OI,
WE WOZ 'ERE FURST
Rival tribes race to mark as much territory
with their glyphs as possible.
SETUP: Place 1 "high point" territory
per each two tribes (round up) in the center of the board. Make sure there
are several narrow paths that lead to each "high point". Place 5 blips
per tribe, along every path leading to the high point (so hazards may block
access to it).
BONUS: First ork to the "high point"
spends an action there: +1 Waagh.
(Fight ends when all high points have been marked).
'ELP
DAT ODDBOY
An oddboy has been spotted wandering in the
desert. All orks rush to "reskue" him...
SETUP: Place scenery, and place 1 Oddboy
of any type in the center of the board for every 2 tribes in play.
SPECIAL: The oddboyz will move away
from all orks, hiding if possible. They will defend themselves in melee,
rolling OOO. The oddboy will not move within 2" of any other model,
so it is possible to surround them. The only way to capture them is to
knock them out and move them off the board.
BONUS: Git the Oddboy off the board:
+2 Teef.
PENALTY: Oops, killed 'im: -1 Waagh
(Fight ends when the Oddboys have been Reskued or Killed ).
GET DA MUTIE GITZ
The
ork tribes go huntin' for muties in the Badlands.
SETUP: Place rocky crags such that
a canyon is formed in the board center. Draw out all the Ambush blips plus
5 blips per tribe and place them anywhere on the board except on the rocky
crags. Tribes may start on any board edge that enters the canyon.
SPECIAL: If a mutant blip is revealed,
the player to the left of the revealer may place the Mutie anywhere along
the top of the ridge. The Mutie must immediately attack the nearest target.
After each tribe has gone, any surviving Muties get a turn of their own,
attacking the closest target. They may not hide.
DEATH FROM ABOVE: Muties may jump off
a cliff onto models below- they must jump far enough out to drop directly
on the model (See Jumping rules). If they land on the model, they get an
additional O to their melee and the defender may not reroll. If
they miss, they will take a stun...
BONUS: Each Mutie killed generates
1 white die of Loot tokens (place the tokens on the body, must be picked
up just like loot).
(Fight ends when all blips are resolved and all Muties killed).
DA SLUDGE PITT
Some unfortunate grot has
discoved a petrol sludge pit under the local desert while "lookin' fer
bitz".
SETUP: Place a large, oval sheet in
the board center to represent da Sludge. Place scenery of all sorts in
amongst da Sludge. Place 10 random blips per tribe on the scenery.
SPECIAL:Any Muties that tie in
melee or vs. armor will do 1" of knockback, and they may move normally
(and can't drown) in sludge. If a model ends up in the sludge, roll a red
at the end of your turn. If you roll a 3, they drown, (and can't be looted)
While in sludge, you may either move or take an action, not both. If on
dry land, you may pull a model out of the sludge for 1 action if they are
within an inch of you.
GAS FUMES: If you max out on 1 die
with any non-melee weapon, a 2" Area explosion centered on you will go
off! Roll 2 whites, ignores cover, Wounds on a graze, does KB from front
of firing model.
(Fight ends when all blips have been resolved).
BREW HAR HAR
Orks
at the local Brew Hut have a bit too much fungus brew, and a knock-out
brawl ensues...
SETUP: Place a Brew Hut area in the
middle of the board. Vehicles may not enter the brew hut (but mounts can).
SPECIAL:
'Ead Start. The first clan to get a
member (not a grot) into the Brew Hut may earn a maximum of 4 Waaagh (vs.
the normal 3).
Knockin' Teef Out. For every hit you
do to an enemy that is in the Brew Hut (not a grot), they will drop a Loot
token!
Friendly Bash. Do not deduct casualties
from your Duff roll at the end of the game (they just sleep it off)!
Take it inside! You may not earn any
Duff unless you have at least one member in the Brew Hut.
(Fight ends when only members of 1 clan remain standing).
MINEZ YER STEP
An
old mine has been discovered in the desert.
SETUP: Place terrain to form a maze
of narrow passages representing the mine, with at least one entry point
per player on the board edges. Place sloped track at the entry
points, with a mine cart at the top of each slope. Place ten blips
per tribe in the mines, especially along the tracks.
SPECIAL: The mines are all in darkness.
Muties ignore darkness! Any TRAP hazards found will cause a cave-in that
blocks all movement through that passage unless cleared. Must roll
a 5+ in a single attack to clear a cave-in. Blast weapons add +2
to the roll.
