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Missions

The following missions illustrate the different sorts of strategies used by Orks, and they will provide new tests of your tactical ability as a commander.

Sanctus Reach: The Red Waaagh! Campaign

This section includes several Warhammer 40,000 missions inspired by the pivotal battles of the Red Waaagh! These missions will provide players with new ways to use their armies and a wealth of new tactical options to master.
There are several ways in which you can use the Red Waaagh! missions. The most straightforward is to select the mission for a battle you are excited about from the campaign guide, and use the mission to recreate the battle on your tabletop! The Armies section of each scenario provides guidance on the forces present, while the mission’s special rules will ensure that all of the most important elements of the original battle will be recreated.

Another way to use these missions is to fight a campaign by playing through the scenarios sequentially. If you do so, then one player should command the forces of the Orks in all of the battles, while their opponent commands the opposing side. Keep a note of each player’s wins and losses, and the winner of the campaign is the player with the highest number of victories once all of the missions have been completed. In a campaign, the winner of a named mission is granted a bonus when playing the next mission, as noted below. In the case of a draw, neither side gains a bonus in the next game.

Finally, it is worth noting that you can use the missions using different armies from those that took part in the actual battle. With a little imagination and some minor modifications on your part, you can easily use them to fight battles with any combination of forces and terrain you have in your collection.

The Red Waaagh! Campaign Chart

This section includes several Warhammer 40,000 missions inspired by the pivotal battles of the Red Waaagh! You can play through these missions in sequence to fight a thrilling campaign. If you do so, the victor of each mission will receive a bonus in the next mission of the campaign, as detailed on these pages. If a game is a draw, neither player receives a bonus in the next mission.


№1
ECHOES OF WAR

The Red Waaagh! Descends

The Red Waaagh! has come to Alaric Prime as rust-ships filled with battle-hungry Orks descend from orbit on trails of fire, the greenskins eager to make planetfall and get stuck into the fight. Across the planet a network of fortified strongholds have been reinforced and garrisoned by the brave Imperial Guardsmen of Cadia. They stand as Alaric Prime’s first line of defence, ready to greet the Ork invaders with simple heroism and a deadly storm of firepower.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Ork player’s army may only include units with the Orks Faction. They are the Attacker in this mission. The Imperial player’s Warlord must have the Astra Militarum Faction, and their army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications. They are the Defender in this mission.
This deployment map shows the fortifications garrisoned by the Cadian 1322nd in the Helltor Valley and is typical of the defensive sites used to protect Alaric Prime from the Red Waaagh!’s planetary attack.

If you wish to recreate this particular battlefield, place fortifications and terrain on the table as shown in the map.

THE BATTLEFIELD
The Imperial player can place up to eight fortifications anywhere on the table that is more than 6" from the centre of the table. They do not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Imperial player. Once all fortifications have been placed, the Imperial player can then set up any other terrain on the table in a manner of his choosing, but may not place any terrain within 6" of the centre of the table.

Objective Markers
After terrain has been set up, the Imperial player must place an Objective Marker on the centre of the table.

DEPLOYMENT
The players must first determine their Warlord Traits and stratagems. Each player has 4 Stratagem Points.

The Ork player selects any one table edge to be his. The Imperial player’s table edge is the one opposite the Ork player’s.

The Imperial player deploys his force anywhere on the battlefield. All of the Ork player’s units start the game in Reserve (see the Mission Reserves rule, below).
Designer’s Note – Planetstrike
This mission is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this site.

FIRST TURN
The Ork player has the first turn.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objective
At the end of the game, the player who controls the Objective Marker scores 5 Victory Points.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the Ork player’s units start the game in Reserve.
  • The Imperial player can place any number of his 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 section of a multiple-part building counts as a separate building.

Target Secured: An Ork Player’s scoring unit will control an Objective Marker even if an enemy scoring unit is also within range of the same Objective Marker.

* The Ork player rolls a D3 and adds the number of buildings that are on the table to the result. Each section of a multiple-part building counts as a separate building. The total is the number of Firestorm Attacks that the Ork player makes.

№2
ECHOES OF WAR

The Knights Strike Back

The Red Waaagh! has smashed into Alaric Prime and dealt the Imperial Guard defenders a reeling blow. The Knights of three noble houses, keen to begin the hunt, launch a devastating counter-attack against the greenskin horde. The Knights hope to drive the Orks from their world in a single glorious charge, but if their momentum falters, they could find themselves cut off and surrounded.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Ork player’s army may only include units with the Orks Faction and fortifications. The Imperial player’s Warlord must have the Astra Militarum Faction, and his army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications.
This deployment map shows a broad stretch of battlefield between the Astra Militarum’s lines and the Orks’ rust-ships.

If you wish to recreate this particular battlefield, place terrain on the table as shown in the map.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in Warhammer 40,000: The Rules.

DEPLOYMENT
The players must first determine their Warlord Traits.

The Imperial player deploys first, using the rules from Warhammer 40,000: The Rules and the deployment map opposite. Any unit that cannot be deployed on the table starts the game in Reserve.

The Ork player then splits his force into two groups, with as close to half the total number of units in each group as possible. He then selects one of the groups; all units in this group are deployed using the rules from Warhammer 40,000: The Rules and the deployment map opposite (any unit that cannot be deployed starts the game in Reserve). All units in the other group are placed in Reserve (see the Mission Reserves rule, below).

FIRST TURN
The Imperial player goes first unless the Ork player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of the game, the Imperial player scores 1 Victory Point for each of his units that is in the Ork player’s deployment zone, and 6 Victory Points if at least 3 of his units have exited the table (see the Break Through special rule, below). The Imperial player does not score Victory Points for units that are Immobilised or Falling Back.

At the end of the game, the Ork player scores 1 Victory Point for each enemy unit that has been completely destroyed. Units that are Immobilised or Falling Back at the end of the game, and units that are not on the board at the end of the game (excluding those that have exited the table using the Break Through special rule, below), count as destroyed for the purposes of this mission. Remember that Independent Characters and Dedicated Transports are individual units and will award Victory Points if they are destroyed.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Night Fighting, Reserves.

Break Through: In this mission, the Imperial player can move his units off the table from the Ork player’s table edge. Units that are moved off the table in this manner take no further part in the game, but may award the Imperial player Victory Points (see Victory Conditions, above).

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the units in the Ork player’s second group must start the game in Reserve (see Deployment, above).

Over-extended: None of the Imperial player’s units can use the Outflank special rule in this mission. Outflanking units that arrive from Reserves must move onto the table from the Imperial player’s board edge instead.

Surrounded: All of the Ork player’s units that start the game in Reserve have the Outflank special rule. If one of the Ork player’s units already has the Outflank special rule, the Ork player can re-roll the dice roll to determine which table edge that unit moves onto when it arrives from Reserve.

№3
ECHOES OF WAR

The Fall of House Kestren

Though many noble warriors fell, a handful of Knights tore through the greenskin lines to threaten the Ork flagship, Wrath of Gork. As the Knights approach, the rust-ship’s cargo ramp slams down and Warboss Grukk, commanding his personal Stompa, clanks down to meet the would-be heroes. With an enemy war machine to their fore and a pursuing mob of Orks to their rear, the last surviving Knights prepare to fight for their very lives.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player’s Warlord must have the Imperial Knights Faction, and his army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications. The Ork player’s army may only include units with the Orks Faction and fortifications, and must include the following units:
Grukk Face-rippa. Grukk must be the Ork player’s Warlord.
Stompa (Grukk’s Stompa).

