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The Scouring of Makenna VII

THE FIRST COMPANY WINTER CAMPAIGN 2014


Compiled by Andy Bate

The Scouring of Makenna VII was the conquest and enslavement of the Imperial Mining World of Makenna
VII by the Chaos Lord Davroth
Davroth intended to overrun the planet to secure its valuable mining resources, using them as a
bargaining chip to gain powerful Chaos Titans from Abaddon the Despoiler in order to fuel his own wars
against rival Chaos warlords. Davroth gained many allies for this task including those from the Alpha
Legion, Death Guard, Abrial's Claw, World Eaters, and even ork mercenaries.
In the years preceding the battle Alpha Legion operative Roek Ghulclaw would slowly infiltrate the planets
PDF officers corps, stoking their feelings of inequality with regards to Imperial Guard commanders. The
operation was carried out by General Andol, an agent of Ghulclaw. The result was that by the time
Davroth's fleet arrived at Makenna VII, the officers were already leading the PDF to overthrow the
pro-Imperial Planetary Governor. The deceived officers saw this man as an unjust dictator.
With the planet in chaos, Davroth's assault began. The first full assault was launched by Bazrak the
Frothing's World Eaters, who plunged themselves at Mekenna VII's capital. The rest of Davroth's army
quickly followed, sewing devastation. Finally, a Daemonic legion commanded by Daemon Prince Uraka
Az'baramael was drawn to the planets cries of terror and dread. The Daemonic horde surged through a
Warp rift. The planet was overrun.


THE FORCES OF CHAOS

DAVROTH
A highly respected commander within the Word
Bearers legion, in M41 Davroth invaded the
Imperial Mining World of Makenna VII to
enslave the local population and send resource
tributes back to Warmaster Abaddon the
Despoiler. In return, Davroth hoped that
Abaddon would give him a pair of deadly Chaos
Titans, war engines that would allow Davroth to
launch an offensive against his primary rival,
Khulia of the Bleed. This would allow him to
take Khulia's place as one of Abaddon's most
powerful lieutenants.




FESTARDIUS

Festardius is a Death Guard Warlord and
Champion of Nurgle. He made a pact with the
Word Bearer Commander Davroth during the
Horus Heresy, and the two are close allies.
Festardius would take part in The Scouring of
Makenna VII and hoped to rule over the world
once Davroth had moved on.






URAKA AZ'BARAMAEL

The Daemon Prince Uraka Az'baramael leads a
Daemonic Warband known as Uraka's
head-Hunters. The Warband itself is made up of
seasoned Bloodletters, personally chosen by
Uraka himself among Khorne's armies and each
a victor of countless battles. It is said that
individuals the Blood God marks for death meet
their end at the hands of Uraka and his horde of
screaming Bloodletters.
Uraka was once a man. In the ancient history of
Terra he led wars of conquest. His horse-bound
armies were a scourge, killing and plundering at
his command. Upon taking one city by siege, he
ordered the entire populous massacred and
thousands were beheaded. This act would seal
Uraka's fate, and he offered his immortal soul to
Khorne during the bloodshed.Becoming known
as the "Warfiend", upon his death ten years later
the War God was so pleased with Uraka that his
soul was summoned to his realm. Before the
Throne of Skulls, the War God issued Uraka a
challenge: defeat a Bloodthirster in single
combat and be rewarded with the honor of
Daemon Prince. Fail, and he would become a
Chaos Spawn.

Uraka accepted the challenge, selecting a great
beheading poleaxe as his weapon. Eventually
decapitating the great Bloodthirster, Khorne
was pleased and rewarded Uraka with
Daemonhood. To this day, he still carries his
great executioner axe. On Vraks, Uraka and his
Daemonic legion would clash with the Grey
Knights, eventually being banished back into
the Warp. However Uraka survived and still
dwells in Khorne's realm, eager to return to the
Materium and fight again.
GORSNIK MAGASH

Gorsnik Magash, also known as Great Fiend
Gorsnik was the Overfiend of Octarius at the
time of the Third War for Armageddon and ally
to Ghazghkull Mag Uruk Thraka. He is a
member of the Blood Axe Clan.

THE FORCES OF THE IMPERIUM
KALDOR DRAIGO

As a simple Battle-Brother, Draigo banished the
Daemon Prince M'kar the Reborn on Acralem.
In 901.M41, during the Battle of Kornovin,
Draigo would become Supreme Grand Master of
the Grey Knights after the Daemon Prince
Mortarion killed his predecessor, Geronitan. The
act made Draigo fly into a rage, who assaulted
the Daemon Primarch and carved his forebear's
name into the fallen Primarch's heart - an insult
Mortarion has never forgotten.



However, after a second confrontation with
M'kar on Acralem, Draigo has been cursed to a
life trapped within the Warp, doomed to walk
within the Realm of Chaos itself. To remain pure
while constantly assailed by Chaos shows
fortitude and personal strength that is beyond
measure. He has undertaken many great
exploits within the Warp: slaying the great
Bloodthirster Kar'Voth, setting fire to the
jungles of Nurgle's domain, defeating the six
chosen Daemonettes of Slaanesh, the Six
Sisters, and destroying the fortress of the Lord
of Change M'Kachan..

But while Draigo lives, he will prevail and now,
once again as the forces of the imperium
desperately need him, he has returned.


RECLUSIARCH CAECILIUS &
RECLUSIARCH QUINTUS

Reclusiarch Caecilius and his twin brother
Reclusiarch Quintus are second only to Astorath
in both rank and infamy in the Blood Angels
Chapter. While Astorath is away, freeing his
brothers lost to Black rage, Carcilius and
Quintus see to the spiritual needs of the blood
Angels Chapter. They are honoured and feared
in equal measure by their kin as it is said they
can sense the Black rage before it even takes
root. They are at their strongest when they are
together, finishing each others sentences and
reacting to each other instinctually in combat.
They are a force to be reckoned with.

Dante personally selected them to lead a
mission deep into Ork held territory to seek out
the lost Furioso death company dreadnought:
Moriar. The ancient dreadnought was retrieved
just as a new Waaagh lead by Gorsnik Magash
came upon the 3rd company detachment. After
bitter fighting the attack was repelled and the
bulk of the massive force headed out of the
system.

The massive fleet was followed by the Blood
Angels battle barge after a call for aid was
received from a nearby planet Makenna VII
which the Orks seemed to be heading for.
With Moriar safe the cargo hold the Blood
Angels made for Makenna VII and the greatest
challenge the twins had ever faced...





