fleet, despite the risk. The very last transport to touch
down carried a legend to the people of the world, the "Old
Man" himself, Imperial Commissar Yarrick.
The population cheered as, for the first time in twenty
years, Yarrick stepped foot on Armageddon.
The Commissar met with the military council that governed
Armageddon that night and advised them on Ghazghkull's
most recent tactics and strategies, and warned against
underestimating the powerful Ork Warlord's abilities.
General Kurov had always been renowned for his
judgment of men in battle and he was deeply impressed
by Yarrick's drive and intelligence. He requested that
Yarrick take over the leadership of the military council for
the duration of the crisis and to general relief, the
Commissar agreed.
Six weeks after entering the Armageddon System, the
vast Ork armada went into battle with the Imperial space
stations and weapons platforms in high orbit above the
world. Those who had hoped that the powerful orbital
defences of Armageddon would keep the Orks at bay
were soon proved to be hopelessly in error.
The orbital battle raged for three full days and two terrible
nights, but by the dawn of the third day, the skies of
Armageddon were filled with the trails of Ork landing pods
and the incandescent streaks of their attack craft carving
runnels through the clouds.
Hive Hades, still a ruin following the previous conflict, was
the first to fall. In an act of vengeance, Ghazghkull chose
not to fight again at Hades. Instead, the entire hive city
and its inhabitants were smashed asunder by the colossal
impact of giant asteroids dropped from the Orks orbiting
Space Hulks. This act of wanton destruction was but a
premonition of the monstrous bloodshed that was to come.

As the fires of Hades' destruction lit the eastern horizon,


the first Ork drop legions clashed with Imperial defenders
near Volcanus, Acheron and Death Mire. Ground-based
defence lasers and missile silos took a terrible toll on the
Orks as they landed, but the hulking survivors regrouped
and assaulted the defences with such ferocity that soon
more and more of the greenskin horde was reaching the
planet's surface unharmed. Feral Orks swept down from
the Pallidus Mountains and out of the world's Equatorial
Jungles to join the growing numbers of their more
technologically-inclined brethren. Where the Imperial
defences proved too strong to be taken by frontal assaults,
huge mobs of Orks and their war machines were
teleported directly into battle from the Space Hulks waiting
above. As the ground defences fell silent on the third day
of the Ork landings, Yarrick ordered every remaining
aircraft on Armageddon to be thrown into the battle in a
desperate attempt to destroy as much of Ghazghkull's
ground troops as possible before they reached the
surface.
The sodden yellow skies over volcanic Armageddon
became interwoven with the twisting trails of thousands of
Ork fighta-bommerz and Imperial Thunderbolts and Furies
as massive dogfights proceeded with maniacal fury. The
Imperial aircraft had the advantage in that they could
return to their armoured airbases to refuel and rearm,
whereas the Orks had to reserve enough fuel to climb
back up to their starships and Space Hulks in orbit. Yet,
the Orks soon secured ground bases and the air battle
turned against the brave Imperial pilots as the sheer
number of Ork aircraft was brought fully to bear upon
them.
As the aerial battles reached their climax five days after
the Ork landings, Hive Acheron fell to the Orks without
warning, captured by treachery from within. Reports spoke
of the hive city's power grid being sabotaged and the Orks
boiling up from secret access tunnels at the very heart of
the great arcology. The instigator of these terrible crimes
was revealed to be none other than the infamous war-
criminal and former Armageddon Planetary Governor
Herman von Strab. He took over the conquered hive city
as its new Overlord, announcing that it was his divine right
to rule over Armageddon. Ork brute squads stood ready to
silence any dissenters who doubted von Strab's new right
to rule. Shockingly, much of the old nobility in Acheron
welcomed back von Strab as their long-lost prince,
choosing to ignore the fact that he had thrown in his lot
with some of the most violent xenos known to the
Imperium.
At Hive Volcanus, on the same day that Acheron fell to
betrayal, massed Ork infantry surged over the twenty
square miles of defenses atop Volcanus Mount just
beyond the hive city's outer suburbs. Seventeen garrison
regiments of Armageddon hive militia were routed and the
Orks captured many weapons and Imperial fortifications
fully intact. Volcanus itself soon found itself besieged,
surrounded by a ring of Orkish power and relentless
pounded by captured Imperial macro cannons and
barrage bombs.
Outside Death Mire, the defence went better. The Titans
of Legios Tempestor and Victorum with their supporting
regiments of the Mechanicus' cybernetic Skitarii virtually
exterminated the Orks' Blackfire Tribe in a three-day battle
across the Plain of Anthrand.
But the Ork landers fell from the skies like an endless
storm and the fighting spread across Armageddon like a
wild fire until every hive city and factory complex was
involved.
In many places, Ork attacks were beaten off by the
bravery and ferocity of Imperial defenders, but again and
again the Orks regrouped and attacked once more,
stretching the defenders to the limits of their endurance --
and beyond.
As Yarrick had predicted, Ghazghkull's strategies proved
effective. The Orks kept an iron grip on Armageddon's
airspace, orbital bombardments and fighta-bommerz
pounded Imperial forces wherever they tried to form a
coherent battleline, pinning them in place while further Ork
infantry landings were made to surround them.
Search and Destroy - Mission IV
" Da ooman base iz got walls an’ fings, see. So, if I’z goes up to da wall, all
sneaky-like, and blows it up wiv me bombs, den dere’ll be an ‘ole in da wall
wot da ladz can go fru, see. So, when you’z lot ‘ears sumfing go boom, you
charge,’ cos dere’ll be an ‘ole in da wall. Unnastand?

