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★ Waaagh! Ghazghkull

Contents
How This Supplement Works
Books
FAQ
• Waaagh! Ghazghkull (reprint)
Waaagh! Ghazghkull Special Rules
• Biggest an’ da Best
• Da Boss iz Watchin’
Special Rules
• Dead Killy
• Grand Destiny
Tactical Objectives
Warlord Traits
Detachments
• The Great Waaagh!-band
• 
Great Waaagh! Detachment
Formations
• Air Armada
• Blitz Brigade
• Blitza-bommer Skwadron
• Boss Snikrot’s Red Skull Kommandos
• Burna-bommer Skwadron
• Council of Waaagh!
• Da Vulcha Skwad
• Dakkajet Skwadron
• Dread Mob
• Ghazghkull’s Bullyboyz
• Goff Killmob
• Gorkanaut Krushin’ Krew
• Kaptin Badrukk’s Flash Gitz
• Waaagh!-band
• 
Green Tide
Orkimedes’ Kustom Gubbinz
• Big Bosspole
• Choppa of da Ragnarok
• Da Killa Klaw
• Da Supa-Cybork
• Kill-dakka
• Mega Force Field
Altar of War: Waaagh! Ghazghkull Missions
 1-2 Might Makes Right
 3-4 Waaagh!
 5-6 A Kunnin’ Plan
Echoes of War: Waaagh! Ghazghkull Missions
№1 Uniting the Clans
№2 The Second War for Armageddon – The Fall of Hive Volcanus
№3 War on Piscina IV
№4 The Third War For Armageddon – The Battle of Ghattana Bay
№5 The Green Beast and the Leviathan
As the galaxy’s most numerous warlike race, it has long been said that, should the Orks unify, they would crush all of the so-called civilised peoples of the galaxy. Now, as the hour grows dark, that doomsday draws near. With every crunching step of his great metal boots, the Ork Warlord Ghazghkull Thraka strides closer to realising that dread prediction.

How This Supplement Works

This page contains special rules, Warlord Traits, relics, a Detachment and Formations, Altar of War missions and Tactical Objectives that reflect the fighting style of Waaagh! Ghazghkull. You can add the Detachment and Formations from this section to an existing army, or use them to field an army from Waaagh! Ghazghkull itself.

Books


BookKindEditionVersionLast update
► Waaagh! Ghazghkull (reprint)Codex Supplement71.0January 2017
  Waaagh! GhazghkullCodex Supplement71.0July 2014

FAQ

Waaagh! Ghazghkull (reprint)

 Q: The Goff Killmob and Kaptin Badrukk’s Flash Gitz don’t have the Da Boss iz Watchin’ and Biggest an’ da Best special rules on their datasheets. If used outside a Great Waaagh!-band Detachment, as just the Formations on their own, do they have these special rules?
 A
Yes, as specified on page 52 of Waaagh! Ghazghkull.
 Q: Is the Da Boss iz Watchin’ rule meant to add 2 to the Mob Rule roll? The table has no results for rolls above 6.
 A
Yes. Treat any roll of more than 6 (after modifiers) as a roll of 6.
 Q: The Green Tide Formation and the Great Waaagh! Detachment are missing from the reprint of Waaagh! Ghazghkull. Can we still use them if we have the first version of Waaagh! Ghazghkull?
 A
Yes.
 Q: The Council of Waaagh! Formation – does the Banner of da Great Waaagh! special rule stack with the Waaagh! banner rule for +2 Weapon Skill in total?
 A
No. The full effects of the banner are described in the Formation rules.
 Q: Can we take Ghazghkull Thraka instead of Grukk Face-rippa or a Warboss in the Goff Killmob Formation in a Great Waaagh!-band Detachment from Waaagh! Ghazghkull?
 A
No.
 Q: Can the Looted Wagon be taken as an Auxiliary choice as part of the Great Waaagh!-band Detachment?
 A
No.
 Q: If the Council of Waaagh! Nobz unit takes warbikes, what happens to them when the infantry models run? How does this affect the power of the Waaagh! and charging in the same turn?
 A
Models move individually, so in the Movement phase each model in this unit can move up to their maximum movement allowance so long as the unit is in unit coherency at the end of the move. If the unit elects to Run, no models in the unit may shoot, and the Bikes may Turbo-boost, but must finish their move in unit coherency. However, this unit cannot charge on a turn in which it Ran, even if a Waaagh! is called, unless the Bikes remained stationary during the Run move, as a Turbo-boost is not a Run move.

Waaagh! Ghazghkull Special Rules

If you use the Formations or The Great Waaagh!-band Detachment on this page, the following supplemental special rules apply to all of the units they contain.

Biggest an’ da Best

As Ghazghkull repeatedly proved during his meteoric rise to become the deadliest Ork in the galaxy, not only does it help to regularly remind everyone who the biggest, meanest and ’ardest of them all is, but giving an enemy champion a good kicking serves as a great warm-up for the brawls to come.
This special rule only applies to a Warlord chosen as part of a Detachment or Formation presented in this supplement. If your Warlord has this special rule, he must always issue and accept a challenge whenever possible. If you have more than one model in a combat with a special rule to this effect, you can choose which model issues or accepts the challenge. If a Warlord with this special rule kills an enemy character in a challenge, he can re-roll all failed To Wound rolls in close combat for the rest of the game.

Da Boss iz Watchin’

The Orks of Waaagh! Ghazghkull are known for their unusual levels of discipline, instilled if not by Ghazghkull himself, then by his subordinates. These canny leaders have been subjected to, or have witnessed, enough of the Big Boss’ clobberings to know better than to let the ladz get too carried away, and will crack heads even harder to keep them in line.
Units with the Mob Rule special rule that include at least one model from this Detachment or Formation gain a +2 modifier to any rolls on the Mob Rule table. However, should any of these units suffer hits from the Breaking Heads or Squabble results on the Mob Rule table, they will suffer D3+3 Strength 4 AP- hits instead of D6 Strength 4 AP- hits.

Special Rules


Dead Killy

The controlling player can choose to exchange all of the wielder’s close combat Attacks for a single Attack with the Instant Death special rule.