BRAY,ARTH ASHMANTLE
Formerly the Captain of the 4th Company of the
Salamanders, Sokhar Bray'arth fell to wounds
sustained cleansing the moons of Ymgarl of
Genestealer taint. His years of service showed
him to be an unforgiving and merciless warrior,
but unflagging in his purpose and filled with
zeal. Though he clashed many times with
Chapter's master over tactics and doctrine, his
actions had earned him the privilege to be
interred within a Dreadnought chassis.

In 755.M41, Bray'arth was placed within the
Iron Dragon, a relic of the Salamanders said to
have been forged by Vulkan himself. An ancient
and powerful machine, only those with the
strongest will and greatest sense of
individuality could master the sarcophagus
without being overcome by its machine spirit
and perishing in the attempt.
Bray'arth's internment within the Iron Dragon
was a long and difficult choice for the Lords of
the Promethean Cult but dire omens eventually
saw it done.

It was during Bray'arth's first campaign within
the Iron Dragon that he earned the the name of
Ashmantle. Fighting the Black Legion in the
Casvsarae Insurrection, he pursued the fleeing
enemy into the sub-city network and
disappeared under the city for nine days. All
thought him lost until he smashed his way clear
of the duct workings so covered in soot and ash
that every inch of his armored form was
obscured.
He was reluctantly awoken once more by Pellas
Mir'san in the defence of Makenna VII.


HAAKON BLACKFANG

Haakon Blackfang, known as the Jarl of Tra and
the Blooded Fang, serves as the current Wolf
Lord of one of the Space Wolves Space Marine
Chapter's Great Companies. He and his Great
Company are looked upon with suspicion by the
other 11 Wolf Lords, for they are regarded as
tainted. More Space Wolves bearing the Curse of
the Wulfen serve alongside Haakon's company
than in any other. The unspoken truth is that
Haakon himself has been afflicted by the curse.
GUNNAR WYRDMAKE

Gunnar Wyrdmake Known as Jarl of Tra has
continuously served in the Space Wolves for 427
years. although old even for an Astartes, he has
proven to be of unparalleled ability both as an
warrior and a psyker. Gunnar Wyrdmake has
always been Haakon Blackfangs most trusted
friend, adviser and lieutenant.






PLAYING THE GAME
Each player will play 3 games each
1 game at 1000 points
1 game at 1500 points
1 game at 2500 points
Missions played can be found below.
Each of the attackers will chose in which order
the missions above will be played. This is to
represents the strategic plans made by the
attacking Warmaster and his Warlords before
the invasion of the planet. This information will
be revealed in the pre-game phase on day 1
Once the attackers have all revealed in which
order they wish to play their missions, the
defenders will then decide which army they will
face in each game. This represents the
defending Warmaster and his warlords strategic
planning in mustering forces in the defence of
the planet.
The missions played will be:

CHAOS SPACE MARINES
Pillage
Black Crusade
Scorched earth
ORKS
Blitzkrieg
Waaagh
Cut and run
LOST AND THE DAMNED
(DEAMONS AND GUARD)
Prepared assault
War of attrition
Trench warfare

CAMPAIGN SPECIAL RULES
HOLD THE LINE SOLDIER!
An armys scoring units are all the units that come from the troops selection of the Force Organisation
chart with this one exception.
In each game each warlord may choose 1 other unit from their Elite, Fast Attack or Heavy support sections
of the Force Organisation chart as a scoring unit.

WINNING A GAME
For every game victory a player will gain one strategic asset form the list below. These strategic assets
may be played in any subsequent game or saved for the final Apocalypse game on day 2.




SPACE MARINES
GAME 1 - FURY OF THE JUST.
The Adeptus Astartes march inexorably towards the hated foe.
Use this Strategic Asset at the start of any of your turns. All friendly Space Marines models have the
Hatred special rule until the start of your next turn
GAME 2 - HAIL OF FIRE
The Space Marines lay down a fusillade of rapid bolter fire.
Use this Strategic Asset at the start of any of your turns. All friendly Space Marines models armed with
bolt pistols, bolters or heavy bolters count their weapons as Twin-linked until the start of your next turn.
GAME 3- VORTEX GRENADE (STRATEGIC RESOURCE)
A vortex grenade is the most potent man-portable weapon in the galaxy!
Use this Strategic Asset in your Shooting phase to make the following shooting attack with a friendly
Space Marine Warlord model:
Range S AP
12 D 1
TYpe
Assault 1, Vortex, Blast



CHAOS SPACE MARINES
GAME 1 -CHAOS ALTER
Rituals performed on this altar have secured the favour of the Dark Gods.
Use this Strategic Asset before deployment. Place a marker or suitable terrain piece in your deployment
zone. Any friendly Chaos Space Marines model within 12" of the marker has a 6+ invulnerable save, or
adds + 1 to their invulnerable save if they already have one.
GAME 2 - DAEMON SHELL
A powerful daemonic entity is bound within a single bolter shell.
Use this Strategic Asset in your Shooting phase to make the following attack with a friendly
Chaos Space Marine Warlord model armed with a bolter or bolt pistol:
Range S AP
12 D 1
Type
Assault 1, Massive Blast, Gets Hot
GAME 3 - CORRUPT & DESPOIL
Chaos Space Marines would rather defile an objective than capture it.
Use this Strategic Asset during any break. Any Strategic Obj ectives controlled by friendly Chaos Space
Marines models are destroyed after you have received the Strategic Victory Points for them.



ORKS
GAME 1 - IDOL OF GORK
Or is it an Idol of Mork?
Use this Strategic Asset before deployment. Place a marker or suitable model in the Ork deployment zone.
Any Ork Infantry unit (friend or foe!) within 24" of the marker has the Rage special rule.
GAME 2 - MEK WORKSHOP
The Meks are overjoyed when the battle starts right on their doorstep!
Use this Strategic Asset at the start of any Ork turn. All friendly Ork vehicles in the Orks' deployment zone
that have at least one Hull Point remaining are immediately returned to their starting number of Hull
Points.
GAME 3 - GET 'EM
Orks don't believe in defence, only conquering new territory.
Use this Strategic Asset after deployment is complete. For the entire battle, the Orks' side receives triple
the Strategic Victory Points for all Strategic Objectives it controls in the opponent's deployment zone, but
only receive half the Strategic Victory Points (rounding down) for objectives it controls in its own
deployment zone.





