Damocles Gulf Crusade - Ork Edition
Damocles Gulf Crusade - Ork Edition
uk
1
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
History records you as one of the commanders taking part in "the Damocles Gulf Crusade"; a campaign weekend that
chronicles an apocalyptic conflict of the 41st Millennium...
FIRST THINGS FIRST: The team running the event is there to help describe the campaign
story as it unfolds and they will work out what impact your games have
THIS IS NOT A TOURNAMENT. YOU WILL GET MORE OUT OF THE upon it. Most importantly they are there to ensure everybody has a
WEEKEND IF YOU ENJOY THE EXPERIENCE RATHER THAN FOCUS ON great time. After all – it’s only toy soldiers!
THE OUTCOME OF YOUR GAMES. IF YOU AND YOUR OPPONENT
ENJOYED THE GAME – YOU HAVE WON. Games will be driven by the narrative of the campaign. This means that
during the course of the event various games may appear a bit one-
The Tempus Fugitives have designed this campaign weekend to be (we sided when viewed from the usual gaming perspective.
hope) as enjoyable as possible. It is important to remember that the
campaign weekend is not a tournament. If you are expecting anything In any war, commanders have to deal with unfair and unbalanced
other than to just have fun – turn back now! The games you play are all situations, using cunning and skill to prevail against overwhelming odds,
connected to part of a greater battle – the clash of empires over the and the same may be true for you. However, whatever the scenario or
Damocles Gulf. battlefield conditions, your game and your story will always count in the
big scheme of things; the Tempus Fugitives will always try to make sure
Games Workshop has a really fantastic Grand Tournament programme that you are not asked to play a game you simply can't win before any
and should you want to get involved in a true test of your skill at dice are cast. There will always be critically important mission objectives
Warhammer 40,000 please contact Direct Sales on 0115 91 40000 or see that you will need to strive to achieve.
the events page at www.uk.games-workshop.com
Most importantly remember that, as this is a team event, even if you
The Damocles Gulf Crusade campaign weekend presents Games lose your individual battle your taskforce or faction may still do well
Workshop hobbyists with an opportunity to play in a different style than overall; don't worry about 'winning', just think about having a good
they may be used to. In short, Tempus Fugitives’ campaigns are all time.
about trying out new ideas and contributing to an adventure. In fact
the story is almost as important as the actual games themselves and It is our hope that we can repay some small part of the kindness that
players should be prepared to get into the mindset of the army they the gaming community has shown us over the years and organise a top
have brought to battle with. notch event that everyone can enjoy.
2
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
The UK Events team deserve mention here. The support 18:30 – 19:30 Dinner
received over the years from Brian Aderson and Andy
Joyce has meant that we have had the confidence to try 19:30 – 23:00 Quiz and relax in Bugmans
and pull these events off.
And last but not least we’d like to thank all those who have IMPORTANT!
visited our website and forums. The feedback and support This material is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Battlefleet Gothic, Black Templars, Blood Angels, Blood Bowl, Catachan Jungle Fighters, Chaos Space Marines, the Chaos device,
given to our campaign weekends has encouraged us to try Codex, Dark Eldar, Dark Angels, Dark Future, the Double-Headed/Imperial Eagle device, the 40k device, Dwarfs Crossed Hammer logo, Eavy Metal,
and put together the best Warhammer 40,000 campaign Epic, Eldar, Eldar symbol devices, Eye of Terror, the Games Workshop logo, Games Workshop, Genestealer, Golden Demon, Gorkamorka, Grey Knight,
Hammer of Sigmar, Horned Rat logo, Inquisitor, the Inquisitor device, Khorne, the Khorne device, Kislev, Kroot, Leman Russ, Mordheim, Necron,
weekend we possibly could. Necromunda, Nurgle, Nurgle logo, Ork, Ork Skull devices, Skaven, Skaven logos, Slaanesh, Slaanesh logo, Slottabase, Space Hulk, Space Marine,
Space Marine chapter logos, Space Wolves, Sisters of Battle, Steel Legion, Talisman, Tau, the Tau caste designations, Tyranid, Tyrannic, Tzeentch,
Tzeentch logo, Ultramarines, Vampire Count logo, Von Carstein, Von Carstein logo, Chaos, 40k, GW, Warmaster, Warhammer, White Dwarf, and all
associated marks, names, characters, illustrations and images from the Warhammer world and Warhammer 40,000 universe are either (r), TM and/or
(c) Games Workshop Ltd 2000-2008, variably registered in the UK and other countries around the world, used without permission. No challenge to their
status intended. All Rights Reserved.