-Gasgrakh, Goff Nob

Where the Orks found themselves outnumbered, they


fought with guerilla tactics, striking at their human foes and
then withdrawing into the world's harsh ash wastelands
before retribution could arrive. Ghazghkull had learned the
lessons of Chigon 17 very well and deliberately prepared
so that the fighting was scattered and chaotic; precisely
the conditions in which Ork warbands thrived and Imperial
regiments were denied the support and coordination that
humans depended upon to defend effectively.
The only Imperial force which consistently defeated the
Orks were the Chapters of the Adeptus Astartes. The
Space Marines scoured the hinterlands of Armageddon on
search and destroy missions to eliminate concentrations of
the savage greenskins at every opportunity.
Mission Rules
❖ Use the kill team mission “Escalating Skirmish” for this mission.
❖ This mission uses “Dawn Raid” and “Concealed Deployment” from
Narrative Play Rules.
❖ Ork player is the defending player for “Concealed Deployment”
❖ Deployment map has being modified to represent hiding Ork force
concentrations.
❖ Only Imperium team may split hes/her team into sub-teams.
CHAPTER IV
998.M41

When the Roks begin to fall.


Total War
“DOK! Me arm got shot off! Gimme a new’un!”

-Wortgrod Mugskab

As the battles raged furiously on Armageddon's surface,


Ghazghkull unleashed another of his surprises. Dozens of
the great Ork Roks encountered by Admiral Parol's
starships began to descend from orbit. Slowed by powerful
gravitic force fields, retro boosters and modified Ork
traktor kannons, the Ork Roks made landings in the
verdant Equatorial Jungles and across Armageddon Prime
and Secundus.
Orky accidents - Mission V
" We’ve got our Gargantz an’ we’ve got our weapons. Wot ain't we got? We
ain’t got anyfing for target practice iz wot! So I'll tell you wot we're gonna
do. We’re gonna give da Humies a taste of ‘ot metal death is wot. We’s
gonna take Big Gork and Big Mork ‘ere an’ we’s gonna stomp Hummie!”