THE LOST AND THE DAMNED
GAME 1 - BLIND BARRAGE
A thick barricade of smoke protects your troops' advance .
Use this Strategic Asset at the start of any enemy turn. Place two markers 36" apart, and scatter each
2D6". Any line of sight that crosses the invisible line between the markers is blocked. Remove the markers
at the start of the next enemy turn.
GAME 2 - PRECISE COORDINATES
Careful planning ensures that reinforcements arrive exactly where their support is needed.
Use this Strategic Asset at the start of any of your turns. All friendly units that Deep Strike that turn will
not scatter (no roll is required).
GAME 3 - LIES OF TZEENTCH
Deceived by the Great Liar, enemy warriors open fire on their comrades.
Use this Strategic Asset at the start of an enemy Shooting phase; nominate
a friendly Herald of Tzeentch. Select one enemy unit that is within 24" of that Herald of Tzeentch and is
capable of shooting. You choose the target
the unit fires at, and which guns it uses, this turn, instead of your opponent. You may cause this enemy
unit to fire at a target on their side.


CHAOS SPACE MARINES - MISSION I

PILLAGE
HUDDLE CLOSE TO YOUR EMPEROR IF HE MAKES YOU FEEL SAFE. HE
CANNOT SAVE YOU, FOR ONLY CHAOS IS ETERNAL.
Chaos Space Marines are rightly feared across
the galaxy as bloody-handed reavers, and most
of their attacks take the form of a lightning-
fast terror raid. The Chaos Space Marines will
descend upon an unsuspecting planetary
outpost, their aim to cause as much damage as
they can, and then to make off before the
surprised and bewildered defenders have a
chance to organise a coherent defence.
As well as causing terror and wanton
destruction, the Chaos Space Marines will
attempt to escape with as much loot as they can
physically carry. After all, supplies are scarce in
deep space, and the followers of the Chaos Gods
do not believe in making things that they can
far more easily steal from their enemies.
A successful Chaos Space Marine raid will leave
the target a smoking, devastated ruin, picked
bare of anything of value and inhabited only by
dead bodies. Only the bravest and most hardy
warriors have any chance of withstanding such
an onslaught.


OBJECTIVES
Set-up D3+2 objective markers before either
side deploys or rolls for their deployment area.
The Chaos Space Marine player sets up the first
objective, then the enemy player, and so on
until the requisite number of markers has been
placed. Objectives may be set up anywhere on
the table more than 12" from a table edge or
another objective.
DEPLOYMENT
Split the table into four quarters and roll-off to
see which player picks the quarter they will
deploy in.
The opposing player deploys in the opposite
table quarter.
The Chaos Space Marines player deploys first.
He must deploy two scoring units and one HQ
unit in his deployment area. The enemy player
then does likewise.

RESERVES
Any units not initially deployed on the table
must be placed in reserve.
FIRST TURN
The Chaos Space Marine player rolls a D6. On a
2 or more the Chaos Space Marines have the
first turn.
On a 1 the enemy seize the initiative and go
first.
GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1-2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1-3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.
VICTORY CONDITIONS
PRIMARY OBJECTIVE
Loot & Salvage Points: 1 loot or salvage point
equates to 3 victory points. At the end of the
game the player that has collected the most
victory points wins the battle (see the Special
Rules below).
SECONDARY OBJECTIVE
Slay the Warlord, First Blood, linebreaker.
SPECIAL RULES
The Chaos Space Marines are intent on
collecting loot, while the enemy are attempting
to salvage whatever they can. This is
represented by collecting loot and salvage
points.






CHAOS SPACE MARINES - MISSION II

BLACK CRUSADE
THERE IS NO PEACE AMONG THE STARS, ONLY AN ETERNITY OF
CARNAGE AND SLAUGHTER AND THE LAUGHTER OF THE THIRSTING
GODS.
Perhaps once or twice every thousand years a
truly great Champion of Chaos will arise in the
Eye of Terror. Through the power of his
implacable will he will weld together an
unsteady alliance between the infernal forces
that inhabit the Eye of Terror, and then launch
them in an almost unstoppable assault known
as a Black Crusade.
This black tide of Chaos expands and eventually
recedes, leaving entire systems ravaged and
burned. Whole planetary populations are
irrevocably tainted by Chaos, cities and
industries are crushed by the thunderous
pounding of diabolic engines of destruction,
uncounted citizens are dragged away to serve as
slaves and playthings to the damned souls and
their daemonic masters at the edge of reality.
Every city ruined, every planet burned brings
the material galaxy a little closer to dissolution.
Although a Black Crusade may come crashing
forth only once in a thousand years, the damage
it inflicts can never be undone.


OBJECTIVES
The objective for this mission is to cause as
much damage to the enemy as possible (see the
mission Victory Conditions).
DEPLOYMENT
Split the table into halves and roll-off to see
which player picks the half they will deploy in.
The opposing player deploys in the opposite
half.
The Chaos Space Marines deploy first, anywhere
they desire in their half of the table that is more
than 9 from the centre line of the table. The
enemy player then does likewise.

RESERVES
Both sides may place any number of units in
reserve.
FIRST TURN
Roll a D6. On a 2 or more the Chaos Space
Marines have the first turn. On a roll of 1 the
enemy seize the initiative and go first.
GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1-2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1-3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.

VICTORY CONDITIONS
PRIMARY OBJECTIVE
At the end of the game each player receives 1
victory point for each enemy unit that has been
completely destroyed.
SECONDARY OBJECTIVE
Slay the Warlord, First Blood, linebreaker.
SPECIAL RULES
War without End:
Any non-vehicle unit that is completely
destroyed is returned to play at full strength
and placed in reserve. It will arrive with other
reserves as normal. Note that kill points are
scored each time a unit is completely destroyed,
so if a unit was destroyed, returned to play, and
destroyed again, then the opposing side would
receive 2 kill points.
To The Death:
All non-fearless units (on both sides) have the
Stubborn and Preferred Enemy universal special
rules.








CHAOS SPACE MARINES - MISSION III

SCORCHED EARTH
KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM!
BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL! MAIM! BURN! KILL!
MAIM! BURN! KILL! MAIM! BURN!
Fighting against the Chaos Space Marine
followers of the Chaos Gods is a grim and
deadly affair, and never more so than when the
tide turns against the Renegades and they are
forced onto the defensive. To dare to enter such
a battlefield is to step onto a blasted landscape
of ruined buildings and burning vegetation. It is
as if the Chaos Space Marines have turned their
eternal hatred of all living things against the
very planet itself, and are determined to leave
nothing standing in their wake.
Amongst this carnage the Chaos Space Marines
will continue to fight a furious rearguard action,
determined to make their hated foe pay in blood
for every yard of ground they hope to recapture.
Only after they have inflicted the maximum
amount of death and destruction will the Chaos
Space Marines finally retreat, leaving behind
them a world so devastated that it will take
generations to repair the damage.