Grand Destiny

At the end of any Assault phase in which the bearer of the Choppa of da Ragnarork inflicted one or more casualties, the weapon’s Strength modifier is increased by 1 and its AP value is lowered by 1. These effects are cumulative and last for the rest of the battle (but cannot be made better than AP1).

Tactical Objectives

D6Result
11Get ’em Ladz! Waaagh! 
12Da Bigger Dey Are... 
13Kunnin’ and Brutal 
14Dead Kunnin’ 
15Dead Brutal 
16Show ’em Who’s Boss 

Presented below are six Tactical Objectives to use in your games of Warhammer 40,000 that are exclusive to Waaagh! Ghazghkull armies, and which reflect Ghazghkull’s unique methods of waging war.

If your Warlord belongs to a Waaagh! Ghazghkull Detachment or Formation, you may use these Tactical Objectives instead of those presented in Codex: Orks. If you do, the Tactical Objectives listed on this page replace the Capture & Control Tactical Objectives (numbers 11-16) from Warhammer 40,000: The Rules.

If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Waaagh! Ghazghkull player generates a Capture & Control Objective (numbers 11, 12, 13, 14, 15 or 16), generate the corresponding Waaagh! Ghazghkull Tactical Objective instead. Other Tactical Objectives (numbers 21-66) are generated normally.

GET ’EM LADZ! WAAAGH!
Orks are never more in their element than when piling in for a good scrap. The more ladz that join in the better!
11
Score 1 Victory Point at the end of your turn if at least three of your units made successful charges against enemy units during your turn.
Type: WAAAGH! GHAZGHKULL
DA BIGGER DEY ARE...
Nothing proves that an Ork is the meanest and the ’ardest quite like giving something big or scary-looking a good krumping.
12
When this Tactical Objective is generated, make a note of which of the enemy models on the battlefield has the highest number of Wounds or Hull Points remaining. If several models are tied for the highest number of remaining Wounds or Hull Points, your opponent selects one amongst them. Score 1 Victory Point at the end of your turn if this model has been destroyed.
Type: WAAAGH! GHAZGHKULL
KUNNIN’ AND BRUTAL
A sign of true Orky greatness is when a Warboss displays mastery of battlefield awareness and overwhelming aggression.
13
When this Tactical Objective is generated, select either one unit in your opponent’s army or one Objective Marker. Your opponent then selects a unit in their army (if you selected an Objective Marker) or an Objective Marker (if you selected a unit in their army). Score 1 Victory Point at the end of your turn if you destroyed a selected unit during your turn or if you control a selected Objective Marker at the end of your turn. Score D3 Victory Points instead if you destroyed the unit and control the Objective Marker in the same turn.
Type: WAAAGH! GHAZGHKULL
DEAD KUNNIN’
Though their methods may seem deceptively simple at first, Orks can be surprisingly sneaky when the need arises.
14
When this Tactical Objective is generated, secretly write a number between 1 and 6. You must then tell your opponent what number you’ve written down, though you can lie if you wish. You cannot achieve this Tactical Objective in the same turn it was generated, but at the end of any of your turns thereafter you score 1 Victory Point if you lied but control the Objective Marker matching the number you wrote down. If you told the truth and you control that Objective Marker – a sneaky double bluff – score D3 Victory Points instead.
Type: WAAAGH! GHAZGHKULL
DEAD BRUTAL
Ork tactics are often unsubtle, yet their sheer brutality causes such wanton destruction that their enemy never fully recovers.
15
When this Tactical Objective is generated, pick a number between 1 and 6, representing the number of enemy units you intend to destroy during your turn. Score a number of Victory Points equal to the number you picked at the end of your turn, but only if you completely destroyed at least that many enemy units during your turn.
Type: WAAAGH! GHAZGHKULL
SHOW ’EM WHO’S BOSS
Greenskins bosses have ever shown a primal need to prove that they are the bestest by giving enemy leaders a bashin’ for all the boyz to see.
16
Score 1 Victory Point at the end of your turn if at least one of your Ork characters killed an enemy character in a challenge during your turn.
Type: WAAAGH! GHAZGHKULL

Designer’s Note
If you own a deck of Waaagh! Ghazghkull Tactical Objective Cards, you can generate your Tactical Objectives by shuffling the deck and drawing the top card instead of rolling a D66. These should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Warlord Traits

When generating his Warlord Traits, an Ork Warlord may choose to roll on the table below instead of those found in Warhammer 40,000: The Rules (see Warlord Traits tables) or Codex: Orks.

D6Warlord Traits
1Supa-shootist
Orks are notoriously bad shots, yet this Warlord has developed the unusual habit of actually hitting his targets once in a while.
The Warlord has a Ballistic Skill value of 3. 
2Waaagh!-mongerer
Always found at the forefront of an assault, this Warlord likes to be the first Ork into the fray.
The Warlord, and any unit with the Orks Faction he joins, has the Crusader special rule. 
3Madboy
Whether he has taken too many knocks to the head or has even had a squig brain transplant, this Warlord has uncontrollably violent urges.
The Warlord has the Rage special rule. 
4A Kunnin’ Plan
Though Ork Kommandos are often laughed at for their ’umie tactics, this Warlord has nonetheless picked up a useful trick or two from fighting alongside them.
The Warlord, and any unit with the Orks Faction he joins, has the Outflank special rule. 
5Kallin’ in a Favour
This Warlord has managed to wrangle a piece of shiny gubbinz fresh from Orkimedes’ Mek workshop.
Nominate one weapon carried by your Warlord. That weapon has the Master-crafted special rule. Note, however, that this cannot be applied to any Gifts of Gork or Mork, or any Orkimedes’ Kustom Gubbinz
6Dead ’Ard
This Warlord is so tough that he has survived injuries that would have slain a lesser Ork many times over.
The Warlord has the Feel No Pain special rule. 

Detachments


The Great Waaagh!-band

The Great Waaagh!-band Detachment allows you to field the hordes of Ghazghkull’s Orks on the Warhammer 40,000 battlefield. Whether you wish to represent a Warboss and his chosen mob of hand-picked ladz or a vast tide of greenskin brutes stomping their way across the galaxy, the choices below offer a great way to pick your army.