MINE CARTS: It takes a full move to
enter an adjacent minecart. Once in the mine cart, it will move 12"
downhill every turn. While in a mine cart, you get full cover
and + O melee. If the mine cart collides with anyone during
its move, roll OO vs. their armor (graze = stun). Move the
model off the track as the mine cart doesn't stop! You dive out of a mine
cart at any time by spending a full move. If the mine cart
hasn't moved yet when you jump out, the mine cart will move forward another
12" while empty and then will stop. Mine carts that hit other mine
carts will stop. Mine carts reveal any blips they touch!
(Fight ends when all shiny bitz are grabbed and all blips are resolved).
MEK AMOK
Mekboy
Boggit's X-Perry-Mental Dredd has gone wonky- all orks must
stop it!
SETUP: Place lots of scenery on the
table and place the Dredd in the middle. All tribes start on any board
edge.
SPECIAL: The Dredd is armed with a
Powa Klaw, Buzz Choppa, Eavy Shoota, and Rokkit Launcha.. M6, A3,
H5, melee OOO +OO +OO. Remove 1 weapon each time the Dredd
takes a hit.
IT GOEZ! The Dredd goes first
in this scenario, and turns go clockwise. If no one is within 12", it will
start to move in a random direction. Otherwise, it will move towards the
nearest target and attack. Have the player to your left run the Dredd if
it attacks you. If it's heavy weapons explode from a fail and damage the
Dredd, give the points to the tribe it was firing at.
BONUS: Attack the Dredd: +1 Duff
BONUS: Damage the Dredd: +2 Duff / hit.
BONUS: When the Dredd is destroyed, it explodes (OO+1 3"B).
Place 3 Skrap tokens on the edge of the blast template.
(Fight ends when Dredd is destroyed and Skrap is collected).
ZOGGIN' STORM
A
deadly sand storm blasts through the wastes, uncovering new bits.
SETUP: Place terrain and 10 blips per
tribe across the board. Pick an "upwind" board edge. Tribes start on the
opposite edge.
BLINDING SAND: When firing at
targets over 1" away, subtract 1 from your die roll (as darkness).
WIND: At the end of each tribe's turn,
for each model in that tribe, roll for wind: O vs. Armor,
Graze= S Kill= KO, KB= model's move. If you can get next to cover such
that it is between you and the wind, or can get inside an open vehicle,
you may add 1 to your armor vs. wind. Troops inside Closed vehicles may
ignore wind.
BONUS: Get any members off the opposite board edge: +1 Waagh.
(Fight ends when all blips are resolved).
KOLLAPSE DAT SHAK
Several
dangerously unstable structures nearby will make great skrap once demolitioned.
SETUP: Place 2 buildings per tribe
anywhere on the board. Place 3 blips in each building. Roll 3 reds per
building and add that many hits to the building. A typical building
starts with 2 armor and 10 hits.
SPECIAL: If a TRAP is revealed, the
building it is in will immediately collapse. Collapsing buildings will
reveal any blips inside. Collapsing buildings roll OO s against
each Loot or troop inside. Loot will be destroyed on a roll of 2 or more.
DAMAGING BUILDINGS: You may
damage a building by shooting or meleeing it from the inside (roll Vs.
armor), or you may attack it from the outside with a heavy weapon, frag
stikkbomb, or by ramming with a vehicle. When a building is destroyed,
place 1 skrap counter in the center of the ruins. This skrap may be recovered
by any model touching any part of the ruins (as normal- see rules for Skrap).
BONUS: Earn +1 Waargh for knocking
down a building.
BONUS: A collapsed building automatically
turns into 1 Skrap.
(Fight ends when all blips are resolved and all buildings are destroyed
and looted).
DEY SAY IZ HAUNTED...
An
old abandoned fort has been making strange sounds at night. The Boyz investigate...
SETUP: Place a fort in board center.
Place 3 ambush blips and 5 random blips per tribe anywhere in or around
the fort.
SPECIAL: Darkness applies everywhere
on the board. Muties may hide for free, even after attacking!
BONUS: Once a mutie is killed, leave his blip and treat as a
loot.
(Fight ends when all blips resolved).
SQUIG STAMPEEEED!
Orks
must recapture several escaped bull squigs that are terrorizing the local
Fungus farm.