OBJECTIVES
Setup D3+2 objective markers before either side
deploys or rolls for their deployment area. The
Chaos Space Marine player sets up the first
objective, then the enemy player, and so on
until the requisite number of markers has been
placed. Objectives may be set up anywhere on
the table more than 12" from a table edge or
another objective.
DEPLOYMENT
Split the table into four quarters and roll-off to
see which player picks the quarter they will
deploy in. The opposing player deploys in the
opposite table quarter.
The Chaos Space Marines player deploys first.
He may deploy any number of units anywhere in
his deployment area that is more than 9" from
the centre point of the table. The enemy player
then does likewise.



RESERVES
Both sides may place any number of units in
reserve.
FIRST TURN
The Chaos Space Marine player rolls a D6. On a
2 or more the Chaos Space Marines have the
first turn.
On a roll of 1 the enemy seize the initiative and
go first.
GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1-2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1-3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.
VICTORY CONDITIONS
At the end of the game the player that controls
the most victory points wins the battle.
PRIMARY OBJECTIVES
At the end of the game, each objective is worth
3 victory points.
SECONDARY OBJECTIVE
Slay the Warlord, First Blood, Linebreaker.
SPECIAL RULES
Slash & Burn:
All pieces of area terrain are either on fire or a
smoking ruin. Before either side deploys roll a
D6 for each piece of area terrain and refer to the
following table:
1-3 Burning: The area counts as dangerous
terrain.
4-6 Smoking: Add +1 to the cover save of any
unit in the terrain.
In addition, both burning and smoking terrain
blocks any line of sight that is drawn across and
beyond them.
Units inside a burning or smoking can be
targeted by enemy troops andcan shoot out of
the building







THE LOST AND THE DAMNED - MISSION I


PREPARED ASSAULT
DO NOT STRIKE UNTIL YOU ARE READY TO CRUSH THE ENEMY
UTTERLY AND THEN ATTACK WITHOUT MERCY
The Lost and the Damned are a massive but
unwieldy force, and because of this it takes
careful preparation to launch an effective
attack.
If possible the attacking troops will be moved
into position secretly, so that the enemy
receives no warning of the impending
onslaught. Further behind the frontline huge
batteries of artillery and supporting formations
of armoured vehicles will be moved into
position, and all of the supplies required for the
attack will be stock-piled at huge supply dumps.
When the appointed hour arrives this vast force
will be unleashed upon the foe in a hurricane of
destruction. Few opponents can resist such a
sledgehammer blow.
DEPLOYMENT
Split the table into halves and roll-off to see
which player picks the half they will deploy in.
The opposing player deploys in the opposite
half. The enemy deploy first, anywhere they
desire in their half of the table. The lost and the
damned deploy second, anywhere in their half of
the table that is more than 18 from an enemy
unit.
OBJECTIVES
Place one objective marker on the centre point
of the table, and a second objective marker on
the centre of the enemy deployment zone, as
shown in the deployment map. After
deployment, the Lost and the Damned player
must set up a third objective anywhere in the
enemy deployment area that is more than 12"
away from another objective.
RESERVES
Neither side may place any units in reserve.

FIRST TURN
The Lost and the Damned player rolls a D6. On a
roll of 2-6 they receive the first turn, and on a
roll of 1 their opponent siezes the initiative and
goes first.



GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1 -2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1-3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.
VICTORY CONDITIONS
At the end of the game the player that controls
the most victory points wins the battle.
PRIMARY OBJECTIVES
At the end of the game, each objective is worth
3 victory points.
SECONDARY OBJECTIVE
Slay the Warlord, First Blood, Linebreaker.
SPECIAL RULES
Stray Rounds: The assault is part of a massive
offensive, and artillery belonging to both sides
is saturating the battlefield with high explosive
fire.
To reflect this, the players receive three 'stray
round markers' that are represented by squares
of thin paper about 1/2 across.
The The Lost and the Damned player takes two
of the markers, and the enemy player receives
the third. During each of their Shooting phases,
each player may 'shoot' their stray round
markers. Do this by taking the piece of paper
and holding it anywhere above the table about
36 from the surface. Then drop the marker so it
flutters down to the table below. The place
where the marker lands is hit by a stray shell,
which explodes with the profile given below:
Stray Round: S8, AP3, Large Blast,
Ordnance Barrage.
If the marker flutters off the table then the
round misses







THE LOST AND THE DAMNED - MISSION II

WAR OF ATTRITION
IDENTIFY YOUR TARGET. CONCENTRATE YOUR FIRE ON IT TO THE EXCLUSION OF
ALL ELSE. WHEN IT IS DESTROYED CHOOSE ANOTHER TARGET. THAT IS THE WAY
TO SECURE VICTORY!
To be the Lost and the Damned is to be in a
never-ending war of attrition. They have almost
limitless reserves, and will use these to slowly
grind down the enemy until it is only they that
are left standing. The means the damned use to
achieve this strategy are numerous. The enemy
will be subjected to almost continuous
harassing fire by artillery and aircraft.
The steady toll of casualties this fire exacts will
be exacerbated by constant raids and assaults
by Chaos front-line troops. If the enemy respond
aggressively to one of these incursions then the
lost and the damned will feed more troops into
the fight in an attempt to escalate it to a
full-scale battle. That such a strategy will cost
the lives of countless numbers of souls is of
little concern.
OBJECTIVES
The objective for each side is to destroy the
enemy.


DEPLOYMENT
Split the table into halves and roll-off to see
which player picks the half they will deploy in.
The opposing player deploys in the opposite
half. The enemy deploy first, anywhere they
desire in their half of the table. The Lost and the
Damned d deploy second, anywhere in their half
of the table.
RESERVES
Neither side may place Troops units in reserve.
Any number of other units may be placed in
reserve.
FIRST TURN
The Lost and the Damned player rolls a D6. On a
roll of 2-6 they receive the first turn, and on a
roll of 1 their opponent seizes the initiative and
goes first.





GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1-2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1-3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.
VICTORY CONDITIONS
Each player adds up the points value of all
opposing unit that have been completely
destroyed. The player with the higher total
wins.