The Great Waaagh!-band Detachment you can see below can be included in any Ork Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.

Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Great Waaagh!-band Detachment are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Great Waaagh!-band Detachment, that entire Detachment is your Primary Detachment.

Command per Core
0-1
Core
1+
Auxiliary per Core
1-10


 • Ghazghkull Thraka
 • Mad Dok Grotsnik
 • 2 Warbosses
 • 1 Big Mek
 • 1 unit of Nobz
ODDBOYZ

 • 1 Warboss
 • 1 Mek
 • 1 unit of Nobz or Meganobz
 • 6 units of Boyz
 • 1 unit of Gretchin
 • 1 Warboss
 • 1 unit of Nobz
 • 3 units of Boyz
 • 1 Gorkanaut
 • 2 Deff Dreads
 • 1 unit of Killa Kans

 • 3 Dakkajets

 • Boss Zagstruk
 • 3 units of Stormboyz

 • 5 Battlewagons

 • 3 Gorkanauts

 • 3 Dakkajets
 • 1 Burna-bommer
 • 1 Blitza-bommer

RUNTZ
 • 1 unit of Gretchin


SPEED FREEKS
 • 1 unit of Warbikers, Warbuggies or Deffkoptas
 • 3 units of Meganobz

 • Kaptin Badrukk
 • 2 units of Flash Gitz

 • Boss Skinrot
 • 4 units of Kommandos

 • 1 Big Mek
 • 1 Painboy
 • 2 Gorkanauts or Morkanauts (in any combination)
 • 3 Deff Dreads
 • 3 units of Killa Kans


SPESHULISTS

MEKBOYZ’ BIG STUFF

RESTRICTIONS
This Detachment must include at least one Core choice. For each Core choice you must include between 1 and 10 Auxiliary choices (in any combination) and up to one Command choice. Only the datasheets listed here may be included in this Detachment. The Great Waaagh!-band is a Ghazghkull Detachment.

COMMAND BENEFITS
 • Biggest an’ da Best
 • Da Boss iz Watchin’


Da Big Boss: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Traits table.

Da Great Waaagh!: If this Detachment contains your Warlord and he has the Waaagh! special rule, he can call a Waaagh! each and every turn, including the first turn.

Da Green Horde: Every unit with 10 or more models in this Detachment gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit. Note that it does not matter if the unit’s size is reduced below 10 models during its charge (as a result of Overwatch, Dangerous Terrain tests, etc.) so long as it can still successfully make the charge.

Great Waaagh! Detachment

Waaagh! Ghazghkull details a unique Detachment – the Great Waaagh! Detachment – that reflects the fighting style of Ghazghkull Thraka’s horde. This follows all the Detachment rules presented in Warhammer 40,000: The Rules.


RESTRICTIONS
All units in this Detachment (except fortifications) must have the Orks Faction.

COMMAND BENEFITS
 • Biggest an’ da Best
 • Da Boss iz Watchin’


Da Right Boss for da Plan: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Waaagh! Ghazghkull Warlord Traits table).

Tellyporta Strike: Before deployment, roll a D6 for each non-Flyer unit in this Detachment, adding +1 to the result if the unit’s Battlefield Role is Troops. On a result of 6+, that unit has the Deep Strike special rule.

Formations


Air Armada

FORMATION
 • 3 Dakkajets
 • 1 Burna-bommer
 • 1 Blitza-bommer
RESTRICTIONS
One Dakkajet must take a flyboss.
SPECIAL RULES
Airborne Horde: If a Flyer from this Formation leaves combat airspace, it will, when it returns to play, do so with its full complement of Hull Points, and with its starting quota of One Use Only weapons.

Blitz Brigade

FORMATION
 • 5 Battlewagons
RESTRICTIONS
Every Battlewagon in this Formation must be upgraded with either a reinforced ram or a deff rolla.
SPECIAL RULES
 • Biggest an’ da Best
 • Da Boss iz Watchin’

 • Scout


Crush ’em: Any vehicle Rammed by a unit from this Formation suffers a Strength 10 hit – do not calculate the Strength of the Ramming hit as you normally would.

Know Yer Limitz: Infantry units that begin the game embarked upon a Battlewagon from this Formation cannot charge in the first turn if their Battlewagon made a Scout redeployment.

Blitza-bommer Skwadron

FORMATION
 • 3 Blitza-bommers
RESTRICTIONS
None.
SPECIAL RULES
Drop da Bomb: Blitza-bommers in this Formation re-roll failed armour penetration rolls with their boom bombs, and can choose to re-roll glancing hits in an attempt to instead get a penetrating hit, but the second result must be kept.

Boss Snikrot’s Red Skull Kommandos

FORMATION
 • Boss Skinrot
 • 4 units of Kommandos
RESTRICTIONS
None.
SPECIAL RULES
 • Biggest an’ da Best
 • Da Boss iz Watchin’


Sneaky Gitz: Boss Snikrot must join one of the units in this Formation, and the whole Formation must be held back as Reserves. When rolling for Reserves, make a single Reserve Roll for all the units in this Formation. All units in this Formation move on from any table edge when they arrive from Reserves, but they must all enter from the same table edge. No dice roll is required to determine where they enter from; the controlling player chooses. Furthermore, on the turn they arrive, whichever turn it is, any unit in this Formation that does not shoot in the Shooting phase can re-roll its failed cover saves until the start of their next turn.

Strike from da Shadows: All units in this Formation have their Stealth special rule replaced with the Shrouded special rule on the turn they arrive from Reserves, until the start of their next turn.

Burna-bommer Skwadron

FORMATION
 • 3 Burna-bommers
RESTRICTIONS
None.
SPECIAL RULES
Scorch da Earth: Add 1 to the Strength of any burna bombs used by Burna-bommers in this Formation.

Council of Waaagh!