- Warlord Dragnatz

Many were lost to ground fire or "Orky accidents" but each


one that survived became a new bastion for the Orks, a
rallying-point and a new citadel. As well as their huge guns
and missile batteries, the Roks contained giant teleport
arrays created by Orkimedes that were similar to those
Ghazghkull has used during the Piscina campaign.
These were employed to teleport down Ork
reinforcements from their orbiting fleet, including Gargants
and heavy artillery, in a seemingly endless stream of
greenskins.
Commissar Yarrick personally led assaults by the Imperial
Guard's Cadian Storm Troopers supported by the Titans of
Legio Metallica and Legio Ignatum which destroyed
several of the Ork fortresses, but bloody battles around
many of the others consumed whole regiments in only
hours.
For the rest of the war, the Space Marines bore the brunt
of eliminating the Ork fortresses where they could, with the
Salamanders Chapter winning particular honour for their
successes against the Roks along the Hemlock River.
Mission Rules
❖ Use the mission Raid for this mission.
❖ Orks are the defender.
❖ Imperium player gets the first turn.
❖ Players don’t gain requisition from Considerate
Commander.
❖ Both and all players must use the lowest unit cap any
player has for this mission.
❖ Base supports are Orkimedes giant teleport arrays
with the following changes:
Base Supports
*A base support has Toughness of 6, a Save of 4+ and 3 wounds

❖ Ork player has the Sustained Assault special rule


from Narrative Play Mission Rules with the following
changes:
Sustained Assault

*Any of the Orks core units that are removed as casualty can be brought
back into play later.

*At the end of each of the Ork players Morale Phase, roll dice for each core
model removed as casualty, on 5+ the model is set up withing 1” from base
support and 2” from the nearest enemy model. Also you can’t set up model
within 1” from base support if the base support is destroyed.

*Ignore the whole “The attacker can also, at the end of any of their turns,
remove any of their units from the battlefield...” rule.
Mysteriously, the Orks also made landings in the Fire
Wastes and the Dead Lands to the north and south of the
main settled continent of Armageddon. Even Yarrick was
surprised as these grim lands had always been believed to
be uninhabitable and without value. Their value to the Ork
Warboss became apparent when weeks later hundreds of
tanker-sized Ork submersibles designed by Orkimedes
rose from the polluted waters and made landings at Hives
Tempestora and Helsreach.
The surprise was total and Tempestora fell within days
and the dockyards of Helsreach were soon in Greenskin
hands.
Only a bitter defiance by Hive Helsreach's ganger militias,
with supporting companies of Imperial Guard Storm
Troopers and Space Marines that had been rushed to the
region, prevented the Orks from overrunning the hive city
during what became known as the Battle of Helsreach. It
was at Hive Helsreach that the Black Templars Chaplain
Grimaldus led the defence of the Temple of the Emperor
Ascendant, which had stood since Armageddon's
colonization.
Fourteen days after the initial Ork landings on the planet,
the first major confrontation between Ork and Imperial war
engines occurred. A ten-day battle raged over the
Diabolus factory complex as the Gargant mobs of Warlord
Burzuruk and Warlord Skarfang clashed with the Titans of
Legio Crucius. Six Titans and eight Gargants were utterly
destroyed in the fighting and others needed many months
of repair before they were ready to enter combat again.

The Diabolus complex was wrecked by the battle, its great


foundries and machine shops blasted apart or crushed
underfoot by the giant robotic war machines.
In the aftermath of the battle Ork Speed Kults swiftly
encircled Hive Infernus, cutting it off from all external aid.
Mechanised Imperial counterattacks into the ash wastes
met with initial success, but when an entire Imperial Guard
regiment of Savlar Chem Dogs was surrounded and wiped
out by the Speed Freeks, further attempts by the Imperial
defenders of Infernus to break out from Ork encirclement
were abandoned.
As the defenders pondered how to lift the greenskin siege,
reports came in of a vast Ork horde rounding the Pallidus
Mountains from the northeast. Soon the horde was visible
from the hive's spires, a great sea of greenskin warriors
which seemed to fill the empty expanse of the ash wastes
to overflowing. Towering Ork Gargants strode through the
tide, like dreadnoughts rolling on a sea of green doom.
The war chants of the Orks could be heard from over 20
miles away, the ground shaking with the horde's progress.
Even worse, the sea of war banners swaying over the
Orks bore the personal glyph of Ghazghkull himself.