THE BATTLEFIELD
Use the deployment map included with this mission. Do not set up fortifications in the Ork player’s deployment zone, but otherwise set up terrain as described in Warhammer 40,000: The Rules.
This deployment map shows a large hill just outside the Ork flagship, Wrath of Gork.

If you wish to recreate this particular battlefield, place terrain on the table as shown in the map.

DEPLOYMENT
The Imperial player deploys first, using the rules from Warhammer 40,000: The Rules and the deployment map, opposite.

The Ork player then deploys his Stompa using the deployment map on the following page. All of the Ork player’s other units are placed in Reserve (see the Mission Reserves rule, below).

FIRST TURN
The Ork player has the first turn.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of each game turn, the Ork player scores 1 Victory Point if his Stompa has not been destroyed.

At the end of the game, each player scores 1 Victory Point for each enemy unit that has been completely destroyed. Units that are not on the board at the end of the game (excluding the Ork player’s Warlord – see the Warlord Unleashed special rule below) 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.

At the end of the game, the Imperial player scores 3 additional Victory Points if the Stompa has been destroyed.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Night Fighting.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:

Surrounded: All of the Ork player’s units that start the game in Reserve have the Outflank special rule. If one of the Ork player’s units already has the Outflank special rule, the Ork player can re-roll the dice roll to determine which table edge that unit moves onto when it arrives from Reserve.

The Warlord Unleashed: The Ork player does not make Reserve Rolls for Grukk. Instead, if his Stompa is destroyed, the Ork player places Grukk on the table at the end of the current player’s turn. Grukk can be placed anywhere within 12" of the spot where the Stompa was destroyed (measure from the hole of the blast marker that was used to resolve the Stompa’s Catastrophic Damage).

№4
ECHOES OF WAR

Enter the Steel Host

Grukk’s Stompa has been vanquished, but only at a horrendous cost in Imperial war machines and lives. Now a trio of surviving Knights must attempt to reach friendly lines, but their escape route is blocked by a tide of angry Orks. Things look desperate indeed until help arrives in the form of the Steel Host, a Cadian armoured company bristling with firepower and ready for battle.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Ork player’s army may only include units with the Orks Faction and fortifications. The Imperial player’s Warlord must have the Astra Militarum Faction. The Imperial player’s army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications, and must include the following:
This deployment map shows a stretch of battlefield between the Ork flagship and the Cadian battle-lines.

If you wish to recreate this particular battlefield, place terrain on the table as shown in the map.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in Warhammer 40,000: The Rules.

DEPLOYMENT
The players must first determine their Warlord Traits.

Then the Imperial player deploys his Knight Survivors in their deployment zone. The Imperial player’s remaining units are placed in Reserve (see the Mission Reserves rule, below).

The Ork player must then split his force into two groups, with as close to half the total number of units in each group as possible. He then selects one of the groups; all units from this group are deployed using the rules from Warhammer 40,000: The Rules and the deployment map opposite (any units in this group that cannot be deployed on the table are placed in Reserve).

All units in the Ork player’s other group are placed in Reserve (see the Mission Reserves rule, below).

FIRST TURN
The Imperial player has the first turn.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of the game, the Imperial player scores 1 Victory Point for each of his Knight Survivors that is within 12" of his table edge, and D3 Victory Points for each of his Knight Survivors that has exited the table via his table edge (see the Flight to Sanctuary special rule, below).

At the end of the game, the Ork player scores 1 Victory Point for each Knight Survivor that has not exited the table and is not within 12" of the Imperial player’s table edge, and D3 Victory points for each Knight Survivor that is completely destroyed. Knight Survivors that are not on the board (excluding those that have exited the table – see the Flight to Sanctuary special rule, below) at the end of the game count as destroyed for the purposes of this mission.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Night Fighting.

Dogged but Defiant: The Knight Survivors have the It Will Not Die! special rule.

Flight to Sanctuary: In this mission, the Knight Survivors can move off the table from the Imperial player’s table edge. Units that are moved off the table in this manner take no further part in the game, but award the Imperial player Victory Points (see Victory Conditions, above).

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • Instead of making Reserve Rolls from the start of his second turn, the Imperial player makes Reserve Rolls from the start of his first turn.
  • With the exception of the Knight Survivors, all of the Imperial player’s units start the game in Reserve.
  • All of the units in the Ork player’s second group start the game in Reserve (see Deployment, above).


№5
ECHOES OF WAR

The River Runs Red

The onslaught continues and the Imperial Guard have fallen back to the fortifications guarding Boiling River’s main bridge-crossing. If they can hold the Orks here – a bottleneck where the xenos cannot bring their numbers to bear and where artillery can rain fire upon their close-packed ranks – they may yet buy time to organise an ordered withdrawal. However, the Orks have plenty of Weirdboyz and don’t plan to cross the bridge by conventional means…
THE ARMIES
This deployment map shows the main bridge-crossing and defensive fortifications that stand sentinel over Boiling River.

If you wish to recreate this particular battlefield, place fortifications and terrain on the table as shown in the map. Note that you will require a river to span the width of your gaming table, and a bridge to cross it.
Choose armies as described in Warhammer 40,000: The Rules. The Ork player is the Attacker in this mission. Their army may only include units with the Orks Faction, and they must choose a Primary Detachment that includes the following units:
The Imperial player is the Defender in this mission. Their army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications. They must choose a Primary Detachment that includes the following units:

THE BATTLEFIELD
Use the deployment map included with this mission. The Imperial player places up to four fortifications anywhere in his table half. He does not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Imperial player. He then sets up terrain in any manner he chooses, but access to the bridge must not be blocked.

DEPLOYMENT
The players must first determine their Warlord Traits and stratagems. Each player has 2 Stratagem Points. Then, the Ork player splits his force into two groups, with as close to half the total number of units in each group as possible. The Ork player deploys all units in the group containing his Warlord using the deployment map opposite. All units in the Ork player’s other group are placed in Reserve (see the Mission Reserves rule). The Imperial player then deploys his force using the deployment map opposite.

Designer’s Note – Planetstrike
This mission is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this site.
FIRST TURN
The Ork player has the first turn.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objective
At the end of the game, each player scores 1 Victory Point for each of their scoring units that is in the Imperial player’s table half.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Night Fighting, Shock Tactics

* The Ork player rolls a D3 and adds the number of buildings that are on the table to the result. Multiple-part buildings count as several separate buildings. The total is the number of Firestorm Attacks that the Ork player makes.

Boiling River: The river is dangerous terrain. Models that enter, leave or move within the river fail their Dangerous Terrain test on the result of a 1, 2 or 3. Any vehicle Immobilised within the river is automatically Wrecked.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the units in the Ork player’s second group start the game in Reserve (see Deployment, above).
  • With the exception of units that must start the game in Reserve, the Imperial player cannot voluntarily place any of his units in Reserve.

Where’d They Come From?: The Ork player’s Weirdboys have the Gate of Infinity psychic power (see the Daemonology discipline in Warhammer 40,000: The Rules) in addition to their normal psychic powers. Do not include this power when determining if they have Psychic Focus.

№6
ECHOES OF WAR

The Clockwork Massacre

Having regrouped, Castellan Stein and the knightly houses of Alaric Prime have constructed a plan to draw Warboss Grukk into the open. Grukk – bullheaded as ever – has taken the bait and charged headlong into the jaws of a fiendish trap. Aided by the mysterious Knight Gerantius, Castellan Stein hopes to slay Grukk once and for all, but Ork Warlords are notoriously hard to kill, and they never go down without a fight.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Ork player’s army may only include units with the Orks Faction and fortifications, and must include Grukk Face-rippa as its Warlord.