FORMATION
 • Ghazghkull Thraka
 • Mad Dok Grotsnik
 • 2 Warbosses
 • 1 Big Mek
 • 1 unit of Nobz
RESTRICTIONS
The Nobz unit must be equipped with a Waaagh! banner.
SPECIAL RULES
 • Biggest an’ da Best
 • Da Boss iz Watchin’


Banner of da Great Waaagh!: As long as the bearer of the Waaagh! banner is still alive, all models in the same unit have the Fearless special rule and add 1 to the Weapon Skill characteristic on their profile. In addition, all friendly units with the Orks Faction within 12" re-roll failed Morale and Pinning checks.

Boss Mob: All models in this Formation must be deployed as a single unit. Models with the Independent Character special rule cannot choose to leave or join the unit.

Ghazghkull’s Leftenuntz: The Warbosses in the Formation add 1 to the Weapon Skill characteristic on their profile.

Furthermore, at the start of each battle, before deployment, make two rolls on the Waaagh! Ghazghkull Warlord Traits table, re-rolling duplicates, and apply both of the results to Ghazghkull Thraka in addition to his standard Warlord Trait.

Da Vulcha Skwad

FORMATION
 • Boss Zagstruk
 • 3 units of Stormboyz
RESTRICTIONS
None.
SPECIAL RULES
 • Biggest an’ da Best
 • Da Boss iz Watchin’


’Ard ’Itterz: Hammer of Wrath attacks made by any Stormboy models in a unit joined by Boss Zagstruk gain the Shred special rule, as long as he is part of that unit.

Dead on Target… ish: All units from this Formation begin the game in Reserves, and must arrive via Deep Strike. However, units from this Formation only scatter D6" when arriving via Deep Strike.

Vulcha Skwad: During deployment, the controlling player can choose to form Boss Zagstruk and all of the units of Stormboyz in this Formation into a single unit known as Da Vulcha Skwad. Zagstruk cannot leave this unit. Da Vulcha Skwad counts as 3 units for Victory Points purposes if it is completely destroyed.

Dakkajet Skwadron

FORMATION
 • 3 Dakkajets
RESTRICTIONS
None.
SPECIAL RULES
Give ’em Some Dakka: Dakkajets in this Formation have the Tank Hunters special rule if the target of their attack is a Flyer.

Dread Mob

FORMATION
 • 1 Big Mek
 • 1 Painboy
 • 2 Gorkanauts or Morkanauts (in any combination)
 • 3 Deff Dreads
 • 3 units of Killa Kans
RESTRICTIONS
All units of Killa Kans must include three models.
SPECIAL RULES
 • Biggest an’ da Best
 • Da Boss iz Watchin’


’Ere We Go!: If every model in a unit has ’Ere We Go! special rule, the unit can re-roll a single dice when determining its charge range.

Wall of Steel: All models in this Formation with the Hammer of Wrath special rule inflict D3 hits instead of the usual 1.

Ghazghkull’s Bullyboyz

FORMATION
 • 3 units of Meganobz
RESTRICTIONS
All units must include at least 5 models.
SPECIAL RULES
 • Biggest an’ da Best
 • Da Boss iz Watchin’

 • Fear

 • Fearless


Bullyboyz: All models in this Formation add 1 to the Weapon Skill characteristic on their profile.

Goff Killmob

FORMATION
 • 1 Warboss1
 • 1 unit of Nobz
 • 3 units of Boyz
 • 1 Gorkanaut
 • 2 Deff Dreads
 • 1 unit of Killa Kans
RESTRICTIONS
All units of Boyz must have at least 20 models. The unit of Killa Kans must have at least 3 models.

1 Grukk Face-rippa may be taken in place of the Warboss.
SPECIAL RULES
 • Fear

Goff Killboyz: Infantry units in this Formation can re-roll their charge distances.

Gorkanaut Krushin’ Krew

FORMATION
 • 3 Gorkanauts
RESTRICTIONS
None.
SPECIAL RULES
Escalating Rivalry: At the start of each game turn, look up the current game turn number on the following table. All models in this Formation gain the special rules listed on the table.

TurnSpecial Rules
1None. 
2Rage
3Rage, Hatred
4+Rage, Hatred, Shred

Kaptin Badrukk’s Flash Gitz

FORMATION
 • Kaptin Badrukk
 • 2 units of Flash Gitz
RESTRICTIONS
All units of Flash Gitz must have 10 models.
SPECIAL RULES
Kaptin Badrukk’s Flash Gitz: During deployment, the controlling player can choose to form Kaptin Badrukk and all of the units of Flash Gitz in this Formation into a single unit known as Kaptin Badrukk’s Flash Gitz. Badrukk cannot leave this unit. Kaptin Badrukk’s Flash Gitz counts as 3 units for Victory Points purposes if it is completely destroyed.

Kustomized: All snazzguns carried by models in this Formation have the Master-crafted special rule.

Waaagh!-band

FORMATION
 • 1 Warboss
 • 1 Mek
 • 1 unit of Nobz or Meganobz
 • 6 units of Boyz
 • 1 unit of Gretchin
RESTRICTIONS
None.
SPECIAL RULES
Boss of Da Waaagh!: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Orks or Waaagh! Ghazghkull.

Stampede: If the Formation’s Warboss is your Warlord he can use his Waaagh! special rule each and every turn after the first.

The Greenskin Hordes: Every unit with 10 or more models in this Formation gains the Hammer of Wrath special rule in any Assault phase in which it successfully charges an enemy unit and the dice rolled for its charge range is 10 or more (before modifiers). Note that the unit does not need to move the full distance rolled to gain this effect and it does not matter if the unit’s size is reduced below 10 models during its charge (as a result of Overwatch, Dangerous Terrain tests etc.) so long as it can still successfully make the charge.

Green Tide

FORMATION
 • 1 Warboss
 • 10 units of Boyz
RESTRICTIONS
The entire Formation must fight on foot – no Dedicated Transports can be taken as upgrades, and the Warboss cannot be equipped with a Warbike.
SPECIAL RULES
 • Biggest an’ da Best
 • Da Boss iz Watchin’


Green Tide: All of the units of Boyz and the Warboss form a single unit known as the Green Tide. The Warboss cannot leave this unit. The Green Tide counts as 11 units for Victory Points purposes if it is completely destroyed. If the Green Tide ever rolls a Breaking Heads or Squabble result on the Mob Rule table, any resulting hits are allocated by the Formation’s controlling player.