As the skies darkened beneath the shadow of Ork Space


Hulks high above the hive city and the first orbital
bombardments began, the citizens of Infernus knew that
doom was upon them. Thousands fled into the ash wastes
to be killed or captured as slaves by Speed Kults which
circled the hive city like buzzards.
The Adeptus Arbites Arbitrators within the city soon moved
to secure the hive, turning back or outright executing any
who failed in their duty to the Emperor. As Ghazghkull's
Ork army came within range of the city, the great siege
guns that had survived the orbital bombardment pounded
them, lobbing thousand pound shells into the mass of
greenskins until return fire from the orbiting Space Hulks
smashed them apart.
In the brief lull that followed, Ghazghkull delivered to the
defenders of Infernus a messenger. It was Colonel Gortar
of the Chem Dogs, horribly mutilated and missing both his
eyes and hands. The message the blind and crippled
Colonel bore was a simple one that would be heard many
times in the months to come across Armageddon as the
war only escalated...

...Surrender or Die!
CHAPTER V
998.M41

Malevolent Dread
Black Templars Armageddon
Crusade
“O Emperor, in wrath rejoicing at bloody wars, fierce and untamed, whose
mighty power doth make the strongest walls from their foundations shake.
All-conquering Master of Mankind, be pleased with this war's tumultuous
roar. Delight in swords and fists red with alien blood, and the dire ruins of
savage battle. Rejoice in furious challenge, and avenging strife, whose
works with woe embitter human life!”

- prayer and vow of the Black Templars

High Marshal (Chapter Master) Helbrecht of the Black


Templars Space Marine Chapter and three full Crusades
of other chapters answered the plea for aid from the
besieged world of Armageddon when the Ork Warlord
Ghazghkull Mag Uruk Thraka returned at the head of the
largest Ork WAAAGH! seen in living memory. The
surrounding star systems and worlds fell quickly to the
swarm of Orks, despite valiant attempts by Battlefleet
Armageddon to stop the invasion.
The WAAAGH! was simply too massive to halt. The Black
Templars fought bloody campaigns throughout the ash
wastelands of Armageddon, but it was in space that their
greatest contribution was made to the defence of the
world.
The four Chapters Crusades assembled at a Holy Keep on
the world of Fergax, and set course for Segmentum Solar.
Upon arriving at the war-torn world of Armageddon,
Helbrecht's experience of commanding great fleets made
him a natural leader of the assembled Adeptus Astartes
starships, while Black Templars Marshals Ricard and
Amalrich took their Crusades to the surface of
Armageddon.
The war in space was bitterly fought, with Helbrecht
leading many storming actions aboard Ork Space Hulks.
The Imperial Navy fleet under the command of Admiral
Parol began to whittle down the massive fleet of Ork
starships and Space Hulks, and the reduction of Ork
ground reinforcements eventually began to tell on the
greenskins' war effort.
By the commencement of the Season of Fire where the
surface of Armageddon becomes hostile to all life because
of extreme volcanism, the fighting between Orks and
humans had boiled down to an uneasy stalemate.
The Boarding - Mission VI
" The Emperor's realm must be cleansed of the taint of the xenos and the
heretic. We destroy the former by the sword, we shall destroy the latter
through faith and the sword.”

- Gerlach, Dreadnought of the Black Templars

The Black Templars' success in blunting the Ork invasion


was shattered when Helbrecht's Crusade returned to the
Space Hulk Malevolent Dread. Earlier in the orbital
engagements this Hulk had been heavily bombarded by
the Black Templars battle barge Light of Purity, and
damaged by charges planted by Black Templars boarding
parties. Finally. Helbrecht decided to put an end to the
Hulk once and for all and gathered his Crusade and all of
his Sword Brethren Terminators to launch a massive
boarding assault. An assault of this kind had never before
been attempted on such a scale, but Helbrecht was
determined to put an end to the gargantuan spaceborne
monstrosity.
The first stage of the assault was a teleport attack led by
the Black Templars Terminators. The Terminators
established a perimeter to allow the rest of the Templars'
forces to board the Hulk. The Ork response was
immediate and the Terminators came under heavy
assault. Casualties mounted but Helbrecht was
determined to make room for the reinforcements.
Thunderhawks and boarding torpedoes made it to the
Hulk and joined the fighting at the perimeter. The
Terminators held the Orks at bay but it was a tenuous
achievement at best.