The Imperial player’s Warlord must have the Astra Militarum Faction. The Imperial player’s army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications, and must include the following units:
This deployment map shows Castellan Stein’s chosen battleground for his ambush at the base of Sacred Mountain.

If you wish to recreate this particular battlefield, place fortifications and terrain on the table as shown in the map.

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in Warhammer 40,000: The Rules.

Objective Markers
After setting up the terrain, starting with the Imperial player, the players take it in turns to place 3 Objective Markers in the Imperial player’s table half.

DEPLOYMENT
The players must first determine their Warlord Traits. The Imperial player deploys first, and the Ork player second, using the rules from Warhammer 40,000: The Rules and the deployment map opposite. Any unit that cannot be deployed on the table starts the game in Reserve.

FIRST TURN
The Defender goes first unless the Ork player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of the game, the Imperial player scores 1 Victory Point for each Objective Marker he controls.

At the end of the game, the Ork player scores D3 Victory Point for each Objective Marker he controls (roll separately for each Objective Marker).

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

* In this mission, the Imperial player scores D3+3 Victory Points for the Slay the Warlord secondary objective, instead of just 1 Victory Point.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Not Going Down Without a Fight: Grukk starts the game with +1 Wound. In addition, he has the Fearless and Eternal Warrior special rules.

Slayer of Tyrants: Gerantius has the Preferred Enemy (Grukk) special rule.

Surrounded: All of the Imperial player’s units that start the game in Reserve have the Outflank special rule. If one of the Imperial player’s units already has the Outflank special rule, they can re-roll the dice roll to determine which table edge that unit moves onto when it arrives from Reserve.

№7
ECHOES OF WAR

Flight of the Morkanauts

Mogrok’s ascension to power marks the start of the War of Kunnin’, and one of his opening ploys is a surprise assault on the Cadians’ rear echelons. Having been inspired during the Obstirian War by the Space Marines’ rapid orbital descent, Mogrok has cobbled together a number of sacrificial dropcraft to deploy his killiest war machines – his Morkanauts – right into the unsuspecting humies’ lines.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Ork player is the Attacker in this mission. Their army may only include units with the Orks Faction, and must include 3 Morkanauts (Mogrok’s Surprise).

The Imperial player is the Defender in this mission. Their Warlord must have the Astra Militarum Faction, and their army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications.
This deployment map shows the fortifications protecting subterranean munitions silo Gamma-Zero and is typical of the rear-echelon defence sites on Alaric Prime.

If you wish to recreate this particular battlefield, place fortifications and terrain on the table as shown in the map.

THE BATTLEFIELD
The Imperial player must place one building on the centre of the table. They then place up to four additional fortifications anywhere on the table. The Imperial player does not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Imperial player. Once all fortifications have been placed, the Imperial player sets up any remaining terrain in any manner he chooses.

Objective Markers
The Imperial player must place one Objective Marker within 1" of each fortification that is either a gun emplacement or a building (Objective Markers can be placed on battlements). The Objective Marker closest to the centre of the board is the Vital Objective (see Primary Objectives).

DEPLOYMENT
The players must first determine their Warlord Traits and stratagems. Each player has 4 Stratagem Points.

The Ork player selects any one table edge to be his. The Imperial player’s table edge is the one opposite. The Imperial player deploys his force anywhere on the battlefield. All of the Ork player’s units start the game in reserve (see the Mission Reserves rule, below).
Designer’s Note – Planetstrike
This mission is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this site.

FIRST TURN
The Ork player has the first turn.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of the game, each player scores 1 Victory Point for each Objective Marker they control. The player that controls the Vital Objective scores an additional D3 Victory Points.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics.

Improvised Armour Drop: If the Ork player takes the Heavy Duty Drop stratagem, all of his vehicles/Monstrous Creature units can deploy via Deep Strike.

Mission Reserves: This mission uses the Reserves r: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the Ork player’s units start the game in Reserve.
  • The Imperial player can place any number of his units in Reserve, but must, whenever possible, deploy at least one unit for each building or gun emplacement. Multiple-part buildings count as several separate buildings.
  • All of the Imperial player’s units suffer a -1 penalty to their Reserve Rolls.

Target Secured: A scoring Ork unit will control an Objective Marker even if an enemy scoring unit is also within range of the same Objective Marker.

* The Ork player makes D3+4 Firestorm Attacks.

№8
ECHOES OF WAR

Attack of the Wreckin’ Krew

The defenders of Alaric Prime come under assault from above once more as Skyboss Wingnutz and his Orky aircraft drop huge wrecking balls, each a bouncing hunk of metal ploughing bloody furrows through the Imperium’s ranks. As the Ork jets circle around to get stuck in with their more conventional bombs and guns, the beleaguered forces below must scramble to activate every air-defence weapon they can.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Ork player is the Attacker in this mission. Their army may only include units with the Orks Faciton, and they must choose a Primary Detachment that includes three Flyers (Skyboss Wingnutz and Da Wreckin’ Krew).
This deployment map shows a section of the Cadian HQ’s outer defence perimeter that was attacked by Skyboss Wingnutz’s Wreckin’ Krew.

If you wish to recreate this particular battlefield, place fortifications and terrain on the table as shown in the map.

The Imperial player is the Defender in this mission. Their Warlord must have the Astra Militarum Faction, and their army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications.

THE BATTLEFIELD
The Imperial player places up to eight fortifications anywhere on the table. They do not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Imperial player. Once all fortifications have been placed, the Imperial player sets up any remaining terrain as he chooses.

DEPLOYMENT
The players must first determine their Warlord Traits and stratagems. Each player has 3 Stratagem Points.

The Ork player selects any one table edge to be his. The Imperial player’s table edge is the one opposite. The Imperial player deploys his force anywhere on the battlefield. All of the Attacker’s units start the game in Reserve (see the Mission Reserves rule, below).
Designer’s Note – Planetstrike
This mission is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this site.

FIRST TURN
The Ork player has the first turn.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of the game, both players score 1 Victory Point for each enemy unit that has been completely destroyed. The Imperial player also scores 1 additional Victory Point for each enemy Flyer that has been completely destroyed.

Units that are Immobilised or 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 Independent Characters and Dedicated Transports are individual units and award Victory Points if they are destroyed.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Night Fighting, Planetary Assault, Scramble!, Shock Tactics

* The Ork player rolls a D3 and adds the number of Flyers in his force to the result. The total is the number of Firestorm Attacks he makes (see Wreckin’ Balls).

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • All of the Ork player’s units start the game in Reserve.

Skyfire Defence Network: At the start of the game, all emplaced weapons and gun emplacements are deactivated and cannot fire. At the beginning of each of the Imperial player’s Movement phases he can select D3 buildings and/or gun emplacements – all of the selected buildings’ emplaced weapons/gun emplacements are now activated for the remainder of the game and can shoot as normal.

Wreckin’ Balls: In this mission Firestorm Attacks are resolved using the small blast marker instead of the large blast marker. When resolving a Firestorm Attack in this mission, scatter the blast marker and resolve hits as normal, but before removing the blast marker, scatter it once more from its current position. Any units beneath the blast marker’s new position are also hit by the Firestorm Attack.