SPECIAL RULES
Unlimited Reserves: Each side has unlimited
reserves of their Troops units which they are
willing to feed into the battle. If a Troops unit is
completely destroyed then it is returned to full
strength and placed in reserve. Replacement
units do not receive any dedicated transport
vehicles, even if the original unit did.
Replacement units count as having the same
points value as the original unit for purposes of
determining who wins the game. So if a unit
was destroyed, replaced, and then destroyed
again, then the opposing player would score
points equal to twice its original points valuel
Replacement units can enter from anywhere on
any table edge in their deployment zone, right
up to the half-way line if desired. Note that
units which can normally Deep Strike or
outflank are not allowed to use this abilities if
they re-enter play as replacement units.










THE LOST AND THE DAMNED - MISSION III

TRENCH WARFARE
THE WISE COMMANDER KNOWS WHEN TO PUSH ON FOR A SWIFT VICTORY, AND
WHEN TO HALT THEIR ADVANCE AND DIG IN TO ENSURE THEY GAIN VICTORY IN
THE LONGER TERM
sometimes even the Legion of the Damned runs
into an opponent that is too tough to break with
a single blow. When this happens the campaign
can develop into a bloody stalemate, with
neither side able to achieve the break-through
needed to achieve a decisive victory.
The troops manning these positions are not
expected to take part in wars of manoeuvre.
Instead it is there task to hold the line against
any enemy attack, in order to allow mobile and
reserve formations the time needed to launch a
devastating counter-attack.
OBJECTIVES
Set-up D3+2 objective markers before either
side deploys or rolls for their deployment area.
The Legion of the Damned player sets up the
first objective, then the enemy player, and so on
until the requisite number of markers has been
placed. Objectives may be set up anywhere on
the table more than 12 * away from a table edge
or another objective.


DEPLOYMENT
Split the table into halves and roll-off to see
which player picks the half they will deploy in.
The opposing player deploys in the opposite
half.
The enemy deploy first, anywhere they desire in
their half of the table more than 12 away from
the centre line. The Legion of the Damned
deploy second, anywhere in their half of the
table more than 12 away from the centre line.
Each side may only deploy Troops and Heavy
Support units on the table. In addition vehicle
units or units with dedicated transport vehicles
may not be deployed.
RESERVES
Both sides may place any number of units in
reserve. HQ, Elite, Fast Attack, and any units
with a dedicated transport vehicle must start in
reserve.


FIRST TURN
The Lost and the Damned player rolls a D6. On a
roll of 2-6 they receive the first turn, and on a
roll of 1 their opponent siezes the initiative and
goes first.
GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1-2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1-3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.
VICTORY CONDITIONS
At the end of the game the player that controls
the most victory points wins the battle.
PRIMARY OBJECTIVES
At the end of the game, each objective is worth
3 victory points.

SECONDARY OBJECTIVE
Slay the Warlord, First Blood, Linebreaker.
SPECIAL RULES
Dug-in: The units that start deployed in the
open are assumed to be occupying prepared
defensive positions. As long as they do not
move they count as being in area terrain that
provides them with a 4+ cover save.
As soon as the unit moves this defensive benefit
is lost for the rest of the battle, even if the
original positions are returned to.
Obstacles: Each player is allowed to place up to
D6 obstacles in their deployment area. Each
obstacle is 6" long and can be either razor-wire
or tank traps.
Razor-wire is difficult, dangerous terrain for all
non-vehicle units. Vehicles can drive over
razor-wire with no penalty. Tank Traps are
impassable to all vehicles except skimmers.
They do not affect non-vehicle movement, but
provide a 5+ cover save.











ORKS MISSION I

BLITZKRIEG
HE WAS AN AVALANCHE FROM AN UNEXPECTED QUARTER. HE WAS A
THUNDERBOLT FROM A CLEAR SKY. - COMMISSAR YARRICK ON GHAZGHKULL THRAKA
Orks are naturally keen to get to grips with an
enemy, and often the first inkling that a foe will
have of an Ork attack is when a cloud of dust is
seen on the horizon, swiftly followed by the
approaching rumble of a large column of Ork
vehicles drawing rapidly closer.
The Orks will not give their enemy time to
prepare, swiftly closing to attack range and
launching an all-out assault straight from their
column of march. Ork buggies and Warbikes will
harry the flanks of the enemy, while slower
moving vehicles and Ork Boyz that are on foot
will attack the enemy head on. Such is the
speed and fury of the assault that the enemy
has little time to organise a coherent defence,
and they will often find themselves dosely
engaged by the Orks before they really know
what's hit them. If the assault is successful, the
Ork column will quickly press on, looking for
new enemy formations to attack and overwhelm.



DEPLOYMENT
Split the table into four quarters and roll-off to
see which player picks the quarter they will
deploy in. The opposing player deploys in the
opposite table quarter.
The Orks deploy first anywhere in their quarter
of the table more than 9 away from the centre
point, then the enemy deploy in the same
manner.
Only Fast Attack units may be deployed at the
start of the battle. All other units are in reserve.









OBJECTIVES
Place one objective marker on the centre point
of the table and one more objective marker on
the centre point of each unoccupied quarter of
the table, as shown in the deployment map.
RESERVES
Both sides must place all units other than Fast
Attack units in reserve. Fast Attack units may
be placed in reserve or deployed on the table at
the start of the battle, as desired.
FIRST TURN
The Ork player rolls a D6. On a roll of 2 or more
the Orks receive the first turn. On a roll of 1 the
enemy manage to steal the initiative and they
go first.
GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1-2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1-3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.
VICTORY CONDITIONS
At the end of the game the player that controls
the most victory points wins the battle.
PRIMARY OBJECTIVES
At the end of the game, each objective is worth
3 victory points.
SECONDARY OBJECTIVE
Slay the Warlord, First Blood, Linebreaker.
SPECIAL RULES
Lightning War: Fast vehicle units (and any
units transported in them) that are in reserve
may start arriving from the first turn. Each
player may roll for any such units at the start of
their first