The second phase of the mission began as the Crusade


organized into strike teams to lay the heavy thermal
charges that would tear the Malevolent Dread in two.
Helbrecht himself would lead the most important team,
despite having been wounded several times already,
Helbrecht was determined to plant the charges that would
initiate the chain reaction and destroy the Hulk once and
for all. Along with his command squads and the Templars'
Emperor's Champion Vosper, Helbrecht pushed deeper
into the Hulk.
Mission Rules.
Terminators had held the Orks at bay during the first
phase of the battle, and during the second phase they led
the advance, forming the spearhead of the Templars'
forces as they fought their way through the twisting
corridors of the Hulk.
Once they abandoned their relatively secure firing lanes,
however, casualties began to increase yet again, but with
the support of the entire Crusade the Terminators
managed to press through the Ork defenses. As more and
more strike teams broke off to complete their individual
objectives, the Templars forces became ever more
vulnerable to sudden ambush and attack.
It was as the Templars broke into a cavernous gap
between two of the ill fitting starships that made up the
Hulk that the Orks launched their largest assault yet. Over
a thousand of the greenskinned monstrosities threw
themselves into the bolter fire laid down by the Templars,
heedless of their own losses.
An audible crack sounded as the Orks smashed into the
Templar line. Their advantage lost, the Templars
nevertheless managed to hold the line. Vosper and
Helbrecht led the counterattack, scything into the Orks
with unmatched skill, building a pile of Ork dead at their
feet. Slowly the tide of battle turned as the Templars
reformed behind their champions to cut through the Ork
horde.
The Duel - Mission VII
"No Fear! No Pity! NO REMORSE!"