SETUP: Place numerous fungus pits amongst
the other scenery. Start 2 bull squigs per tribe in the board center.
SPECIAL: Bull Squigs: M8, A1, H1, Melee
OOO
3" KB. Bull squigs will move away from the nearest target but not
off the board. If they cannot get more than 8" away from the nearest target,
they will charge the nearest target and melee! RUNTHERDS get a +1
to their melee and shooting rolls when dealing with Bull squigs.
BONUS: Capture a KOed squig: +1 teef (as Skrap for carrying,
etc).
PENALTY: SQUELCH. If an Ork moves into
or lands in a Fungus Pit, -2 Duff (Grots are exempt).
(Fight ends when all squig beasts have been captured).
RACE TO DA SKRAP YARD
An
abandoned scrap yard has been spotted and all clans race to loot it!
SETUP: Place wrecked vehicles, fort
rubble, etc. at one end of the board to represent the scrapyard. Place
7 blips per tribe at the far end amongst the wreckage, and 3 blips per
tribe along the way (in high places). All orks start at the opposite end
of the board from the scrap yard.
(Fight ends when all blips have been resolved).
GAS WAR
Mutants
have found fuel, and are pumping and refining it. How much fuel can be
captured before the refinery goes up in flames?
SETUP: Place a large block of Refinery
or Fort scenery in the middle of the table. Start 2 muties / clan
anywhere in the refinery. Place 7 blips per Tribe on the refinery.
Place one pivot mounted Burna / 2 tribes on the refinery. Tribes
start on any board edge. Vehicles may not enter the refinery, but
may park adjacent to it.
FUEL: All LOOT and BOGUS tokens are
actually FUEL BARRELS- they must be carried like Skrap.
MUTIES: When an ambush occurs, place
a mutant on the nearest unoccupied burna and fire them at the closest enemy.
If all burnas are occupied, they will appear next to and attack the nearest
operator.
BURNAS. Any model may operate
the mounted Burnas by spending an action adjacent to them: OO W FT Burn
M. An operator may be overthrown if stunned, killed, KOed, or
knocked back from the Burna. The Burnas will continue to be operable
until the refinery explodes.
VOLATILE. The Refinery has 10
hits. Any time a BLAST or BURN weapon is fired into the refinery,
or any weapon fails while fired within the refinery, the refinery takes
O
hits. If the refinery is destroyed, it EXPLODES- all blips remaining
in the refinery are revealed. Roll OO W damage to each model,
vehicle, and Fuel Barrel in or adjacent to the refinery. Fuel
barrels are destroyed on a 3+.
BONUS: Earn 1 Teef / FUEL BARREL captured.
(Fight ends when all blips are resolved.).
RAIDZ DAT FORT!
Tribe
X (the most powerful tribe) is at home in their fort when they come under
siege by rival tribes!
SETUP: Place a fort in the middle of
the board. All tribes but tribe X start on any board edge. Tribe X draws
5 blips per opposing tribe and places them anywhere outside the fort. Tribe
X starts inside the fort. Tribe X may mount any weapons that are normally
on their vehicle on the fort walls instead! If mounted, they cannot be
moved.
BONUS: First model to set foot inside
the fort: +1 Waagh. First vehicle inside the fort: +1 Waagh.
BONUS: Tribe X can earn a max of 5
Waagh (vs. the usual 3).
(Fight ends when all blips are resolved).
DARK IN DERE, INNIT?
A
huge piece of spacecraft wreckage is buried under the sand. The boyz climb
in to investigate...
SETUP: Place some ship ports at one
end of the board. All orks start at the other end of the board.
Place Space Hulk tiles to represent the subterranean
ship interior, with markers to show where the ports drop in.
Place 7 blips per tribe inside the ship, as
far away from the entrance ports (and each other) as possible.
SPECIAL: All areas inside the ship
are in Darkness. Mutants and hazards add +1 to their rolls!
BONUS: +1 Duff for every hazard revealed.
BONUS: +2 Duff for every mutant killed.
(Fight ends when all blips have been resolved).
DERE'S SUMFINK UNNAGROUND...
Several
pet squigs have gone missing recently. Creatures living under the sand
are the cause...
SETUP: Place 5 blips per tribe around
the board. All orks start on any board edge. Blips cannot be revealed by
vehicles or by Bosses.