3
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
Outline of Play
and weaknesses. Before the first game on
Saturday you will be asked to gather at one of Your Task Force's success or failure in a particular
the task force muster points and nominate a Task Warzone will determine the future objectives
Force Commander. The role of the Task Force available in other Warzones and, as discussed
In addition to your army and this
Commander is of crucial importance to the team previously, it will also determine your Initiative for
campaign pack you will need the and it is the Commander's responsibility at the the next round. If both sides have the initiative
following: end of each game to collate results and hand that round then the normal rules of Warhammer
those back to your Faction Marshal, who will be 40,000 are used for determining sides and first
• The Warhammer 40,000 4th Edition rulebook.
You need this because some of the material from the represented by a member of the event team. Do turn.
second half of the book will be used throughout the not elect an incompetent Taskforce Commander
campaign, and the Battle for Macragge rule book does – you will regret it! Should anything particularly notable happen
not contain this material.
during the course of your game, such as an act of
The initiative in the first round is determined by the extreme heroism or crushing tragedy, please let
• The Apocalypse expansion
narrative for each Warzone and is indicated your Faction Marshal know about it as your deeds
• Dice, Templates and Tape measure under the Warzone description. Initiative in each may well become one of the legends of the
subsequent round is determined by the results of Damocles Gulf Crusade...
• Superglue the previous round.
Rules of Engagement
• The Warhammer 40,000 4th Edition rules will be used for this campaign weekend, as will the latest Frequently Asked Questions (FAQ) documents
from the Games Workshop website. You need the hardback version of the rulebook because some of the material from the second half will be
used throughout the campaign, and the smaller ‘Battle for Macragge’ rule book does not contain this material.
• Except for the 2500 point Assault force, each player will require an army selected from a single army list - see the section entitled Permitted Armies.
• You must have enough models to field your army as a 2500 point Heavy Assault force.
• All models within your armies should conform to "what you see is what you get" (WYSIWYG). In other words, all equipment that can be
appropriately shown should be clearly modelled on each miniature.
• Legendary units and Formations from the Apocalypse Expansion, Imperial Armour: Apocalypse, Liber Apocalyptica and the Games Workshop
website are permitted in this campaign. Home-made Apocalypse datafax are not permitted.
• Vehicles detailed only in Forge World's Imperial Armour publications may be used. If a vehicle is described in more than one Forge World publication (for
example the Griffon), the most recent version must be used. If the vehicle has an Apocalypse Datafax available for it then that should be used instead. Please
contact the Tempus Fugitives if in doubt.
• The Warhammer 40,000 Cities of Death expansion will not be used in this campaign.
• You may include Special Characters from their army Codex as normal but please rename them where appropriate. So Commissar Gaunt might
become Commissar Tanner.
• No allies of any kind may be taken (including Kroot Mercenaries, Deathwatch etc). Instead Armies may use the Faction Specific Units instead
which are found in this document.
5
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
Recon Detachment
Small forces sent ahead of the main army, Recon Detachments are selected according to the following
restrictions. Part of the fun of these small armies is doing something a bit unique that you might not have the
time to do with a larger army.
No flyers. Reconnaissance aircraft do not undertake the type of missions fought by a Recon Detachment.
Recon Detachments must have one troop choice. You may spend remaining points from anywhere in the
Codex subject to the Recon Detachment Force Organisation chart provided.
Main Battlegroup
The Damocles Gulf Crusade is the first conflict between the Tau Empire and the Imperium. To further complicate matters for both sides the brutal Orks have descended
on many of the worlds in the Gulf. The army must be fielded as a single detachment subject to the following restrictions:
• Must be no more than 1500 points. • Models with rules in the Apocalypse rulebook or Imperial Armour:
Apocalypse MUST be used over those found in other Imperial Armour books
• May include models or units from the Recon Detachment. (for example the Valkyrie and Hydra).
• Is selected using the Standard Missions Force Organisation Chart found on • Any Fliers use the rules for aircraft found in the Apocalypse expansion.
page 78 of the 4th Edition Warhammer 40,000 Rulebook.
• Vehicles detailed only in Forge World's Imperial Armour publications may be used.
• May NOT include units with Structure points or any Apocalypse Formations. If a vehicle is described in more than one Forge World publication (for example the
Griffon), the most recent version must be used.
• Must be no more than 2500 points. • Must be chosen from the same faction (so an Ork player may have Kult of
Speed, Bad Moons and Goffs but may not include Space Marines or Kroot).
• May include models from the Main Battlegroup and Recon Detachment.
• Vehicles detailed only in Forge World's Imperial Armour publications may be used.
• All rules from the Apocalypse Expansion are used when playing with a If a vehicle is described in more than one Forge World publication (for example the
Heavy Assault Force except that you do not get a free stratagem, the only Griffon), the most recent version must be used. If the vehicle has an Apocalypse
stratagems used are those included in formations. Deployment is based on Datafax available for it then that should be used instead. Please contact the Tempus
12” from the diagonal across the centre of the board – it does not scatter. Fugitives if in doubt.