- War Cry of the Black Templars

As the two mighty warriors slashed their way through the


Orks they came upon the largest of the foul creatures, the
Space Hulk's Warboss, who tore through the swirling
melee, cutting down warrior Battle-Brothers wherever he
went. Filled with righteous fury, the Emperor’s Champion
Vosper called the massive Ork to account and faced the
creature in one-on-one combat.
Each Templar whispered a prayer to the Emperor as
Vosper and the Ork Warboss crossed blades, praying for
their Champion who was the very embodiment of all that
their Chapter held dear.
Vosper attacked the Ork warlord with huge two-handed
sweeps of the Chapter's famed Black Sword, driving the
creature back step by step and slowly gaining the upper
hand. But as the Warboss reeled back from a powerful
overhand blow it became enraged and recovered with
inhuman speed, driving Vosper back and though the
Emperor’s Champion met every blow of the Ork’s sword
he could not stop the creature from barreling into him.
Knocked off balance, Vosper could not stand aside as the
Warboss split his skull in two.
Mission Rules
❖ This mission reprsesents the duel between Emperor’s
Champion Vosper and Space hulk Warboss.
❖ Roll off for which player attacks first. Seize the
initiative is in use on 6+
❖ You can only roll dice or if you want to, set up models
to base contact or 1” away from eachother.
❖ The combat is fought till eather or both units wounds
reach zero.
❖ This mission doesn’t use moral, fall back, special
abilities ect.
❖ Winning grants you 50 requisition.
❖ Draw grants both players 35 requisition.
❖ Loser gains 25 requisition.
❖ The units have the stats listed below.
❖ If wounds differ by 2, the model with least wounds
gain +1 Attacks until the difference between wounds
is one or less.
Champion Vosper Warboss
WS S T W A SV WS S T W A SV
6 5 5 5 1 3+ 6 5 5 5 1 3+
Their Champion’s fall was the turning point of the battle.
Despite High Marshal Helbrecht’s best efforts, the
Templars faltered and the Orks redoubled their efforts.
The High Marshal was forced to the ground, swamped by
dozens of greenskins.
His Command Squad pulled him clear but an Ork Choppa
was buried in his chest armour. As the Templars fell back,
many were brutally cut down and the casualties for the
Chapter went from bad to horrendous.
Many groups of Templars found themselves cut off as the
teleporter arrays of the Light of Purity overloaded with the
strain of teleporting units back on board.
Without an effective defensive perimeter there was
nothing the Crusade could do to rescue the stranded
squads, leaving them to do nothing but try to sell their lives
as dearly as possible.
By the time the Light of Purity pulled away from the Space
Hulk almost half of Helbrecht's Crusade had been lost and
Helbrecht himself had been critically injured, only his
enhanced body keeping him from joining the Emperor.
Finally, with Armageddon's Season of Fire upon the
combatants, the fighting on the planet's surface finally
stalled as the Orks found it difficult to advance in the face
of the world's rampant volcanism.
The Space Hulk believed to be the flagship of Ghazghkull
Thraka, the Perversion of Pain, departed Armageddon
orbit along with the bulk of the remaining spaceborne Ork
forces.
Swearing a mighty oath to hunt down and slay Ghazghkull
before he could threaten the Imperium again, High
Marshal Helbrecht took his remaining Crusade forces and
pursued the greenskins, but the Black Templar fleet did
not leave alone.
The Hero of Armageddon, Commissar Yarrick, petitioned
High Marshal Helbrecht to allow him to accompany the
Black Templars alongside a handpicked force of elite
Imperial Guardsmen and as a sign of the esteem in which
Helbrecht held Yarrick, the High Marshal granted his
request.
CHAPTER VI
998.M41

New beginning
The Salamanders' Return to
Armageddon
“All Orks is equal, but some Orks are more equal dan uvvas.”

- Goff Warboss Bugrat Skumdreg

When WAAAGH! Ghazghkull descended upon


Armageddon in 998.M41, many Space Marine Chapters
responded, including the Black Templars, White Scars,
Exorcists, Silver Skulls, Iron Champions, Storm Lords --
the list goes on, their raiment every colour under the
Emperor's sun.
Yet of all those Chapters that fought in the shadow of
Armageddon's smoke-wreathed manufactorums and hive
cities, the populace remember none with the same
gratitude that they give to the Salamanders.

The Salamanders had been instrumental in Ghazghkull's


defeat in the Second War for Armageddon, but victory had
cost them dearly. Perhaps it was vengeance that drove
the Chapter to make such a generous contribution to the
Third War. Whatever the reason, almost the entire
Salamanders Chapter was present in the crucial early
months of the war. Under the eye of their bold Chapter
Master Tu'Shan, they fought with determination on the
most terrible battlefields.

When the din of battle grew quiet and the Ork attacks
slowed, the Salamanders did not sit idle, but instead
launched several devastating counterattacks against the
Roks landed by the Orks along the Hemlock River.
Preferring the close-quarter fighting to be had in the maze
of crudely carved tunnels that lay within the interior of the
Roks to the long-range duels in the desert, the
Salamanders made their mark.
Take Back And Hold – Mission VIII
" Now git out there and krush dem all!” – Warboss Brakka