SPECIAL: Any TRAP blips found act as
QUICKSAND. Roll 2 reds plus your Armor: if the total equals or exceeds
your move, you get sucked under- your model, and anything it was carrying,
is removed and can't be looted.
AMBUSH blips are SAND WORMS: Armor
2, 1 hit, Melee OOOOO. If the sand worm ties, it will SPIT out it's
opponent- move them 6" directly away from the worm (as KB). If it kills
your model, they may not be looted. The sand worm will stay in place until
the end of the turn of the tribe that revealed it, and will then "escape"-
remove the blip from play.
BONUS: Each Sand Worm killed: +1 Teef
(Fight ends when all blips are resolved).
GROTZ SQUATTIN' INNA FORT
A
band of renegade grots have holed up in
an abandoned fort, and must be taught a lesson.
SETUP: Place 10 grots
per tribe inside a fort. Place 7 blips and 1 Skrap per opposing tribe inside
the fort (grots will not reveal or pick up anything). Place 1 gate on the
fort. Place any ladders up to the walls on the INSIDE of the fort.
SPECIAL: No tribes may use Grots this
game! Grots will attack the nearest ork, or if no orks are in range, will
hide. Grots get cover from any orks outside the fort. STIKKBOMZ-
Roll a red die each turn for each tribe. That many stikkboms will
be thrown at that clan by whatever grots are in range (as their attack
action).
(Fight ends when all renegade grots are out of action and all blips
are resolved).
LAUNCH DA ROKKIT!
Mekboy
Gubnutz is ready to launch a Pulsa Rokkit at an enemy Mutie camp. Will
the muties stop the rokkit?
SETUP: Place terrain in the middle
of the board to represent the Pulsa Rokkit. Place seven blips per
clan, plus one skrap blip per clan, anywhere on the board but at least
6" away from the rokkit. Players start at any corner. NOTE:
it is adviseable to move towards the center of the board as fast as possible,
to avoid getting overrun by arriving muties (see RAIDERS below).
SPECIAL:
DA ROKKIT: has 2 armor and 10 hits.
If it is destroyed by mutie attacks, it will EXPLODE, doing OO W
to
all models within 12"!
SKRAP: Any skrap found is a bit that broke
off the rokkit! To get credit for the skrap, you must drop it back
onto the Rokkit (instead of off the board). Add +1 white die to the
LAUNCH roll for every skrap delivered.
RAIDERS: At the beginning of each mutie turn,
assuming the rokkit hasn't already taken off, roll two red dice for each
corner: that many muties appear. All mutants will spend their
move going towards the rokkit and their action attacking the nearest target
(preferrably the rokkit). If there are no targets within 1', they
will take extra move towards the rokkit. Mutants adjacent to the
rokkit will attack it in melee (vs. armor), so don't let them get that
close!
DA LAUNCH: At the end of each player's turn,
roll dice to determine if the rokkit takes off. The rokkit will not
launch until it rolls a 5 or more! Add +2 to the roll
if all the blips have been resolved. Roll one white die
for each:
BONUS: If the rokkit launches, the clan whose turn it is earns
+1 Waagh (max 4).
(Fight ends when the rocket has launched or been destroyed).
WE'Z BEEN TRAPPED
An
avalanche traps the orks in a dead end valley full of deadly mutants. Can
they find the way out?
SETUP: Set up obstructive scenery at
one end of the board and place some kind of entry port at board center
(like a mine shaft or cave). All tribes start on the opposite end of the
board from most of the scenery. Place all the mutant blips and three random
blips per tribe in amongst the scenery. Also, mark one blip as the "exit"
and place it randomly on the board. In addition, each clan starts
with one SKRAP.
SPECIAL: Mutants will attack as soon
as they are revealed. Surviving mutants continue to move during their own
turn (after all the tribes). In addition, roll one red die per tribe at
the beginning of the Mutie turn- that many more Muties will arrive at the
board center.
BONUS: For every 5 Muties killed, +1 teef.
BONUS: Tribe that finds the exit: + 1 Waargh.
(Fight ends when all orks have exited).
BUSH WAKKED
Orks
are ambushed by Muties while transporting some Skrap across the wilderness...
SETUP: Place terrain to form a long, winding
canyon path from one end of the board to the other. Place blips
in the choke points. Any Boyz not in a vehicle or on a mount must
be left behind.