ORKS MISSION II

WAAAGH!
DIS IS IT LADZ. NOW OR NEVER, CHARGE DA HUMIES! WAAAGH
Although Ork blitzkriegs are often successful, they can be defeated by a resolute or skillful defender. In
such circumstances the Orks that took part in the initial assault will try to keep the enemy pinned down
while the rest of the Ork army moves up in support. Shortly the enemy will be confronted by huge mobs of
Ork Boyz backed up by massed squadrons of Ork vehicles and batteries of Ork artillery.
As soon as the Orks are in position the air will shake as the Orks bellow out a mighty 'Waaagh! 11' and
hurl themselves at the enemy line. Missiles of all kinds will batter the enemy, allowing the Ork mobs to
close and assault the enemy from close range. If the first assault is cut down then the survivors will
regroup and attack again and again, until the enemy is overwhelmed or the Orks are forced to admit
defeat.
OBJECTIVES
Set-up D3+2 objective markers before either
side knows their deployment area. The Ork
player sets up the first objective, then the
enemy player, and so on until the requisite
number of markers have been placed. Objectives
may be set up anywhere on the table more than
12" from a table edge or another objective.
DEPLOYMENT
Split the table into halves and roll-off to see
which player picks the half they will deploy in.
The opposing player deploys in the opposite
half. The Orks deploy first, anywhere in their


half of the table more than 9 from the centre
line of the table. The enemy deploy second,
anywhere in their half of the table more than 9
from the centre line.
RESERVES
Both sides may place any number of units in
reserve.
FIRST TURN
The Ork player rolls a D6. On a roll of 2 or more
the Orks receive the first turn. On a roll of 1 the
enemy manage to steal the initiative and they
go first.




GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1-2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1-3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.
VICTORY CONDITIONS
At the end of the game the player that controls
the most victory points wins the battle.
PRIMARY OBJECTIVES
At the end of the game, each objective is worth
3 victory points.
SECONDARY OBJECTIVE
Slay the Warlord, First Blood, Linebreaker.
SPECIAL RULES
Waaagh! Without End: If the battle includes an
Ork army on either or both sides, then the Orks
may, if desired, carry on a Waaagh into a
second or subsequent turn. If they do so,
non-vehicle Ork units continue to benefit from
the special rules that apply when a 'Waaagh!' is
called, but from that point on may not take
cover saves and don't receive any defensive
benefits for being in cover when assaulted - the
Orks are so excited by the Waaagh! that they
can't help jumping up and down in a manner
that exposes them to enemy fire!
Note that the enemy must still have a line of
sight in order to fire, so any Ork units
completely hidden from view cannot be shot at.
The Ork player may choose to end the Waaagh!
at the start of any of his subsequent shooting
phases.














ORKS MISSION III


CUT & RUN
ORKSES IS NEVER BEATEN IN BATTLE. IF WE WIN WE WIN, IF WE DIE WE DIE SO
IT DONT COUNT AS BEAT. IF WE RUNS FOR IT WE DONT DIE NEITHER, SO WE CAN
ALWAYS COME BACK FOR ANNUVER GO, SEE!
Although Ork attacks can be brutally effective,
they don't always work out exactly as the Ork
Warlord leading them may have hoped.
Sometimes an especially worthy or cunning foe
may actually choose to attack the Orks before
the Orks have had the chance to gather their
strength and attack first!
In such circumstances the Orks will put a brave
face on things and do their best to inflict as
much damage on the enemy as they can before
retreating in order to fight another day. Orks
can be stubborn and dangerous adversaries
when forced onto the defensive like this. It's not
unknown for an unwary or overconfident
opponent to suffer such heavy losses that the
Orks will change their minds and instead of
retreating they will go back onto the offensive
once more. Usually, though, they are happy to
just get in a few last licks before they head for
the hills, guffawing and joking about the fun
they've had and how they will soon be back!

OBJECTIVES
The objective for this mission is to cause as
much damage to the enemy as possible (see the
mission Victory Conditions below).
DEPLOYMENT
Split the table into halves and roll-off to see
which player picks the half they will deploy in.
The opposing player deploys in the opposite
half.
The Orks deploy first, anywhere they desire in
their half of the table more than 12" away from
their long table edge. The enemy deploy second,
anywhere in their half more than 12 away from
the centre line of the table.
RESERVES
The enemy may place any number of units in
reserve. No Ork units may be placed in reserve.


FIRST TURN
The Ork player rolls a D6. On a roll of 4-6 the
Orks receive the first turn. On a roll of 1-3 the
enemy manage to steal the initiative and they
go first.
GAME LENGTH
The enemy player rolls a dice at the end of game
turn 5. On a 1-2 the game ends immediately,
and on a 3 or more the game continues. If the
game continues then the enemy player rolls a
D6 again at the end of the 6th game turn, and
this time the game ends immediately on a roll of
1 -3, and continues for a 7th and final turn on a
roll of 4+. The game ends automatically at the
end of game turn 7.
VICTORY CONDITIONS
At the end of the game each player receives 3
kill points for each enemy HQ unit that has been
completely destroyed, 1 kill point for each
Troops unit or dedicated transport that has been
completely destroyed, and 2 kill points for each
other unit that has been completely destroyed.
The player with the highest total kill points
wins.
SPECIAL RULES
We'll Be Back: In this mission all Ork units have
the Hit & Run universal special rule. In
addition, starting with game turn three, Ork
units are allowed to exit the table by moving off
their own table edge. These units do not count
as destroyed unless they were falling back when
they moved off the table.
Got Them On The Run: The enemy know that the
Orks are beaten and this bolsters their resolve.
All enemy units have the Stubborn universal
special rule for this battle mission.










DAY II - APOCALYPSE MISSION


A CAMPAIGN WILL SOMETIMES COME DOWN TO A SINGLE FINAL ASSAULT
DESIGNED TO CRUSH THE REMAINS OF AN ENEMYS ARMY; THE ONLY HOPE FOR
THE BELEAGUERED DEFENDERS IS TO WEATHER THE INITIAL ATTACK AND THEN
LAUNCH A FURIOUS COUNTER-OFFENSIVE; WITH HICK THEY WILL BE ABLE TO
TURN ALMOST CERTAIN DEFEAT INTO AN UNEXPECTED VICTORY.
THE ARMIES
Select two armies using the rules found in the
Fighting an Apocalypse Battle section Each side
must select one of their Warlords to be their
forces Warmaster.
THE BATTLEFIELD
Set up the terrain fcr the battle in any mutually
agreeable manner and then

roll-off. The winning side divides the playing
area into two roughly equal halves, by drawing
a line from the shortest table edge to the
opposite table edge. The border between the two
halves does not have to be a straight line. The
opposing side decides which half of the table
each side will deploy in.
Finally, Strategic Objectives are placed



DEPLOYMENT
Roll-off; the winner of the roll-off is the
attacker.
The defender deploys first Defending units can
be deployed anywhere in their deployment zone,
or may be kept in Strategic Reserve. Onpe the
defender has deployed, the attacker does
likewise.
Attacking units may deploy anywhere in their
deployment zone that is more than 12" away
from a defending model, or may be kept in
Strategic Reserve. After both sides have
deployed, Infiltrators may deploy and Scouts
redeploy using their special rules.
FIRST TURN
The attacking side has the first turn.