№9
ECHOES OF WAR

Battle for the Oasis

Baddfrag’s Kommandos have infiltrated the Cadians’ oasis base by hanging onto the undersides of returning tanks. Waiting for nightfall, the sneaky gits have placed bombs all over the base and Ork reserves are waiting for the first explosions to join the attack. The Orks expect nothing less than a quick and brutal victory, but so long as even a single Guardsman draws breath, the greenskin onslaught will be defied.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Ork player is the Attacker in this mission. Their army may only include units with the Orks Faction, and they must choose a Primary Detachment that includes a unit of Kommandos (Baddfrag’s Kommandos).
This deployment map shows the fortifications of the Great Oasis Base.

If you wish to recreate this particular battlefield, place fortifications and terrain on the table as shown in the map.

The Imperial player is the Defender in this mission. Their army may only include units with the Astra Militarum Faction and fortifications.

THE BATTLEFIELD
The Imperial player places between one and six fortifications anywhere on the table apart from in the Sneaky Gits deployment zone (see map). The Imperial player does not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Imperial player.

Once all fortifications have been placed, the Imperial player sets up any remaining terrain in any manner he chooses, but cannot place any impassible terrain in the Sneaky Gits deployment zone.

DEPLOYMENT
The players must first determine their Warlord Traits and stratagems. Each player has 2 Stratagem Points.

The Ork player selects any one table edge to be his. The Imperial player’s table edge is the one opposite.

The Ork player then deploys the Sneaky Gits using the deployment map opposite. All of the Ork player’s other units start the game in Reserve (see the Mission Reserves rule, below).

The Imperial player then deploys his entire force anywhere that is more than 3" from the Sneaky Gits deployment zone.
Designer’s Note – Planetstrike
This mission is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this site.

FIRST TURN
The Ork player has the first turn.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of each game turn, the Imperial player scores D3 Victory Points (roll at the end of each game turn).

At the end of the game, the Ork player scores 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.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Night Fighting, Planetary Assault, Scramble!, Shock Tactics

* The Ork player makes 3 Firestorm Attacks.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, modified as follows:
  • With the exception of his Sneaky Gits unit, all of the Ork player’s units must start the game in Reserve.

Night Attack: If the Ork player takes the Dawn Assault stratagem, the Night Fighting rules are used in every turn of the game.

Placed Explosives: The Ork player’s Firestorm Attacks do not scatter and have the Ignores Cover special rule.

№10
ECHOES OF WAR

The Klaw of Mork

The Orks have deployed a new super-weapon – the Klaw of Mork – to pull a passing comet out of orbit and bring it smashing down on Sacred Mountain. The Imperium is mounting a full assault against the super-weapon, but unless Tempestor Prime Whitlock’s Tempestus Scions can disable the power field protecting it, the attack will be doomed to fail, and the fate of Alaric Prime will be sealed.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player is the Attacker in this mission. Their army may only include units with the Astra Militarum and Militarum Tempestus Factions. They must choose a Primary Detachment that includes a Militarum Tempestus Platoon (Whitlock’s Brigade) and a Valkyrie (Whitlock’s Brigade). The Ork player is the Defender in this mission. Their army may only include units with the Orks Faction and fortifications.
This deployment map shows the fortifications protecting the Klaw of Mork’s power field generators.

If you wish to recreate this particular battlefield, place fortifications and terrain on the table as shown in the map.

THE BATTLEFIELD
The Imperial player selects any one table edge to be his. The Ork player’s table edge is the one opposite. The Ork player must place one fortification in the Imperial player’s table half – this is the Sentry Fortification. The Ork player then places between one and three fortifications anywhere in his table half and selects one to be the Generator Control. They do not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Ork player. Once all fortifications have been placed, the Ork player sets up any remaining terrain as he chooses.

Objective Markers
The Ork player must place one Objective Marker within 1" of the Sentry Fortification and one within 1" of the Generator Control (they may be placed on battlements).

DEPLOYMENT
The players must first determine their Warlord Traits and stratagems. Each player has 2 Stratagem Points. The Ork player then deploys his force anywhere on the battlefield. All of the Imperial player’s units start the game in Reserve (see the Mission Reserves rule, below).

Designer’s Note – Planetstrike
This mission is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this site.
FIRST TURN
The Imperial player has the first turn.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of each game turn, the Ork player scores 1 Victory Point if he controls the Generator Control Objective Marker.

At the end of the game, the Imperial player scores 3 Victory Points if he controls the Generator Control Objective Marker.


Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Firestorm*, Mysterious Objectives, Night Fighting, Planetary Assault, Scramble!, Shock Tactics.

Disable the Sentry Guns: If, at the end of any game turn, one of the Imperial player’s scoring units control the Sentry Fortification Objective Marker, then for the rest of the battle, all buildings and gun emplacements on the table can only fire Snap Shots.

Generator Secured: A scoring Imperial unit will control the Generator Control Objective Marker even if an enemy scoring unit is also within range of the same marker.

Mission Reserves: This mission uses the Reserves rules from Warhammer 40,000: The Rules, with the exception of the following modifications:
  • All of the Imperial player’s units start the game in Reserve.
  • The Ork player can place any number of his units in Reserve, but must, whenever possible, deploy at least one unit for each building or gun emplacement. Multiple-part buildings count as several separate buildings.
* The Imperial player makes 4 Firestorm Attacks.

№11
ECHOES OF WAR

The Imperium Sallies Forth

The Ork comet has been thrown off its collision course with the Sacred Mountain, but Mogrok has besieged Fortress Alaric nonetheless. Advancing under the protection of kustom bubble fields, the greenskins mean to stomp out the Imperium’s final fortress. The defenders, spearheaded by the knightly houses of Alaric Prime, surge forth to meet them, intent on bringing the fight to the enemy. But even as they sally forth, an Ork rust-ship launches after the wayward comet with a plan to veer it back on target.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Ork player’s army may only include units with the Orks Faction and fortifications, and must include the Mogrok’s Bossboyz formation.
This deployment map shows the fortifications protecting the gate of Sacred Mountain.

If you wish to recreate this particular battlefield, place fortifications and terrain on the table as shown in the map.

The Imperial player’s Warlord must have the Astra Militarum Faction, and their army may only include units with the Astra Militarum, Imperial Knights and Militarum Tempestus Factions and fortifications. Their army must include at least one of the following formations:

THE BATTLEFIELD
The Imperial player must place a Wall of Martyrs Imperial Defence Network anywhere in his half of the table. He then places up to four additional fortifications anywhere on the table. The Imperial player does not pay any points for these fortifications, and none start the game dilapidated. All buildings start the game claimed by the Imperial player. Once all fortifications have been placed, the players set any remaining terrain as described in Warhammer 40,000: The Rules.

Objective Markers
After setting up the terrain, starting with the Imperial player, the players take it in turns to place D3+2 Objective Markers.

DEPLOYMENT
The players must first determine their Warlord Traits. The Imperial player deploys first, and the Ork player second, using the deployment map opposite. Any unit that cannot be deployed on the table starts the game in Reserve.

FIRST TURN
The Imperial player goes first unless the Ork player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

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

Primary Objectives
At the end of the game, the Imperial player scores 1 Victory Point for each Objective Marker he controls.

At the end of the game, the Ork player scores D3 Victory Point for each Objective Marker he controls (roll separately for each Objective Marker).