SPECIAL: AAARGH! Any boyz that get out or fall out of a vehicle are left behind (they survive, but can't help anymore)- remove them from the board! Any vehicles that are destroyed or immobilized are also removed from the board: place any loot or skrap they had on the board where they were- other vehicles may attempt to pick it up as if they revealed it (complete with accompanying ambush!).
LOOT, SKRAP: Treat all of these
as SKRAP that was carried by the vehicle, and has been spotted by muties!
When revealed, place on the vehicle that revealed it, unless there's no
room (remember, mounts can only carry 1 Skrap at a time). In addition,
treat as an Ambush (as described below). You do not get to
keep the skrap unless you can transport it off the far board edge!
Ambush: Place enemies as described
below, based on the type of model that revealed the ambush:
MOUNT: Place a Raider at the base of
the nearest terrain. It will move and attack the revealing model.
OPEN VEHICLE: Place two Muties at the
top of the nearest terrain. They will attempt to board the vehicle
by JUMPING into it (make a jump roll).
CLOSED VEHICLE: Place a Biggun' at
the top of the nearest terrain. They will fire weapons at the nearest
target.
MUTANTS | M | A | H | Ranged | MELEE | Notes |
Mutie | 6 | 1 | 1 | ooo W X | OOO | X= kills user. |
Raider | 6x2 | 1 | 2 | ooo W X | OOOO+1 | Mount |
Biggun' | 6 | 1 | 3 | Harpoon / Cannon / Burner | OOOOO+P | Heavy. |
UNDA SEEGE
Mektown
is besieged by Muties! Evver-wun to da wallz!
SETUP: Place terrain along the length
of the table to form a fortified wall, 2' back from the attacker's side.
This should include 1 gate per player, and any number of cranes or fuel
dumps. Then place 5 loot tokens per player at ground level, anywhere
in the town. Orks may NOT collect these tokens until all the Muties
have been defeated (see game end)- they must protect athe loot from Muties
until then! Clans may start anywhere on the walls or in the town.
Vehicles must start outside a gate. The game starts with the Enemy
Turn.
SPECIAL: At the start of the
fight, a SIEGE TANK appears on the enemy side of the board. The tank
has 10 hits per player and 1 Harpoon, Cannon, or Burner per player (as
below, but no reload required). The tank will drive 6" forward every
turn until it contacts a gate- roll a RAM attack against the gate once
each turn until the gate is destroyed. At that point, the tank will
unload 10 muties into the town. Each turn, roll 4 red dice
per player to see what kind of raiders enter the board each turn.
(Stop rolling for muties once the siege tank is defeated).
0 = Mutie raider. 1 or 2 = that many mutants. 3= Biggun.
If you don't have the appropriate model available, place a Mutie instead.
Muties will try to scrabble up the walls.
Bigguns and Raiders will try to destroy the nearest Ork vehicle or gate,
and will enter the town through any destroyed gate. Once inside the
town, all muties will try to grab loot tokens (as an action)- remove the
token from the board.
MUTANTS | M | A | H | Ranged | MELEE | Notes |
Mutie | 6 | 1 | 1 | ooo W X | OOO | X= kills user. |
Raider | 6x2 | 1 | 2 | ooo W X | OOOO+1 | Mount |
Biggun' | 6 | 1 | 3 | Harpoon / Cannon / Burner | OOOOO+P | Heavy. |
Siege Tank | 6 | 2 | 10/p | 1 HW / player, Trans. 10C | OOO+3 | Vehicle. |
BONUS: The Max. Waaagh earnable this
fight is 4.
BONUS: Once the Siege Tank has been
destroyed, place 3 Skrap tokens around the wreck, 3" out from the
wreck. No more Muties will appear.
BONUS: Once the Siege Tank and remaining
Muties are defeated, any remaining loot tokens left in the town may
be collected as normal.
(Loot tokens can't be collected until all
muties are defeated. Game ends when all skrap and loot tokens are
collected).
TRAIN ROBBAZ
Muties
have cobbled together a supply train and are running it right through the
wastelands. Mount up and rob the Gitz!
SETUP: Lay track down the length of
the table, from end to end. Place a train model, with some open freight
cars, in the middle of the track. Place five Muties and two Bigguns
per clan on the train, plus seven blips per clan along the length of the
train. Select any point on any board edge to be your clan's entry
point, bringing vehicles in from that point one at a time (although it
is recommended not to start on the leading edge if you don't want to crash
into a rock!). You may only bring Boyz that fit in your vehicles
into the game!