Stampede: If the Formation’s Warboss is your Warlord he can use his Waaagh! special rule each and every turn after the first.

Waaagh! Horde: Models in the Green Tide gain the Hammer of Wrath special rule in any Assault phase in which they successfully charge an enemy unit and the dice rolled for their charge range is 10 or more (before modifiers). Note that the unit does not need to move the full distance rolled to gain this effect.

Orkimedes’ Kustom Gubbinz

Orkimedes’ Kustom Gubbinz are unique and incredible pieces of technowotnotz that have been forged or heavily kustomised by Ghazghkull’s ingenious Mekboss, Orkimedes. Only one of each of the following Kustom Gubbinz can be chosen per army – there is only one of each of these items in the entire galaxy!

Any units from a Detachment or Formation presented in this book that can select Gifts of Gork and Mork can select an item from Orkimedes’ Kustom Gubbinz, presented below, at the points costs shown, in addition to the Gifts of Gork and Mork from Codex: Orks.

Choppa of da Ragnarok 20 pts
Big Bosspole 20 pts
Kill-dakka 30 pts
Da Killa Klaw 40 pts
Da Supa-Cybork 50 pts
Mega Force Field 75 pts

Big Bosspole

Named after the Big Boss himself, legend states that this enormous bosspole originally belonged to Ghazghkull Thraka during his wars to unite the Ork tribes on Urk. The story goes on to say that the bosspole was snapped off Ghazghkull’s armour whilst he fought an enormous Greater Daemon during his conquest of the space hulk, Wurld Killa. Though Ghazghkull later had a new trophy pole made as a mount for the skull of the Daemon he had slain, his original bosspole was recovered by some wily grot and has since been sold on to numerous owners over the years, each time for an exorbitant cost in teef. Whether or not the current owner does indeed possess Ghazghkull’s original bosspole or merely some dodgy knock-off copy, as long as his Boyz believe it to be the genuine article, it makes little difference – its inspirational effect is all that matters.
Any unit with the Orks Faction joined by the bearer of the Big Bosspole has the Fearless special rule.

Choppa of da Ragnarok

It is said that this choppa embodies everything it means to be an Ork – the more it fights, the stronger and meaner it becomes. The greenskins hold to the belief that, by the time of the Ragnarork, this mighty weapon will have absorbed enough Waaagh! energy to split a mountain in half with a single blow.

Range S AP Type
- +2 5 Melee, Grand Destiny, Two-handed

Grand Destiny: At the end of any Assault phase in which the bearer of the Choppa of da Ragnarork inflicted one or more casualties, the weapon’s Strength modifier is increased by 1 and its AP value is lowered by 1. These effects are cumulative and last for the rest of the battle (but cannot be made better than AP1).

Da Killa Klaw

Orkimedes fashioned this fearsome weapon from the blades of a Soul Grinder of Khorne. Thanks to its reputation for being dead killy, the baleful crimson glow emitted by da Killa Klaw has yet to discourage any Orks from donning the fabled gauntlet.

Range S AP Type
- x2 2 Melee, Dead Killy, Specialist Weapon, Unwieldy

Dead Killy: The controlling player can choose to exchange all of the wielder’s close combat Attacks for a single Attack with the Instant Death special rule.

Da Supa-Cybork

Beneath this Ork’s skin exists a marvel of bio-engineering. This perfect storm of technical and medical know-how came about from the only known instance of Orkimedes and Grotsnik working together (during one of the Mad Dok’s rare periods of lucidity). In an operation that should have killed the procedure’s unfortunate recipient more than a dozen times over, sheets of armour were crudely inserted beneath the Ork’s skin. When he came about, the traumatised greenskin soon discovered that his new internal armour made him much tougher and that he could carry weapons that even the largest Meganob would struggle to lift. The name of the Ork is not known, for he does not remember anything from before he was ‘volunteered’ for the pioneering operation. Ever since his apotheosis, he has simply been known as da Supa-Cybork.
Da Supa-Cybork confers the Feel no Pain (5+), Eternal Warrior and Relentless special rules.

Kill-dakka

It has been Orkimedes’ lifelong dream to create the perfect weapon, and he believes that Kill-dakka may yet hold the key. There is always a long list of volunteers willing to fieldtest Kill-dakka for Orkimedes. Even though the Orks have no idea what form of killy-death the weapon has been modified to fire, they know it will be loud, flashy and spectacularly violent.
Kill-dakka is a ranged weapon with a profile that is randomly generated before deployment at the start of each battle. Roll a D6 and consult the chart below to see what effects Kill-dakka has for the duration of the battle:

D6 Effect Range S AP Type
1 Heavy 24" 7 4 Heavy (D3+1)
2 Burny Template 5 4 Assault 1
3 Shooty 24" 6 4 Assault 3
4 Zappy 24" 2D6 2 Assault 1, Zzap
5 Blasty 24" 6 5 Assault 1, Blast
6 Bubbly 24" * * Assault 1, Large Blast


* Roll a D6 each Shooting phase to determine the Strength and AP value, after the target unit has been chosen. For example, if you rolled a 3, the shot would be resolved at Strength 3 AP3.

Mega Force Field

This force field was repurposed from the only salvageable pieces of the incredibly potent shield network that protected Wurld Killa as it crash-landed on Armageddon.
Big Mek only. The bearer, and all models within 6", receive a 4+ invulnerable save against shooting attacks. If the bearer is embarked in a vehicle, then the vehicle receives a 4+ invulnerable save against shooting attacks instead.

Altar of War: Waaagh! Ghazghkull Missions

It is very straightforward to use an Altar of War mission – it only requires a handful of minor modifications to the rules for Preparing for Battle. These changes are explained in detail here, but they boil down to: roll-off if you want to use an Altar of War mission; if you win, you can roll on an Altar of War mission table (opposite) instead of the Eternal War mission table. And that’s it!