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

* In this mission, the Imperial player scores D3 Victory Points for the Linebreaker secondary objective, instead of just 1 Victory Point.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Netmagnet Bubble Fields: Every Ork Independent Character has a Netmagnet Bubble Field. All models (friend or foe) within 12" of a model with a Netmagnet Bubble Field have a 4+ invulnerable save against any shooting attack. This is increased to a 2+ invulnerable save against any weapon with the Barrage special rule. If a model with a Netmagnet Bubble Field is slain, the hovering ordnance suddenly falls to the ground. Before you remove the slain model from the table, all units (friend or foe) within 12" of that model immediately suffer D6 Strength 8 AP3 hits. After this damage has been resolved, remove the model from the tabletop.

Sally Forth: All of the Imperial player’s Super-heavy Walker units have the Scout special rule.

The Foot of Gork: The Ork player rolls a D6 at the start of each of their Shooting phases. If the result is less than or equal to the current game turn number, the comet smashes into Sacred Mountain. The Ork player can make an attack with the following profile, which can target any point on the table:

RangeSAPType
n/aD/10/81/2/3Ordnance 1, Apocalyptic Mega-blast

Sanctus Reach: Stormclaw Missions

This page includes several Warhammer 40,000 missions inspired by the pivotal battles of the Stormclaw campaign. All of the missions can be fought using just the miniatures provided with Sanctus Reach: Stormclaw, or can be expanded to use additional Citadel miniatures from your collection if you wish.

There are several ways in which you can use the missions. The first is simply to select a particular mission you are excited about and fight it out using the Citadel miniatures provided with Sanctus Reach: Stormclaw.

Another way to use these missions is to play a campaign. You can do this by simply playing through the missions sequentially. If you do so, keep a note of your cumulative Victory points, and the winner of the campaign is the player with the highest score. If you are playing a campaign, we suggest you maintain the same side (the Orks or the Space Wolves) throughout the course of the campaign, but upon its completion swap roles and see how much better (or worse) you fare when fighting for the other side.



№1
ECHOES OF WAR

Green Tide, Grey Fog

The Space Wolves Thunderhawk has been shot down and has crashed in the acid-woods on the eastern side of Blistered Isle. Krom has left some of his Grey Hunters to guard the crash site, while he takes most of his force off to hunt down the Orks. As night falls, a dense fog rolls in. Seizing his chance, Grukk, his most trusted Nobz, and a mob of Gretchin tellyport in to attack the crash site.
THE ARMIES
One player commands the Space Wolves, the other the Orks. Each player takes the following models:

Space Wolves Army
Hengist Ironaxe’s Grey Hunters

Ork Army
Grukk Face-rippa
Skrak’s Skull-Nobz
Rustgob’s Runts

THE BATTLEFIELD
Use the deployment map included with this mission. Set up terrain as described in the rulebook.

DEPLOYMENT
The Space Wolves player deploys first, in his deployment zone. All models in his army must deploy within 6" of the centre of the table. The Ork player deploys second. All Ork units must deploy using the rules for Deep Strike. Before deploying a unit, the Ork player must roll a D6. On a roll of 1-4, that unit must aim to Deep Strike within the quarter of the table that bears the same number as the dice roll (see the deployment map), before rolling to see if they scatter. On a roll of 5 or 6 they can aim to arrive anywhere on the table, before rolling to scatter. Neither side can place units in Reserve in this mission.

FIRST TURN
The Space Wolves player goes first unless the Ork player can Seize the Initiative.

GAME LENGTH
The game continues until either one army is completely destroyed, or a Space Wolves model exits the battlefield.

VICTORY CONDITIONS
At the end of the game, the Ork player wins if the Space Wolves army has been completely destroyed. Any other result is a Space Wolves victory. 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, do NOT count as destroyed for the purposes of these victory conditions.

MISSION SPECIAL RULES
Fog & Gloom: The maximum range for any line of sight in this mission is 12".

The Better Part of Valour: Space Wolves models that start their Movement phase within 6" of a table edge and not in the line of sight of any models in the Ork army can leave the battle. The battle ends immediately when this happens.

№2
ECHOES OF WAR

Fortress 26

Still unaware of the fate of his Thunderhawk and its guards, Krom and his Blood Claws and Wolf Guard emerge from the Hollow Hills into the built up western side of Blistered Isle. They make their way to the ruins of Fortress 26, the Cadian fortification in the middle of the refiner)' district. Krom leads the Wolf Guard in a frontal assault against the greenskins defending the ruins of Fortress 26, while ordering his Blood Claws to launch a flank attack.
THE ARMIES
One player commands the Space Wolves, the other the Orks. The players take the following units:

Space Wolves Army
Krom Dragongaze
The Fierce-Eye’s Wolf Guard
Egil Redfist’s Blood Claws

Ork Army
Rustgob’s Runts
Krumpa’s Killa Kanz
(The Ork army does not have a Warlord in this mission)

THE BATTLEFIELD
Use the deployment map included with this mission. Then, set up terrain as described in Warhammer 40,000: The Rules.

DEPLOYMENT
The Ork player deploys first. He deploys his units anywhere that is more than 6" away from a table edge. In this mission, the models in Krumpa’s Killa Kans unit are individual units. No Ork units start the battle in Reserve.

The Space Wolves player deploys second. He must deploy Krom Dragongaze and the Fierce-Eye’s Wolf Guard in his deployment zone. Egil Redfist’s Blood Claws start the battle in Reserve.

FIRST TURN
The Space Wolves player goes first.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, each player receives 1 Victory Point for each opposing unit that has been completely destroyed. If the Space Wolves player beats the Ork player’s score by 4 or more Victory Points, then the Space Wolves w in the battle. Any other result is an Ork Victory. Units that are Falling Back at the end of the game count as destroyed for the purposes of this mission.

MISSION SPECIAL RULES
Reserves.

Plenty More Where They Came From: Any Ork unit that is completely destroyed is replaced by an identical unit, at full strength and with any damage repaired. The replacement unit is placed in Ongoing Reserves and will arrive in the Ork player’s next turn. Vehicles that are wrecked can be removed from play to provide replacement models. Note that the Space Wolves player receives 1 Victory Point each time a unit is completely destroyed.

№3
ECHOES OF WAR

Gofftown

The Space Wolves finally reach Gofftown, an Ork settlement on the narrow southern headland of the island. The crude buildings are built from the ruins of Blistered Isle’s generatorum complex, and centred around a massive tellyporta pad. As acidic ocean weaves crash below, a storm breaks overhead that is so powerful it is bombarding the battlefield with crackling bolts of lightning. The scene is set for a titanic final battle between the two armies.
THE ARMIES
One player commands the Space Wolves, the other the Orks. Each player takes one of the following Formations:

Space Wolves Army
The Fierce-Eye’s Finest

Ork Army
Grukk’s Rippin’ Krew

THE BATTLEFIELD
Use the deployment map included with this mission. Then, set up terrain as described in Warhammer 40,000: The Rules.

DEPLOYMENT
The Space Wolves player deploys his army first, using the deployment zone shown on map. The Ork player deploys second, in his deployment zone.

FIRST TURN
The Space Wolves player goes first unless the Ork player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, each player receives 1 Victory Point for each opposing unit that has been completely destroyed. The player who has scored the most Victory Points is the winner. If both players have the same number of Victory Points, the game is a draw. 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.

MISSION SPECIAL RULES
Night Fighting.

Lightning Strikes: At the start of each Shooting phase, the player whose turn it currently is rolls a D6. On a roll of 1-5 nothing happens. On a roll of 6, a randomly determined unit in the enemy army is struck by lightning. That unit immediately suffers D6 Strength 7 AP- hits, which are Randomly Allocated.