SPECIAL: TRAP blips are BOOBYTRAPS that
detonate as soon as they are revealed: OO W 2"B.
The train and its cars are indestructible
for gaming purposes. The cars cannot be detached. The train
provides cover just like an open vehicle, except it uses the standard range
penalties (-1 every 12").
TRAIN MOVEMENT: Because the train is always
moving, only vehicles and mounts can keep up with it. Any troop model
that touches the ground is removed from play (treat as KOed). CRASH:
Any vehicles that collide with the train or with a rock spire will take
OOO
damage vs. their armor and will end their movement.
VEHICLE MOVEMENT: Vehicles and mounts may
NOT take extra move this game- it is assumed that they are already struggling
to keep up with the train, so their normal movement can be spent maneuvering
as they see fit (although it is wise to stay pointing forward at the end
of your move). All vehicles and mounts may execute a DRIFT maneuver
if they wish, moving sideways 1" for every 2" of move spent. Vehicles
may move in REVERSE at a cost of 1" per 1", since technically they are
just braking and not actually moving in reverse.
During the mutie turn follow these steps in
order:
1. ADD TERRAIN. Roll two red dice
on the table below for both sides of the track to determine what kind of
terrain appears on the horizon (leading edge of the board).
ROLL | TERRAIN (width) | PLACEMENT | IF A VEHICLE HITS IT: |
0 | DEBRIS (3") | Place OOO" away from the track. | Make a WIPEOUT check. |
1 | CACTUS (3") | Place OOO" away from the track. | Treat as a Ram: A0, H1. +1 Duff if destroyed. |
2 | JUMP (6") | Place adjacent to the track. | Vehicle will jump 6" forward!
+2 duff if it jumps over anything. |
3 | SHACK (4") | Place adjacent to the track, with 2 Muties inside. They will try to jump onto the train if possible! | Treat as a Ram: A2, H1. Any muties inside are killed if shack is destroyed. |
4-6 | ROCK SPIRE (8") | Place OOO" away from the track. | Treat as a CRASH. |
2. RELATIVE MOVE. At the beginning
of each Mutie turn, move ALL terrain 12" back, relative to the train.
Remove any terrain that comes off the back end of the table. Any Ork vehicles
or mounts that are NOT facing within 45 degrees of forward at this time
should be moved 8" back (deffcoptas may ignore this rule).
If this causes any forward facing vehicles to "run into" other vehicles,
treat as a Ram. Otherwise, consult the chart below to see what happens.If
this causes a vehicle to move off the back end of the board, they must
spend 6" of move to get back on the back end of the board.
3. MUTIES ATTACK! Muties on board
will move along the train to get closer to, and shoot at, the nearest targets,
but will ignore enemies more than 12" away and hide if they don't attack
this turn. Muties may make Grabba Claw operators a priority target!
Muties will not reveal blips and ignore hazards.
MUTANTS | M | A | H | Ranged | MELEE | Notes |
Mutie | 6 | 1 | 1 | ooo W X | OOO | X= kills user. |
Biggun' | 6 | 1 | 3 | Harpoon / Cannon / Burner | OOOOO Throw | Heavy. |
BONUS: Treat all loot as Skrap.
(Fight ends when all blips and muties are resolved).
SMASH UP DURBEE
A
local warboss sponsors a derby to provide ennur-tay-ment for the boyz.
SETUP: TRACK.
Lay out an oval track by placing impassable terrain in the center.
Make the track diameter 2 feet long per player. Each player should
place three small obstacles around the track, at least 4" away from the
inner wall. Place more terrain to form an outer wall, about
12" away from the inner wall. VEHICLES. Each tribe
should use all of their mounts and vehicles in the race. If you have
less than three vehicles (not counting mounts), you may also take a free
kart for the duration of the race! Each clan must pick a spot to
start that is 2 feet away from each other player, so they are spread out
evenly around the track. TROOPS must be loaded onto
vehicles until there is no more room. At that point, any remaining
troops may be placed as spectators anywhere on the terrain, as long
as they are no more than 6" away from the clan's vehicle start point.