GAME LENGTH
The battle continues until the time limit is
reached.
Victory Conditions The side that has the most
Strategic Victory Points at the end of the game
wins the battle If both sides have an equal
number of points then the battle is a draw.
MISSION SPECIAL RULES
Death From Above,
Divine Intervention, Finest Hour
Mysterious Objectives,
Strategic Assets,
Strategic Objectives,
Strategic Reserves,
Strategic Victory Points*
Ultimate Victory,
Unnatural Disasters.


Unit Special Rules
Characters


BRAY,ARTH ASHMANTLE

Unit Composition Unit type
1 (Unique) Infantry
SPECIAL RULES
Venerable
Forged by Vulcan
Burning Wrath
WARGEAR:
Two Dreadnough close Combat Weapons each of
which has an inbuilt Dreadfire Heavy Flamer
(additional close combat attack already
included)
Extra Armour
Smoke Launcher and Searchlight
DREADFIRE HEAVY FLAMERS: These weapons of ancient design are capable of unleashing their
power in a single, highly concentrated burst, confining the burning promethium in a superheated lance of
flame. Instead of using these weapons as two heavy flamers, they may be fired instead as a single
twin-linked meltagun (or a single melta gun if one arm has been destroyed).
WROUGHT BY VULKAN: The 'Iron Dragon' in which Bray'arth has been interned is a true relic, a
unique Dreadnought war machine that is believed to have been fashioned by the artifice of the Primarch
Vulkan himself. It contains many defensive measures and systems that others have strived but always
failed to replicate. Weapons and attacks that usually gain any form of additional dice to penetrate
Bray'arth's armour (such as Monstrous Creatures, chainfists, melta weapons, rending attacks, etc) do not
do so in his case, and lance weapons do not lower his Armour Value.
VENERABLE: Venerable Dreadnoughts are very hard to destroy. Whenever Bray'arth Ashmantle suffers
a Glancing or Penertrating hit, the owning player may ask their opponent to re-roll the result on the
Damage chart, however the second resit stands even if its worse!
BURNING WRATH: Bray'arth's Dreadnought chassis is also fitted with a number of secondary flame
projectors as well as his main armament, allowing the ancient Dreadnought to wreath himseif in flame,
incinerating anything that strays too close. In any doss combat in which he is involved, Bray'arth can
forgo one of his usual attacks to inflict a single automatic Strength 5, AP 4 hitto all models (friend and
foe) in base-to-base contact The rest of his attacks are made as normal. Note this, is not a weapon as such
and so is not affected by Weapon Destroyed results.




HAAKON BLACKFANG


Unit Composition Unit type
1 (Unique) Infantry

SPECIAL RULES
And They Shall Know No Fear
Independent Character
Acute Senses
Counter-attack
Curse of the Blackfang
Patient Killers
Saga of the Hunter
WARGEAR:
Wolftooth Necklace
Rune Armour
Bolt Pistol
The Axe Langnvast
Frag and Krak Grenades
Belt of Russ
CURSE OF THE BLACKFANG: Since first becoming a Space Wolf Haakon has contained the Curse of
the Wulfen within him, an act of supreme willpower in itself. But, during the heat of battle, when his
bloodlust rises, sometimes even his indomitable will cracks and he must succumb to the beast within.
At the start of each of Haakons controllers Movement phase except for the player's first turn, before
moving units, Haakon Blackfang player must roll a D6. On turn 2 Haakon will succumb to the Curse of the
Wulfen on a 6+, on turn 3 it will be on a 5+, on turn 4 on a 4+ and on any further turns he succumbs on a
3+. Add +1 to this D6 roll for each Space Wolves unit locked in combat that turn.
Once Haakon succumbs to the Curse he transforms into the Blackfang, replace the model with the
Blackfang. The Blackfang enters play with the number of Wounds Haakon Blackfang had when the Curse
came into effect and with only the Wargear and Special Rules detailed on the Blckfang profile, he
completely replaces Haakon Blackfang and is not affected by any effects previously applied to Haakon
Blackfang by either friendly or enemy models. He remains a HQ choice for all purposes.
THE AXE LANGNVAST: The axe known as Langnvast is an ancient and storied weapon among the
Space Wolves, carried by many heroes into uncounted battles. Langnvast is a two-handed power weapon
which adds +1 to its user Strength and allows its wielder to re-roll any assault hits which fail to wound.
PATIENT KILLERS: Haakons preferred tactics are to use some of his Grey Hunters to lie in wait,
often behind enemy lines, to strike after the foe is already weakened by battle. If Haakon is leading the
army then a single Grey Hunter squad may use the Infiltrate and Behind Enemy Lines special rules exactly
as if they were Wolf Scouts.
SAGA OF THE HUNTER: Haakons Saga of the Hunter gives him the Stealth special rule (+1 cover
save). He (and any Fenrisian Wolves he is leading) may enter the table from Reserve using the Outflank
special rules.
HQ: Haakon Blackfang is a HQ choice for a Space Wolves army.
THE BLACKFANG

Unit Composition Unit type
1 (Unique) Infantry
WARGEAR:
Wolftooth Necklace


SPECIAL RULES
Independant Character
Acute Senses
Counter Attack
Fleet
Saga of the Hunter
Patient Killers
Eternal Warrior
Feel No Pain
Furious Charge
Fearless Saga of the Hunter
THE BLACKFANG: The Blackfang can only enter play through the Curse of Blackfang rule detailed in
Haakon Blackfang's profile. He enters play with the number of Wounds Haakon Blackfang had when the
Curse comes into effect and with only the Wargear and Special Rules detailed, he completely replaces
Haakon Blackfang and is not effected by any effects previously applied to Haakon Blackfang by either
friendly or enemy models. He remains a HQ choice for all purposes.


CESTUS ASSAULT RAM
Fast Attack 275 points
Caestus Assault Rams are attack craft intended to participate in close range hoarding actions in space.
They can also act as drop-assault vessels or direct orbital attack and are armed with a powerful
magna-melta to burn through starship hulls and fortifications. Compact and heavily armoured, the
Caestus is intended not only to survive direct collision vith an enemy, it is designed for it!