6
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
7
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
8
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
Grog decided to take a different tack. Enlisting the help of as many Tankbustas, Flash Gitz and Freebooters as he could, including the mercenary Kaptin
Badrukk and Ork Freebooterz, the Warlord rearmed his forces and prepared to do battle once more. Grog encountered even fiercer resistance as he
penetrated the forces led by Commander Farsight in the north of the Tau Empire. This time, however, he was more than ready. Lootas, toting captured
Tau weaponry, exchanged massive volleys of fire with the Tau gun lines. Battlewagons and looted Hammerhead tanks pounded the massed ranks of the
Tau Fire Warriors with heavy munitions as Grog and his boyz stomped towards the enemy.
Deffkoptas corkscrewed through the skies in aerial battles with battlesuit teams, preventing them from disengaging. Most impressive of all,
Kaptin Badrukk and his Flash Gitz lit up the night, annihilating team after team of desperate Tau warriors with their snazzguns. The carnage was
only stopped by the arrival of a Manta missile destroyer, which mercilessly cut down the Flash Gitz in a volley of railgun fire. Badly wounded
and, more importantly, out of cigars, the Kaptin was forced to retreat. It is rumoured that Badrukk pursues that great and graceful ship to this
day, hell-bent on revenge.
As the battle for the northern enclaves escalated, Grog embarked his most brilliant plan yet. Having made an alliance with the
crazed Mekaniak Wazdakka Gutzmek and supporting his efforts to attack the Tau’s warp engine technology centre on Krath,
Grog concentrated on the Tau world of Ke’lshan, smashing the Tau there into submission.
Central to his scheme was the concept of retreat, a tactic all but unheard of in Ork kultur. If it weren't for the large
number of Blood Axe warbosses in Grog's employ he would never have carried it off. As the forces of Commander
Farsight pressed forward, the Ork front line fell back, hooting and hollering and clutching their heads. The Tau
forces, caught in the jubilation of the hunt, overextended themselves. Suddenly the remainder of the Ork force
ambushed them from either side, closing upon the Tau hunter cadres like a pair of giant green jaws.
Since that day many more warbands have flocked to the Warchief's banner. Grog has taken three sept worlds in
the space of a year, locked in a war of attrition that the Orks can afford but the Tau cannot. No matter how
many times Farsight and his cadres cut down the Orks, more follow close behind as new armies of greenskins
make their slow but deadly approach.
The lists on the following pages present the allowed lists for the Orks involved in the campaign. In all cases
the most recent edition of the Ork Codex will be used. These are the only armies permitted in this Faction
during the weekend and if you cannot find your army listed, in all likelihood it is not permitted. If you have
any further questions regarding army selection, please contact the event organisers before the weekend or
check the forums at www.tempusfugitives.co.uk.
9
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
Warlord Skamork the Great Despoiler spoke these words as his boyz faced the might of the expanding Tau Empire. He saw an opportunity for a great deal of bashin’ and
thumpin’, particularly at the cost of the Imperium and the Tau. What was not to like? The Codex used in this faction is Codex Orks. Articles from Chapter Approved or
other sources are not to be used in this campaign. All supplementary rules to your Codex can be found in this pack.
• The six main Ork Klans (as shown in the Codex) are
represented in Grog’s Waagh as follows:
Evil Sunz make use of lots of vehicles. They may always pay
for a Big Mek in the army who does not take up an HQ slot.
10
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
11
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
12
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
Freebooterz 85 points
Flakk Wagon 120 points
The most common Freebooterz of all are the Mobz of Pirates or Banditz which
roam from settlement to settlement in search of a good scrap and plenty of The Flakk Wagon is a stripped down variant of the gun wagon
loot. They are led by an especially roguish Kaptin who affects a colourful and characterized by its armoured hull and four large antiaircraft guns which
distinctive style of dress often featuring a large Kaptin's hat with the Jolly Ork hurl a storm of shots into the air with little care for accuracy.
symbol painted on it.
Orks use Flakk Wagons to teach their young and impetuous Wildboyz the
Freebooterz Pirate Mobs may be taken as Elites choices for Ork armies. benefits of Orkish Kultur and the joys of driving around at high speed while
blowing lots of things up. The heavier armour comes in particularly handy
WS BS S T W I A Ld Sv when the Wildboyz keep crashing into things. In battle each Flakk Wagon is
Pirate 4 2 3 4 1 2 2 7 5+ crewed with up to three Wildboyz who jump around and try to grab the
Kaptin 4 2 4 4 2 3 3 7 5+ steering wheel from each other. The anti-aircraft Flakk Kannon on the
flatbed is controlled by a hoary old veteran who fires the gun and stops the
young Orks from doing anything too daft.