SPECIAL: VEHICLES AND MOUNTSmust
move their full move forward all the time. They may not turn
around or move backward. They may not take extra move during
the race. All vehicles must drive in the same direction (counterclockwise)
throughout the derby. TAKING OUT VEHICLES: If a driver is killed,
the vehicle must make a wipeout check, then comes to a stop, but is not
removed unless there are no other models on board that can take over for
the driver. If a vehicle loses all its hits, it is removed.
TROOPS that end up on the track (due to KB, failed boarding or
jumps, etc). are immediately removed from play (so make sure you
use the BOARDING rules if you want your troops to melee enemy vehicles.
Spectators may fire at or attempt to board enemy vehicles, and may attack
enemy spectators!
BLIPS: At the end of their turn, each player
should place 2 random blips face down on the track, anywhere they like,
as long as the blips are 2" away from any terrain and 6" away from the
front of any vehicle.
Blips are revealed when touched by a vehicle.
Consult the chart below for the result, then remove the blip.
LOOT: You may pick this up for free. You may treat as loot, OR
immediately repair 3 hits on your vehicle!
SKRAP: You may pick this up for free.
BOGUS: Nothing there, apparently.
AMBUSH: Nitro Squig! The vehicle adds +6" to its move this turn.
TRAP: Debris. The vehicle (or mount's rider) takes OO
damage vs. armor.
HAZARD: Slick. Vehicle must make a WIPEOUT
check.
BONUS: For each enemy vehicle
or mount you immobilize, earn +1 teef.
(Fight ends when only 1 clan has vehicles left).
DA WAA-ORK IS ON! (a reuseable scenario
outline for waa-ork games)
As
the orks storm through the galaxy, they can encounter a variety of foes.
SETUP: Set up scenery appropriate for
the enemy type (eg: Imperial hive for fighting Marines, etc). One ork player
must run the enemies. Each tribe can take turns over successive games,
or the ork player whose tribe has been wiped out already can run. Start
with 50 points worth of enemy blips per tribe, and one loot blip per tribe.
Each time you play this scenario, add another 10 points of enemies (It
gets harder as you go- consider ending the campaign after 10 or so games).
Place the blips amongst the scenery (they can start hidden). You should
pick one of the two goals below plus the default goals listed.
BONUS: First orks to get to a known
objective and spend three actions there: +3 Waagh or Teef
BONUS: Find a hidden objective and
spend an action there: +1 Waagh or Teef
BONUS: Player who ran the enemies this game: Earn +2 Teef, +1
Waagh.
(Fight ends when all blips are resolved and all objectives completed).
KLEERZ DA LANDIN' SPOT
The
orks arrive on an enemy world via crude drop pods.
SETUP: Set up scenery appropriate for
the enemy type (eg: Imperial hive for fighting Marines, etc), plus place
several wrecked spacecraft in the board center. Place three Objective markers
on scenery anywhere around the board edge. The enemy player may start anywhere
on the board and hidden. The Orks may start in amongst the wreckage and
hidden. Orks may NOT use vehicles for this game, since they haven't been
unloaded yet!
BONUS: Get to an objective and spend
an Action there: +1 Teef
BONUS: Ork that kills the last enemy model on the board: +1
Waagh.
(Fight ends when all blips are resolved and all objectives completed).
KONVOY
Orks
travelling through enemy territory must protect a shipment of ammo for
"da boyz in front".
SETUP: Set up scenery so that a roadway
stretches long ways across the table. Place 50 pts of enemies per tribe,
within 12" of the road. Place 3 "kargo" markers in each tribe's vehicle
or distribute amongst the vehicles. All orks start on one end of the road
and may only exit off the other end.
SPECIAL: As an ork vehicle passes within
12" of a blip, flip it over but don't place a model (as it is still hidden).
If the orks reveal the model (by proximity, using a burn weapon, etc.)
place a model as normal. On the Enemy turn, place models for all face-up
blips. Then, all models may move and attack the orks as normal. Orks may
pick up Kargo off of immobilized or destroyed vehicles in an attempt to
transfer it to another vehicle. Enemies may also try to grab Kargo from
an immobilized or destroyed vehicle!
BONUS: For each Kargo taken off the
board: +1 Teef.
BONUS: For each vehicle that makes it off the board: +1 DUFF
for each Boyz (not Grots) on board.
BONUS: Player who ran the enemies this game: Earn +2 Teef, +1
Waagh
(Fight ends when all orks and their vehicles are off the board or immobilized).