Composition:
1 Caestus Assault
Ram
Unit Type:
Vehicle (Tank,
Skimmer, Fast)
Access Points:
Two front ramps.
Transport:
10 models (see
Special Rules)
Wargear:
One twin-linked
hull-mounted
Magna-melta
Extra Armour
Wing-mounted
Firefury missile
battery
Special Rules:
Assault Vehicle
Misericorde
Caestus Ram
Afterburners
Deep Strike

ASSAULT VEHICLE: Models disembarking from the Caestus Assault Ram can launch an assault on
the turn they do so (providing the Caestus did not Deep Strike).
CAESTUS RAM: The vessel is purpose built to survive smashing into a heavily armoured structure,
and its forward prow is augmented with field generators. When conducting a ram attack, the Caestus'
player can roll two dice and pick the higher number when determining if it has penetrated the target's
armour and add +1 to any rolls on the damage chart that it uses. In addition the Caestus has an
invulnerable save of 5+ against any attacks against its front armour, including any damage it suffers as a
result of carrying out a ram or being rammed itself from the front.
MAGNA-MELTA: A heavy, short ranged area-effect heat cannon, the magna-melta is designed to turn
a large cubic volume of star ship hull- plating to liquid slag. Its effects on less durable targets such as
battle- tanks and living matter are unsurprisingly catastrophic.
RANGE S AP Type
Magna-Melta 18 8 1 Heavy 1, 5 Blast, Melta


TELEPORT HOMER: Caestus are often fitted with relay signal boosters to assist in Terminator
teleporter attacks during the confusion of a space battle. They are of equal use in ground operations
allowing the Chapter's Terminators to home in accurately on the breach formed by the ram's attack.
Terminator models in the same army as the Caestus Assault Ram wishing to deep strike within 6" of the
model will not scatter, so long as the Caestus has not moved Flat Out that turn.
MISERICORDE: The ram's two hull booms contain heavily armoured compartments each fitted with
multiple retractable inertial suppress*** clamps which lock transported troops in place and protect them
from" impact. As a result the Caestus Assault Ram has a transport capacity dj ten models which must
either be in power armour, artificer armour or Terminator armour (Contrary to the usual rules.)
FRAG ASSAULT LAUNCHERS: A unit charging into close combat on the samQ turn that it
disembarks from a Caestus Assault Ram equipped with this upgrade system counts as being equipped with
Frag grenades.
AFTERBURNER: The Caestus Assault Ram is fitted with additional short-fire rocket motors and
afterburners to allow it to swiftly reach its target When going Flat Out, it may move up to 36" rather than
24*.
FIREFURY MISSILE BATTERY: The Firefury is a rapid-firing missile launcher designed to
discharge all of its munitions within a few seconds, saturating its target with micro-warheads.
RANGE S AP Type
Firefury 36 6 4 Heavy 4, 3 Blast, Twin
Linked, One Use
OPTIONS: A Caestus Assault Ram may be upgraded with any of the following.
Teleport Homer 15pts
Frag Assault Launchers .. 10pts


DAKKA JET
Fast attack 110pts
The Dakkajct is a blur of colour and noise amidst the smoke and clamour above a battle. Propelled by a
single massive jet engine, at roars through the sky, guns blazing a near-constant stream of bullets as the
pilot laughs manicalty to himself.

UNIT TYPE: Vehicle (Flyer).
WARGEAR: Two twin-linked supa shootas
SPECIAL RULES: Strafing Run,
Supersonic.
WAAAGH! PLANE: During a turn in which
a Waaagh! is called, this model's Assault
weapons firr twice as many shots as normal.
UPGRADE:
FLYBOSS: When shooting at Flyers, Jetbikes.
Skimmers, or Zooming Flying Monstrous
Creatures, a Dakkajet with the Flyboss upgrade
is treated as be in 5 Ballistic Skill S.

RANGE S AP Type
supa shoota 30 6 4 Assault 3
OPTIONS
May take an additional twin linked supa shoota 10pts
may take red paint job . 5pts
may upgrade to flyboss 10pts


VENGEANCE WEAPON BATTERY
Fortification 75 points
Vengeance Weapon Batteries are almost indestructible automated defence units. Armed with powerful
cannons they unleash deadly fire on any enemies that approach them.
COMPOSITION: 1 Vengeance weapon
Battery. If two vengeance Weapon Batteries are
purchased, each is deployed as a separate
formation.
TERRAIN TYPE: Impassable Building
(armour Value 14)
ACCESS POINTS AND FIRE POINTS: None
WEAPONS: One emplaced punisher gatling
cannon
SPECIAL RULES
SENTRY DEFENCE SYSTEM: A building
with this special rule can use automated fire
against enemy units and be targeted by enemy
attacks even if unoccupied.
OPTIONS:
May add one additional Vengeance Weapon Battery 75 points
May replace punisher gatling cannon with battle cannon ..75 points
RANGE S AP Type
Battle Cannon 72 8 3 Ordinance, Large Blast
Punisher gatling
cannon
24 5 - Heavy 20


FIRESTORM REDOUBT
Fortification 200 points
A Firestorm Redoubt is capable of unleashing a deadly torrent of lascannon fire, which will destroy any
enemy flyers that dare to approach too closely.
COMPOSITION: 1 Firestorm Redoubt
TERRAIN TYPE: Medium Building (armour
Value 14)
ACCESS POINTS AND FIRE POINTS: As per
model.
WEAPONS: Two Emplaced quad icarus
lascanons
SPECIAL RULES
FULLY AUTOMATED: The emplaced quad
icarus lascannons on the Firestorm redoubt are
fully automated. Models occupying the
Firestorm redoubt may not use the manual fire
rule to fire them.
PRIMARY TARGET: The emplaced quad
icarus lascannons must fire at the nearest
enemy Flyer or Flying Monstrous Creature unit
within range and line of sight. If no enemy unit
of either of these types is within range or line of
sight, then quad icarus lascannons must fire at
the nearest enemy unit within range and line of
sight.




RANGE S AP Type
icarus lascannons 96 9 2 Heavy 2, Interceptor,
Skyfire, Twin linked





























GAME RESULTS TABLE:
Game
Number
Opponent Win/Lose/Draw Strategic
Asset
Won
Strategic
Assets
Used
1
NA
2
3
4
NA


NOTES:

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