1-2
ALTAR OF WAR

Might Makes Right

The axiom ‘might makes right’ is an integral part of Ork culture. The biggest, meanest and ’ardest Orks invariably rise to positions of authority by no other virtue than their ability to deliver a savage beating to anyone smaller than them, or rivals who get in their way. In order to maintain their position in the chain of command, Nobs and Warbosses alike must constantly strive to prove their superiority to the Orks that follow them, lest any of their underlings start developing ambitions to usurp them and rise from the ranks. The most effective way of doing so is to defeat the champions of an enemy army in a good, old-fashioned bust-up.
THE ARMIES
Select armies as described in the Choosing Your Army section. The Waaagh! Ghazghkull player’s Warlord must have the Orks Faction.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game, count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed. Furthermore, both players earn additional Victory Points as follows:

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord*.

* Players do not achieve this Secondary Objective if they killed the enemy Warlord in a challenge.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Boss Fights: All characters and Independent Characters with the Orks Faction must always issue and accept a challenge whenever possible. If you have several models in a combat with a special rule to this effect, you can choose which model issues or accepts the challenge.

3-4
ALTAR OF WAR

Waaagh!

When the Orks of Waaagh! Ghazghkull encounter an enemy force deployed in a desperate attempt to stymie their advance, only one solution traditionally presents itself to any self-respecting greenskin – charge! Though this is by no means always the most effective solution, as such a gung-ho approach often leads to heavy casualties, it is nonetheless something of a staple Ork tactic. After all, if the first wave of Orks is wiped out, there are always plenty more ready and willing to have their turn. Ghazghkull himself will often lead these reckless charges, despite his mastery of more subtle tactics, if only to remind his fellow Goffs that he may well be the Prophet of Gork and Mork, but he still knows how to fight like a true Ork!
THE ARMIES
Select armies as described in the Choosing Your Army section. The Waaagh! Ghazghkull player’s Warlord must have the Orks Faction.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

Objective Markers
After setting up the terrain, the enemy player places 3 Objective Markers anywhere within his deployment zone. No objective can be placed within 6" of any battlefield edge or 12" of another objective.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Sustained Attack: Each time a unit of Ork Boyz from the Waaagh! Ghazghkull player’s army is completely destroyed, remove it from play and place it into Ongoing Reserves, where it will be available to return to the battle at the start of the enemy player’s next turn. These units enter play from any point along the Waaagh! Ghazghkull player’s table edge, as depicted on the deployment map.

5-6
ALTAR OF WAR

A Kunnin’ Plan

Of all the greenskins that the Imperium has fought over the millennia, Ghazghkull has proven to be the deadliest of all. His threat to Mankind is not merely physical, though he has proven to be nigh unstoppable in combat – his tactical genius is undoubtedly his greatest weapon, and may yet prove to be the downfall of the Imperium of Man. The combination of Ghazghkull’s visionary strategies and Orkimedes’ technical innovations have lent the greenskins of the Great Waaagh! an edge that those seeking to stop them have learnt to fear – tellyporta strikes. Many times, Ghazghkull has lured an enemy into attacking a seemingly vulnerable Ork warband, only to tellyport overwhelming numbers into the fray as the battle unfolds, turning the tide enormously in favour of the greenkins.
THE ARMIES
Select armies as described in the Choosing Your Army section. The Waaagh! Ghazghkull player’s Warlord must have the Orks Faction.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain.

Objective Markers
After setting up the terrain, the players take it in turns to place a total of 3 Objective Markers anywhere on the battlefield. No objective can be placed within 6" of any battlefield edge or 12" of another objective.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Tellyporta Strike: Before Deployment, the Waaagh! Ghazghkull player rolls a D6 for each unit with the Orks Faction in their army, adding +1 to the result if the unit’s Battlefield role is Troops. On a result of 6+, that unit has the Deep Strike special rule. If the Waaagh! Ghazghkull player’s army includes The Great Waaagh!-band Detachment, all units from that Detachment receive a further +1 modifier to this dice roll.

Echoes of War: Waaagh! Ghazghkull Missions

Here you will find a selection of Echoes of War missions inspired by the battles fought by Waaagh! Ghazghkull. The Armies section of each of these missions provides guidance on the forces present so that you can replay the pivotal events using the armies and characters described in this book. Many of the Echoes of War missions include a map that depicts the battlefield on which the conflicts were fought.

For those with a mind to historical accuracy, you’ll notice certain restrictions and rules that we use to replicate the conditions of the battle in question. However, whilst the Echoes of War missions have been inspired by specific events, with a little imagination they can easily be repurposed to recreate battles of your own invention. If you choose to go down this route, you can modify these missions so that they can be fought using any combination of forces and terrain in your collection.



№1
ECHOES OF WAR

Uniting the Clans

One of Ghazghkull’s first tasks as the self-styled Prophet of Gork and Mork was to unite the disparate Ork tribes of Urk under his leadership; only then could he set forth to drown the galaxy beneath a sea of greenskins as the visions promised. He met with much success at first, and soon huge swathes of Urk, and the clans that dwelled there, were his to command. It was only when Ghazghkull’s budding empire expanded into the lands of the canny Warboss Snazzdakka that he first met his match. Snazzdakka’s wealthy Bad Moon clan had a large fleet of ramshackle vehicles at their disposal, enabling them to outmanoeuvre Ghazghkull’s hordes – largely comprising footslogging Goffs – at every turn. In order to defeat Snazzdakka and win the allegiance of the Bad Moons, Ghazghkull would have to use all of his kunnin’ if he was to succeed, setting a local shanty town ablaze to cover his advance beneath the pall of smoke.
THE ARMIES
Select armies as described in the Choosing Your Army section. Both armies may only include units with the Orks Faction and fortifications. The Waaagh! Ghazghkull player must include Ghazghkull Thraka in his army to be his Warlord. The Waaagh! Ghazghkull player can include no more than three Ork vehicles of any kind in his army.

The enemy player must include an Ork Warboss in his army to be his Warlord (representing Snazzdakka). The enemy player must include at least five Ork vehicles with one or more of the following unit types: Fast, Transport, Flyer. In addition, he may upgrade each of his vehicles with options worth up to 25 points for free; any additional options that he chooses to take must be paid for as normal.