Vendetta: If either side’s Warlord is removed as a casualty whilst fighting a challenge against the Warlord of the opposing army, then the opposing side receives D3 extra Victory Points at the end of the game.

Sanctus Reach: Hour of the Wolf Campaign

This section includes several Warhammer 40,000 missions inspired by the pivotal battles of the Hour of the Wolf. These missions will provide players with new ways to use their armies and a wealth of new tactical options to master.
There are several ways in which you can use the Hour of the Wolf missions. The most
straightforward is to select the mission for a battle you are excited about from the campaign guide, and use the mission to recreate the battle on your tabletop! The Armies section of each mission provides guidance on the forces present, while the mission’s special rules will ensure that all of the most important elements of the original battle will be recreated.

Another way to use these missions is to fight a campaign by playing through the missions sequentially. If you do so, then one player should command the forces of the Orks in the first eight battles, while their opponent commands the Imperial side. Keep a note of each player’s wins and losses, and the winner of the campaign is the player with the highest number of victories once all of the missions have been completed. Alternatively, you could play through a campaign and the winner of the final Orks vs. Imperium mission, the Battle of Scrap Peak, takes all. In either case, in a campaign, the winner of a named mission is granted a bonus when playing the next mission, as noted below. In the case of a draw, neither side gains a bonus in the next game. If you also have the first volume of the Sanctus Reach saga, the Red Waaagh!, you can even link the missions featured in both books to create an epic narrative campaign that comprises more than twenty missions!

Finally, it is worth noting that you can use the missions using different armies from those that took part in the actual battle. With a little imagination and some minor modifications on your part, you can easily use them to fight battles with any combination of forces and terrain you have in your collection.

Hour of the Wolf Campaign Chart

This section includes several Warhammer 40,000 missions inspired by the pivotal battles of the Hour of the Wolf. You can play through these missions in sequence to fight a thrilling campaign. If you do so, then one player should command the forces of the Orks in the first eight battles, while their opponent commands the Imperial side. Keep a note of each player’s wins and losses, and the winner of the campaign is the player with the highest number of victories once all of the missions have been completed. Alternatively, you could play through a campaign and the winner of the final Orks vs. Imperium mission, the Battle of Scrap Peak, takes all. In either case, in a campaign, the winner of a named mission is granted a bonus when playing the next mission, as noted below. In the case of a draw, neither side gains a bonus in the next game. If you also have the first volume of the Sanctus Reach saga, the Red Waaagh!, you can even link the missions featured in both books to create an epic narrative campaign that comprises more than twenty missions!


№1
ECHOES OF WAR

Saviours of Sacred Mountain

All seems lost for the defenders of Alaric Prime. A vast Ork Waaagh! has smashed into the planet and drowned much of the Knight world beneath a tide of greenskins. The survivors make their last stand at Fortress Alaric, an ancient stronghold built into the sides of Sacred Mountain. Yet even here, in this seemingly impregnable haven, they are not safe. Ork ingenuity, combined with their lust for destruction, has seen them drag a vast meteor into a collision course with Sacred Mountain, resulting in cataclysmic damage and grievous casualties on both sides. As the dust from the impact begins to settle, the Orks mass for the final assault.

Yet all is not lost. Throughout the Imperium’s long history, Mankind’s darkest hour has become the Hour of the Wolf, where the Sons of Russ have descended upon trails of fire to bring death to those who would threaten the Allfather’s people. And so is the case on Alaric Prime as Drop Pods slam into the ruined flanks of Sacred Mountain, disgorging packs of howling Space Wolves itching to take the fight to the Ork hordes.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player is the Attacker in this mission, and must include Ragnar Blackmane in his army to be his Warlord. The Imperial player’s army may only include units with the Astra Militarum, Imperial Knights, Militarum Tempestus and Space Wolves Factions and fortifications. The Ork player is the Defender, and their army may only include units with the Orks Faction.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain as described in Warhammer 40,000: The Rules.

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

DEPLOYMENT
Before any models are deployed, the Ork player should roll to determine his Warlord Traits. Both players should then select their Planetstrike stratagems. Each player has 4 Stratagem Points.

The Ork 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. Multiple-part buildings count as several separate buildings. All of the Imperial player’s units start the game in Reserve.
Designer’s Note – Planetstrike
This mission is a Planetstrike mission. Full details of Planetstrike missions, mission special rules, Warlord Traits and stratagems can be found in the appendix of this site.

FIRST TURN
The Imperial player has the first turn.

GAME LENGTH
This 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
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Mysterious Objectives, Planetary Assault, Reserves, Scramble!, Shock Tactics

№2
ECHOES OF WAR

Back from the Brink

Before the sudden arrival of the Space Wolves, the Shadowsword Steel Cyclops had been positioned to defend the crucial drawbridge that led into the heart of Sacred Mountain. However, the earth-shattering impact of the comet badly damaged the bridge and left the giant war machine teetering on the precipice of the chasm below. Yet hope still remains for the Steel Cyclops – having smashed their way through the Orks to secure a foothold at the base of Sacred Mountain, the Space Wolves renew their attack without delay. Upon assessing the vital significance of the bridge – and the super-heavy asset imperiled atop its span – Logan Grimnar leads an elite force of Wolf Guard to reclaim it.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player’s army must include Grimnar’s Kingsguard Formation. Logan Grimnar cannot be equipped with Stormrider, and must be the Warlord. The Imperial player’s army may only include units with the Space Wolves Faction. The Ork player’s army may only include units with the Orks Faction, and must include at least one unit of Meganobz.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain as described in Warhammer 40,000: The Rules, but ensure that no terrain is placed on the two areas representing the ‘Chasm’ (see map). You may find it convenient to mark the ‘Chasm’ itself with pieces of black paper. If either you or your opponent has a Shadowsword in your collection (failing that, any Baneblade variant will do), you should place it in the location shown on the deployment map.

Objective Markers
After setting up the terrain, place three Objective Markers in the locations shown on the deployment map.

DEPLOYMENT
Before any models are deployed, the Ork player should roll to determine his Warlord Traits. The Imperial player then deploys all units from Grimnar’s Kingsguard within the Imperial player’s Forward Deployment Zone (see map). His opponent then deploys his units within the Ork Deployment Zone (see map). Finally, the Imperial player deploys his remaining units within the Imperial player’s Rear Deployment Zone.
Designer’s Note
When setting up the terrain, bear in mind that the scenery on the bridge section of the board (as depicted on the map included with this mission) should ideally be limited to craters and wreckage/rubble battlefield debris.

FIRST TURN
The Ork player has the first turn unless the Imperial player can Seize the Initiative.

GAME LENGTH
This 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. If, at the end of the game, the Steel Cyclops has been completely destroyed, the Ork player receives 5 Victory Points. In any other situation, the Space Wolf player receives 5 Victory Points.

Secondary Objectives
First Blood, Linebreaker, Slay the Warlord.

MISSION SPECIAL RULES
Mysterious Objectives, Reserves.

Long Way Down: The areas marked as ‘Chasm’ are treated as impassable terrain to all units with the exception of Flyers and Skimmers – these units treat it as open ground.

The Steel Cyclops: Only use this mission special rule if you have placed a Shadowsword (or Baneblade variant) on the bridge.