By the start of the Season of Fire, 9 Roks had been


destroyed by the Salamanders' attacks, killing untold
thousands of Greenskins.
The glory of such battles was one shared with many other
Chapters, and alone it does not explain the fierce loyalty
that the Salamanders engendered in the people of
Armageddon. The truth of the matter remains that while
some Chapters fought for the Emperor, and others for the
renown and glory to be earned, Tu'Shan and his
Salamanders fought each battle to save the lives of the
people of Armageddon
On more than one occasion, Tu'Shan threw his Astartes
into the most hopeless of battles to rescue embattled
civilian enclaves and settlements that other Imperial
commanders had been prepared to sacrifice for the sake
of the wider war. Indeed it is even rumoured that Master
Tu'Shan himself came to blows with Captain Vinyar of the
Marines Malevolent after it became known that the latter's
men had shelled a refugee camp simply because there
were Orks within its perimeter. This act alone won
Tu'Shan and his Chapter much renown, although relations
between the Salamanders and the Marines Malevolent
have never been quite the same.
The majority of the Salamanders departed Armageddon
following the Season of Fire, but the Chapter's work was
not done. The two companies of the Chapter that
remained behind on the Hive World did so to protect its
major population centres from marauding Ork warbands
that would never quite be eradicated.

Mission Rules
❖ Use the kill team mission “Take and Hold” for this
mission. This mission is slightly modified. *See next
page
CHAPTER VII
998.M41

The End of the Third War for Armageddon


Outcome
“The Orks are the pinnacle of creation. For them, the great struggle is won.
They have evolved a society which knows no stress or angst. Who are we
to judge them? We Eldar who have failed, or the Humans, on the road to
ruin in their turn? And why? Because we sought answers to questions that
an Ork wouldn't even bother to ask! We see a culture that is strong and
despise it as crude.”

Thoughts on Orkish Society by Uthan the Perverse, a controversial Eldar


philosopher

The end of the Third War for Armageddon is clouded in


mystery. Ultimately the campaign was considered a
narrow Imperial victory as the world remained largely
under the control of the Imperium.Word later reached
Yarrick from the Black Templars Chapter fleet in orbit of
Armageddon that Ghazghkull had fled the world once the
planet's Season of Fire had begun and bogged down the
Orks' offensives, possibly in his command Space Hulk,
The Perversion of Pain.
With this news, Yarrick gathered together his own forces
and gave chase alongside the Black Templars Crusader
Fleet, as the Black Templars' High Marshal Helbrecht
began a new Crusade to seek out and finally destroy
Ghazghkull.
Greenskin Valhalla - Mission IX
" OI! Lissen ta me wen I’z talkin’ to ya! We’z gonna go on ‘dere ship, we’z
gonna smash it up an’ kill anyfing dat gets in our way, an’ den we’z gonna
get back on da boat an’ go home. Dat’ll show ‘em. Do you lot of ‘umie runts
unnastand dat? Good. Now, wiv me: WAAAGH!!"

- Gorgal 'edkicker

Though the war is officially over, fighting still continues on


the planet at present. Though Ghazghkull has left the
world, pursued by Commissar Yarrick with a full Black
Templars Crusade at his back, the remaining Orks have
come to regard Armageddon as a kind of Greenskin
Valhalla where they can always come to find a good fight,
and the Imperium must still send more troops into the
stalemated battle to keep the planet in Imperial hands and
prevent the seemingly permanent Ork infestation from
becoming a major threat once more.
Mission Rules
❖ Use the kill team mission “Skirmish” for this mission.
❖ This mission doesn’t use unit gap (Base Size) instead
player(s) take all models they have to the battlefield.
❖ This mission don’t use any victory points or conditions
and only ends when eather player has no models left
on the battlefield.
❖ Winner of this missions is the player who’s last to
have models on the battlefield.
❖ Winner of this mission is the winner of the campaign.
The state of Armageddon and its surrounding planets is
currently dire. Billions of Imperial soldiers and citizens died
in the war, and many of the hive cities of Armageddon lie
in ruins. The damage done to the world by the Third War
for Armageddon is some of the most devastating ever
suffered by the people of the Imperium. Dozens of
Imperial armies were decimated or destroyed altogether
by the ferocious combat, and the damage done to the
planet itself may take centuries to repair. Most of the
settled planets in the Armageddon System have been
ravaged by Ork forces, and with Ghazghkull having fled
into deep space, it is likely he will quickly rebuild his forces
and carve out a new Ork empire for himself, unless the
Black Templars and Yarrick are able to stop him...
END

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