THE BATTLEFIELD
Set up terrain using the deployment map opposite.

DEPLOYMENT
Before any models are deployed, the enemy player should roll to determine his Warlord Trait.

The Waaagh! Ghazghkull player deploys first, placing all of his units in the deployment zone depicted on the map. The enemy player then deploys his units anywhere in his deployment zone.

FIRST TURN
The Waaagh! Ghazghkull player has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. However, for each enemy vehicle that he completely destroys, the Waaagh! Ghazghkull player receives 2 Victory Points instead. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord*.

* If Ghazghkull slays Snazzdakka in a challenge, or Snazzdakka slays Ghazghkull in a challenge, the game ends immediately. The controlling player of the victorious Warlord wins the game automatically.

MISSION SPECIAL RULES
Reserves.

Ghazghkull’s Goff Horde: Each time a unit of Boyz belonging to the Waaagh! Ghazghkull player is completely destroyed, remove it from play and place it into Ongoing Reserves, where it will be available to return to the battle at the start of the Waaagh! Ghazghkull player’s next turn. These units enter play from any point along the Waaagh! Ghazghkull player’s table edge, as depicted on the deployment map.

Smoke Screen: The rules for Night Fighting are in effect for the entire battle.

№2
ECHOES OF WAR

The Second War for Armageddon – The Fall of Hive Volcanus

Waaagh! Ghazghkull has descended on Armageddon in full force. The planet’s hapless defenders are no match for the unstoppable tide of greenskins, and the battle-hungry Orks swarm all across the planet, destroying everything in their path. Ghazghkull himself oversees the assault on Hive Volcanus, and after his bold claim that the towering city will fall within two days, forms a kunnin’ strategy that he is confident will secure a swift and brutal victory.
THE ARMIES
Select armies as described in the Choosing Your Army section. The Waaagh! Ghazghkull player’s army may only include units with the Orks Faction and fortifications. The enemy player’s army may only include units with the Astra Militarum Faction and fortifications.

The Waaagh! Ghazghkull player must include a Blitz Brigade Formation in his army. In addition to his army, the Waaagh! Ghazghkull player should ensure that he has some spare Boyz or Burna Boyz as well as a Trukk or two for potential reinforcements (see the Anuva’ Wave special rule below). The enemy player can place a Wall of Martyrs Imperial Defence Network anywhere within his deployment zone. He does not pay any points for this Fortification Network, and it does not take up a slot on any Detachment’s Force Organisation Chart.

THE BATTLEFIELD
Set up terrain using the deployment map opposite.

Objective Markers
After setting up the terrain, the enemy player places 3 Objective Markers anywhere within his deployment zone. No objective can be placed within 6" of any battlefield edge or 12" of another objective.

DEPLOYMENT
Before any models are deployed, the players should roll to determine their Warlord Traits. The enemy player deploys first, placing all of his units in the deployment zone depicted on the map. The Waaagh! Ghazghkull player then deploys his units anywhere in his deployment zone.

FIRST TURN
The Waaagh! Ghazghkull player has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Anuva’ Wave: Each time a Battlewagon from a Blitz Brigade Formation is completely destroyed, the Waaagh! Ghazghkull player can add a unit of 10-12 Boyz, or Burna Boyz, in a Trukk to Ongoing Reserves. This unit will arrive at the beginning of the Waaagh! Ghazghkull player’s next turn from any point along his table edge, as depicted on the deployment map.

№3
ECHOES OF WAR

War on Piscina IV

In preparation for his return to Armageddon, Ghazghkull instigates a short but brutal conflict on the mining world of Piscina IV to field test Orkimedes’ tellyporta technology. Joining forces with the feared Bad Moon Warlord, Nazdreg, Ghazghkull sends forth his newest ally on a number of devastating raids on the planet’s surface. It is not long before the Imperium’s retaliation arrives in the form of the mighty Dark Angels Chapter, who have long been interested in the planet as a potential recruitment world. Unbowed by the presence of the Angels of Death, Ghazghkull unleashes Nazdreg’s forces once more, aimed this time at the very heart of the Dark Angels’ power base on the planet – an ancient fortress that the Chapter utilises as their command centre on Piscina IV.
THE ARMIES
Select armies as described in the Choosing Your Army section. The Waaagh! Ghazghkull player must include a Stompa in their army, and may only include units with the Orks Faction in their army. As Nazdreg commands the Stompa personally, this model is the Waaagh! Ghazghkull player’s Warlord.

The enemy player’s army may only include units with the Dark Angels Faction and fortifications. The enemy player must place a Fortress of Redemption anywhere on the table as one of the free fortifications he is allowed to set up (see below).

THE BATTLEFIELD
The enemy player can place any number of fortifications anywhere on the table. He does not pay any points for these fortifications, and none start the game dilapidated. All buildings start the games claimed by the enemy player. Once all fortifications have been placed, the enemy player can then set up any other terrain on the table in a manner of his choosing.

Objective Markers
After setting up the terrain, the enemy player must place three Objective Markers anywhere on the battlefield.

DEPLOYMENT
Before any models are deployed, the enemy player should roll to determine his Warlord Trait. The Waaagh! Ghazghkull player’s Warlord automatically has the Supa-Shootist Warlord Trait. Both players then select their Planetstrike Stratagems. Each player has 4 Stratagem Points.

The enemy player deploys his force anywhere on the battlefield. He can, however, deploy any number of units in Reserve, but must, whenever possible, deploy at least one unit for each building or gun emplacement that he placed on the battlefield. Each part of a multiple-part building counts as a separate building. All of the Waaagh! Ghazghkull player’s units start the game in Reserve.

FIRST TURN
The Waaagh! Ghazghkull player has the first turn.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objective
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Slay the Warlord*.

* If Nazdreg’s Stompa is destroyed, the enemy player scores 5 Victory Points for achieving this Secondary Objective.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Planetstrike: This mission also uses the following special rules from the Planetstrike rules: Firestorm*, Planetary Assault, Shock Tactics, Scramble!.