The Steel Cyclops cannot move or fire any of its weapons. However, any Space Wolf models equipped with a power fist or chainfist that are in base contact with the Steel Cyclops at the start of the Imperial player’s Movement phase can attempt to haul the Shadowsword to safety. To do so, make a Strength test for each model attempting to move the Shadowsword. Each success enables the Imperial player to move the Steel Cyclops 1" in any direction (apart from towards the Chasm!), to a maximum of 6" each turn; move each model that made a Strength test along with the Steel Cyclops so that they remain in base contact with it (remember that you must also maintain Squad Coherency). These models count as having moved, but may Run, shoot or charge as normal.

№3
ECHOES OF WAR

The Fall of Mordred’s Ridge

As the Space Wolves continued to drive the Orks back from Sacred Mountain, they routed a vast greenskin horde, dislodging their hold on Mordred’s Ridge. A large force of Cadians and Imperial Knights soon moved up to reinforce and fortify the gains made by the rampaging Sons of Russ. Yet despite the resurgent armies of the Imperium driving the invaders back on all fronts, the Orks are far from defeated. Against all the odds, Grukk Face-rippa makes an unexpected and unceremonious return. Usurping control of the vast horde formerly belonging to the (very) recently deceased Goffboss Drogg, Grukk gathers all of the retreating greenskins in the local area to him and immediately leads them on the offensive once more. Thrown on the defensive by the sheer numbers of Orks converging on their position, the Imperial forces at Mordred’s Ridge fight a desperate battle to hold back the green tide.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player’s Warlord must have the Space Wolves Faction, and their army may only include units with the Astra Militarum, Imperial Knights, Militarum Tempestus and Space Wolves Factions and fortifications. The Ork player must include the Grukk’s Goff Killmob Formation as part of their army, and Grukk Face-rippa must be the Ork player’s Warlord. Their army may only include units with the Orks Faction and fortifications.

THE BATTLEFIELD
Use the deployment map included in this mission. The Imperial player can place any number of fortifications anywhere within his deployment zone. He does not pay any points for these fortifications, and none start the game dilapidated. All fortifications deployed in this manner start the game claimed by the Imperial player. Set up any remaining terrain as described in Warhammer 40,000: The Rules.

Objective Markers
After terrain has been set up, the Imperial player must place three Objective Markers anywhere in 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, both players should roll to determine their Warlord Traits.

First, the Imperial player deploys his units anywhere within his deployment zone (see map). Then the Ork player deploys his units anywhere within his deployment zone (see map).
Designer's Note
When setting up the terrain, bear in mind that the Imperial army is defending the high ground along Mordred’s Ridge, so try to ensure that their side of the table has plenty of hills to represent this.

FIRST TURN
The Ork player has the first turn unless the Imperial player can Seize the Initiative.

GAME LENGTH
This mission lasts for 10 game turns.

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
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Goff Horde: Each time a unit with the Orks Faction and the Walker or Infantry type (excluding Super-heavy Walkers and models with the Independent Character special rule), 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 Ork player’s next turn. These units enter play from any point along the Ork player’s table edge, as depicted on the deployment map. However, any units returned to play in this manner do not benefit from the special rules associated with the Grukk’s Goff Killmob Formation.

№4
ECHOES OF WAR

The Sky Hunt

As the Orks continue to drive the Imperial defenders back towards the stronghold of Fortress Alaric, Mogrok turns to his Flyboyz to spearhead the assault on Sacred Mountain. At the head of this vast wave of rusty aircraft are Skyboss Wingnutz and his notorious fighter skwadrons. Though the Imperium responds with all the air power at their disposal, the ground forces are hard pressed to withstand the relentless bombardment of the Ork aircraft.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player’s Warlord must have the Space Wolves Faction, and their army may only include units with the Astra Militarum, Imperial Knights, Militarum Tempestus and Space Wolves Factions and fortifications. In addition, the Imperial player must include at least three Flyers as part of their army. The Ork player’s army may only include units with the Orks Faction and fortifications. In addition, they must include the Skyboss Wingnutz’ Air Armada Formation as part of their army.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain as described in Warhammer 40,000: The Rules.

Objective Markers
After terrain has been set up, the Imperial player must place D3+2 Objective Markers anywhere in 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, both players should roll to determine their Warlord Traits.

First, the Imperial player deploys his units anywhere within his deployment zone (see map). Then the Ork player deploys his units anywhere within his deployment zone (see map).

FIRST TURN
The Ork player has the first turn unless the Imperial player can Seize the Initiative.

GAME LENGTH
This 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. In addition, keep track of how many enemy Flyers each player has shot down. At the end of the game, each player receives 1 Victory Point for each enemy Flyer that has been completely destroyed. Flyers that are in Ongoing Reserve do not award additional Victory Points at the end of the game.

Secondary Objectives
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Mysterious Objectives, Reserves.

Battle for the Skies: Each time a Flyer 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 controlling player’s next turn. These units enter play from any point along the controlling player’s table edge, as depicted on the deployment map.

№5
ECHOES OF WAR

Ragnar’s Folly

Following the resounding success of his grand offensive, Warlord Mogrok himself arrives to oversee the final destruction of the Imperium’s forces. Standing at the centre of his army, surrounded by thousands of his Boyz in every direction, Morgrok justifiably believes there to be no threat to his personal safety. The Ork Warlord, however, has sorely underestimated the audacity and courage of a certain young Wolf Lord…

Without warning, an impetuous Ragnar Blackmane leaps over the hastily prepared defences and leads a charge of his most hotheaded warriors straight into the heart of the massive Ork horde. But can his reckless assault actually break the Ork lines, or will Ragnar’s folly be consigned to history as a brave, but ultimately foolish, act of bravado?
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player must include the Ragnar’s Claws Formation as part of their army, and Ragnar Blackmane must be their Warlord. The Imperial player’s army may only include units with the Astra Militarum, Militarum Tempestus and Space Wolves Factions and fortifications. The Ork player must include a Big Mek as their Warlord to represent Mogrok, and may only include units with the Orks Faction and fortifications in their army.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain as described in Warhammer 40,000: The Rules.

DEPLOYMENT
Do not roll to determine Mogrok’s Warlord Trait – he automatically has the Kunnin’ but Brutal Warlord Trait.

First, the Ork player deploys his units anywhere within his deployment zone (see map). Then the Imperial player deploys his units anywhere within his deployment zone (see map).

FIRST TURN
The Imperial player has the first turn unless the Ork player can Seize the Initiative.

GAME LENGTH
This 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, the players can earn additional Victory Points as follows:
  • If Mogrok was removed as a casualty during the Assault phase, the Imperial player scores 2 Victory Points. If Mogrok was slain during any other phase, the Imperial player scores 1 Victory Point.
  • If Mogrok is slain in a challenge, the Imperial player instead scores 3 Victory Points.
  • If Ragnar Blackmane slays Mogrok in a challenge, the Imperial player instead scores 5 Victory Points.
  • If Mogrok is alive at the end of the game (even if he is Falling Back or in Ongoing Reserves), the Ork player scores 3 Victory Points.

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

* Only the Ork player can achieve this Secondary Objective – the Imperial player earns Victory Points for slaying the Ork Warlord as described above.

MISSION SPECIAL RULES
Reserves.

Keep up the Attack: All non-vehicle units belonging to the Imperial player have the Crusader special rule.

Trainin’ fer da Wolfboy King: Mogrok cannot refuse a challenge issued by Ragnar Blackmane.

№6
ECHOES OF WAR

Last Stand of the Young King

After his valiant charge leaves the Orks bereft of leadership – the Warlord, Mogrok, having fallen by his hand – Ragnar Blackmane now finds himself surrounded on all sides by a seemingly endless sea of greenskins. With only a handful of Blood Claws at his side, it seems that the reckless young Wolf Lord may, at last, have bitten off more than he can chew.

The Great Wolf, however, refuses to abandon his favoured son. Mustering a rapid-response strike force of indomitable Wolf Guard Terminators, Grimnar sends them forth by Stormwolf to buy Ragnar some time whilst he leads a more decisive counter-attack from Fortress Alaric. So do the sleek silhouettes of the twin assault carriers race towards their destination, but will the deadly cargo they bear arrive in time to save Ragnar?
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player’s army may only include units with the Space Wolves Faction and fortifications, and must include the Ragnar’s Claws and Wolf Guard Strike Force Formations. Ragnar Blackmane must be the Imperial player’s Warlord. The Ork player’s army may only include units with the Orks Faction and fortifications.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain as described in Warhammer 40,000: The Rules.

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

Firstly, the Imperial player deploys his units anywhere within his deployment zone (see map). He cannot choose to keep any forces in Reserve, with the exception of the units from the Wolf Guard Strike Force Formation, which must be held back in Reserve. Then the Ork player deploys any of his units anywhere within either of his deployment zones (see map).

FIRST TURN
The Ork player has the first turn unless the Imperial player can Seize the Initiative.

GAME LENGTH
This mission uses Variable Game Length.

VICTORY CONDITIONS
At the end of the game, the Imperial player wins if he has any models remaining on the battlefield, including vehicles that have been Immobilised. Units that are not on the board at the end of the game count as destroyed for the purposes of this mission. If there are still some Imperial units on the battlefield at the end of the game, but Ragnar Blackmane has been slain, the result is a draw. If there are no Imperial units remaining, the Ork player wins.

MISSION SPECIAL RULES
Reserves.

Heroic Stand: Ragnar Blackmane, and all friendly units within 12" of him, have the Zealot special rule.

Leaderless Horde: All Ork units have -1 Leadership in this mission.

Lines of Retreat: Any Ork units that Fall Back do so towards the nearest table edge. Any Imperial units that Fall Back must do so towards the centre of the board, where they will remain until they regroup.

Surrounded and Outnumbered: Each time a unit of Ork Boyz 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 Ork player’s next turn. These units enter play from any point along either of the Ork player’s table edges (see the deployment map).

Timely Arrival: All of the units from the Wolf Guard Strike Force Formation automatically arrive at the start of the Imperial player’s second turn. These units enter play from any point along either of the Imperial player’s table edge, as depicted on the deployment map.

№7
ECHOES OF WAR

The Great Wolf Strikes

Ragnar’s desperate predicament combined with his own desire to deal the Orks a blow from which they will not recover has galvanised the Great Wolf into action. As the ancient gates of Fortress Alaric swing open, Logan Grimnar surges forth upon Stormrider at the head of a host of Thunderwolf riders and an armoured spearhead of his kinsmen. With such a force at his disposal, Grimnar intends to smash the Ork host asunder and force a path towards Ragnar. By breaking the back of the main Ork horde, the Old Wolf also seeks to turn the tide of the war in favour of the Imperium once more.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player’s army may only include units with the Astra Militarum, Imperial Knights, Militarum Tempestus and Space Wolves Factions and fortifications, and must include the Grimnar’s Kingsguard Formation. Logan Grimnar must be equipped with Stormrider and must be the Imperial player’s Warlord. Furthermore, all Infantry units with the Space Wolves Faction must be mounted in Dedicated Transports. The Ork player’s army may only include units with the Orks Faction and fortifications.

THE BATTLEFIELD
Use the deployment map included in this mission. Set up terrain as described in Warhammer 40,000: The Rules.

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

First, the Ork player deploys his units anywhere within his deployment zone (see map). Then the Imperial player deploys his units anywhere within his deployment zone (see map).

FIRST TURN
The Imperial player has the first turn unless the Ork player can Seize the Initiative.

GAME LENGTH
This 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 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.

In addition, each time a non-Flyer unit belonging to the Imperial player voluntarily moves off the enemy table edge (see the Breakthrough special rule below), the Imperial player earns 1 Victory Point. If Logan Grimnar voluntarily leaves play in this manner, the Imperial player earns 3 Victory Points.

Secondary Objectives
Slay the Warlord, First Blood.

MISSION SPECIAL RULES
Reserves.

Breakthrough: The Imperial player’s units can voluntarily leave play via the enemy player’s table edge – as soon as one of the unit’s models moves off the board in this manner, the whole unit is removed.

Keep up the Attack: All non-vehicle units belonging to the Imperial player have the Crusader special rule.

№8
ECHOES OF WAR

The Battle of Scrap Peak

After the apparent death of Mogrok, the Orks fell into disarray. Infighting and confusion within the greenskin clans left them easy prey for the vengeful forces of the Imperium across Alaric Prime. One by one, the remaining bastions of Ork resistance were ruthlessly exterminated. All save one.

Scrap Peak has, until now at least, remained undetected. Here, the Orks have gathered in great strength, but perhaps the greatest threat is that Mogrok yet lives – his severed head having been grafted onto a new body by his Painboy’s ingenuity. Mogrok has taken command of his Waaagh! once more, and gathered the scattered tribes to Scrap Peak.

It is here that Logan Grimnar must strike if he is to defeat the Ork menace on Alaric Prime once and for all. The Great Wolf has mustered all of the military resources available to him, and the Imperium now converges upon the Orks’ final stronghold in great strength. The final battle for Alaric Prime is about to begin.
THE ARMIES
Choose armies as described in Warhammer 40,000: The Rules. The Imperial player’s army may only include units with the Astra Militarum, Imperial Knights, Militarum Tempestus and Space Wolves Factions and fortifications. The Imperial player must include Logan Grimnar to be his army’s Warlord, and can also include Ragnar Blackmane and/or Krom Dragongaze, though he does not pay any points for any of these characters; they are free. The Ork player’s army may only include units with the Orks Faction and fortifications, and it must include a Big Mek (representing Mogrok) to be the Warlord, as well as Kaptin Badrukk’s Flash Gitz Formation.

THE BATTLEFIELD
Use the deployment map included in this mission. The Ork player can place any number of fortifications anywhere within his deployment zone. He does not pay any points for these fortifications, and none start the game dilapidated. All fortifications deployed in this manner start the game claimed by the Ork player. Set up any remaining terrain as described in Warhammer 40,000: The Rules.

Objective Markers
After terrain has been set up, the Ork player must place 3 Objective Markers anywhere in his deployment zone. No objective can be placed within 6" of any battlefield edge or 12" of another objective.

DEPLOYMENT
Do not roll to determine Mogrok’s Warlord Trait – he automatically has the Kunnin’ but Brutal Warlord Trait.

First, the Ork player deploys his units anywhere within his deployment zone (see map). Then the Imperial player deploys his units anywhere within his deployment zone (see map).

FIRST TURN
The Imperial player has the first turn unless the Ork player can Seize the Initiative.

GAME LENGTH
This 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
Slay the Warlord, First Blood, Linebreaker.

MISSION SPECIAL RULES
Mysterious Objectives, Night Fighting, Reserves.

Living Legend: When taking Morale tests, all friendly units within 18" of Logan Grimnar can use his Leadership characteristic instead of their own. Furthermore, once during the game, Grimnar can call upon his men to crush the Orks once and for all; for the rest of the player turn, all friendly units within 18" get +1 Attack.