* The Waaagh! Ghazghkull player rolls a D6 and adds the number of buildings and gun emplacements that are on the table to the result. Each part of a multiple-part building counts as a separate building. The total is the number of Firestorm Attacks that the Waaagh! Ghazghkull player makes.

Tellyporta Testing: All units with the Orks Faction that do not already have the Deep Strike special rule, gain the Deep Strike special rule, including Nazdreg’s Stompa. These units cannot charge on the same turn they arrive.

№4
ECHOES OF WAR

The Third War For Armageddon – The Battle of Ghattana Bay

Ghazghkull’s return to Armageddon sees the world erupt once more into total war. Heroes rise and fall on both sides and some of the fiercest fighting seen in many centuries draws forces from no fewer than twenty-four Space Marine Chapters to the planet’s surface, including such luminaries as the Space Wolves, White Scars, Salamanders, Blood Angels and Black Templars. Amid the dense pipe networks and relays of the water processing plant of Ghattana Bay, a massed assault of Ghazghkull’s armoured walkers is only blunted by the combined efforts of Space Marine Dreadnoughts drawn from many different Chapters. The ground shakes as dozens of deadly fighting machines duel for supremacy amid the ruins of the vast Ghattana Bay complex.
THE ARMIES
Select armies as described in the Choosing Your Army section. The Waaagh! Ghazghkull player’s army may only include units with the Orks Faction and fortifications. The enemy player’s army may only include units with the Blood Angels, Space Marines and Space Wolves Factions and fortifications.

The Waaagh! Ghazghkull player must include a Dread Mob Formation in their Primary Detachment. The enemy player must include a minimum of five Walkers in their Primary Detachment. However, any Walkers selected by either player do not use up any slots on their Detachment’s Force Organisation Chart. Furthermore, instead of taking an Allied Detachment, the enemy player can include any Walkers in any combination from whichever two Factions he didn’t choose for his Warlord. For example, the enemy player could choose a Warlord with the Blood Angels Faction, but could include any Walkers with the Space Marines and Space Wolves Factions in their army.

THE BATTLEFIELD
Set up terrain using the deployment map opposite. To represent the cramped conditions in the Ghattana Bay complex, you should use lots of terrain.

DEPLOYMENT
Players should first roll for Warlord Traits and then deploy their armies.

FIRST TURN
The player that deployed first has the first turn unless their opponent can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each player receives 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Falling Back at the end of the game, and units that are not on the board at the end of the game count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed. Furthermore, both players can earn additional Victory Points as follows:
  • Every time you completely destroy an enemy Walker with 3 or 4 Hull Points on its profile, you instead score 2 Victory Points.
  • Every time you completely destroy an enemy Walker with 5 or more Hull Points on its profile, you instead score 3 Victory Points.
Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Dread Aces: All Walkers gain the character unit type, and one of your Walkers can be nominated as your Warlord. Furthermore, each time one of your Walkers completely destroys an enemy Walker in a challenge, roll on the table below to discover what perk or special rule your Walker gains. Any characteristic modifiers are cumulative; if you generate a special rule your Walker has gained earlier in the battle, you can choose a result on the table instead.

D6Result
1Counter-attack 
2+1 Attack 
3+1 WS/+1 BS (controlling player’s choice) 
4Preferred Enemy (Walkers
5Armourbane (Melee weapons only) 
6Tank Hunters 


№5
ECHOES OF WAR

The Green Beast and the Leviathan

Hive Fleet Leviathan has come to Octarius. Almost any world in the galaxy would have succumbed to the voracious Tyranids by now, but not so the Orks; the greenskins welcomed the arrival of such an invasion as a gift from Gork (or possibly Mork) himself, and have been reveling in the mutual carnage ever since. Yet just when a final wave of Tyranids looks set to finally sweep away the last of the Ork resistance, a series of flashes erupt from within the endless sea of claw and chitin – Waaagh! Ghazghkull has arrived, and they want in on the action!
THE ARMIES
Select armies as described in the Choosing Your Army section. The Waaagh! Ghazghkull player must include Ghazghkull Thraka in his army to be his Warlord, and may only include units with the Orks Faction and fortifications in his army. The enemy player must include a Mawloc in his army to be his Warlord (see the Queen Beast special rule below), and may only include units with the Tyranids Faction and fortifications in his army.

THE BATTLEFIELD
Set up terrain using the deployment map opposite.

Objective Markers
After setting up the terrain, the Waaagh! Ghazghkull player places 3 Objective Markers anywhere within his deployment zone. No objective can be placed within 6" of any battlefield edge or 12" of another objective.

DEPLOYMENT
Before any models are deployed, the enemy player should roll to determine his Warlord Traits.

The Waaagh! Ghazghkull player deploys first, placing half of his units (rounding up) in the deployment zone depicted on the map. Ghazghkull and any remaining units begin the game in Reserve. The enemy player then deploys his units anywhere in his deployment zone.

FIRST TURN
The enemy player has the first turn unless the Waaagh! Ghazghkull player can Seize the Initiative.

GAME LENGTH
The mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.

Primary Objectives
At the end of the game, each Objective Marker is worth 3 Victory Points to the player that controls it.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord*.

* In this mission, the Slay the Warlord Secondary Objective is worth 3 Victory Points. If your Warlord slays the enemy Warlord in a challenge, you instead score 5 Victory Points.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Endless Hordes: Each time a brood of Termagants, Hormagaunts or Gargoyles is completely destroyed, remove it from play and place it into Ongoing Reserves, where it will be available to return to the battle at the start of the enemy player’s next turn. These units enter play from any point along the enemy player’s table edge, as depicted on the deployment map.

Queen Beast: The enemy Warlord has the It Will Not Die and Rampage special rules. Furthermore, the Warlord’s Terror from the Deep attacks have the Instant Death special rule.

Tellyporta Reinforcements: All non-Flyer units with the Orks Faction in the Waaagh! Ghazghkull player’s army that begin the game in Reserve gain the Deep Strike rule and must deploy via Deep Strike on the turn they arrive from Reserve.