Unit Type: Infantry
Number/Squad: 4 Pirates and a Kaptin. It was during the attack on Ke’lshan that Grog’s armies realised the power
of Flakk Kannons when the quad barrelled Deffguns were pointed at the
Wargear: Snazzgun, stikk bombz, pair of Kutlass (counts as two close combat Tau Fire warriors rather than the aircraft. The cloud of Flakk shredded the
weapons). Tau and made a big mess. What was not to like?
Options: Up to 10 Pirates may be A Flakk wagon is a Fast Attack choice for Ork armies.
added to the mob at +15 points
per model. BS Front Side Rear
Flakk Wagon 2 12 12 10
Character: The Kaptin
may replace one of Type: Fast, Open Topped
his Kutlass with a
Power Klaw at +25 Crew: Orks
points.
Weapons: The Flakk Wagon is armed with a Flakk Kannon.
The Kaptin may take a Boss pole for
+5 points and a Squig-Parrot for +10 Flakk Kannon: Range: 56" Strength: 7 AP: 4 Heavy 2d6
points (counts as an attack squig).
The Flakk Kannon is mounted on an Anti-Aircraft platform and as such will
Transport: Mobs of 12 or fewer models hit enemy fliers using its normal BS rather than hitting on a 6. The Flakk
may take a Trukk as a dedicated Kannon counts as twin-linked.
transport for +35 points.
Options: A Flakk Wagon may be given any of the following upgrades from
Untrustworthy Gitz: Freebooterz Mobs may not be joined by anyone! Codex Orks: Armour plates, grot riggers, red paint job, reinforced ram,
turbo boosta and wrecker ball.
Furious Charge (see Codex Orks)
Khorne Stormboyz Mobs may be taken as Fast Attack choices for Ork armies.
WS BS S T W I A Ld Sv
Khorne Stormboy 5 2 3 4 1 2 2 8 6+
Aspiring Champion 5 2 4 4 2 3 3 8 6+
Wargear: Sluggas, stikkbombz, rokkit pack and a choppa. The Champion has an
Icon of Khorne.
Options: 8 Khorne Stormboyz may be added to the mob for a further +128 points. Up to
3 Stormboyz may replace their choppa and slugga with a big choppa at +5 points
Character: The Aspiring Champion may replace his choppa with a big choppa at +5
points or a power klaw at +25 points.
Special Rules
Icon of Khorne: Counts as a Bosspole except the Champion causes d3 wounds on the
unit rather than just one.
14
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
A Lifta Droppa may be taken as a Heavy Support choice for Ork armies. While some Madboyz are just plain crazy, others are inspired geniuses whose
ideas are immensely valuable to the Orks (and quickly stolen by any Mek worth
WS BS S T W I A Ld Sv his teef). All Madboyz are unpredictable and somewhat anarchic, so they live
together and on the battlefield they fight as a single mob. Other Orks have the
Mekboy 4 2 3 4 1 2 2 7 6+
utmost respect for Madboyz, whose crazed notions are seen as a sign of favour
Grots 2 3 2 2 1 2 1 5 - from Gork (or possibly Mork).
Unit Type: Artillery Madboy Mobs may be taken as Fast Attack choices for Ork armies. May only
be joined by a Weirdboy.
Crew: A Mekboy and three grots.
WS BS S T W I A Ld Sv
Lifta Droppa: To fire the weapon, choose an enemy vehicle (but not a flier or Madboy 4 2 3 4 1 2 2 7 6+
super heavy vehicle). Roll 3d6, provided the total score is equal to or greater
than the target’s front armour and it is within 36” range it is lifted into the air. If
Unit Type: Infantry
the vehicle is out of range or the roll is less than the vehicle’s front armour value
then the shot has missed. If the dice rolled are a triple the Lifta Droppa inverts Number/Squad: 10 Madboyz.
the tractor beam and throws itself the distance rolled in a random direction
described below. Like all artillery, the Lifta Droppa has an Armour value of 10. Wargear: Sluggas and a choppa (would you trust them with anything bigger?)
Provided the Lifta Droppa has hit, roll a scatter dice. If a hit is rolled the vehicle Options: Up to 20 Madboyz may be added to the mob at +10 points per
is dropped on the spot and takes an automatic penetrating hit. If an arrow is model.
rolled then the Lifta Droppa may move the vehicle up to 24” in the direction
Furious Charge (see Codex Orks)
indicated before dropping it. If the vehicle is dropped on another vehicle then
both suffer a penetrating hit and the dropped vehicle comes to rest facing in Fearless
the direction indicated and to the side of the vehicle which it was dropped on.
If the vehicle is dropped on a non-vehicle unit, the unit takes 2d6 wounds and Madboyz: At the beginning of each Ork turn, the Ork player rolls a dice for
the dropped vehicle suffers a glancing hit. Move the non-vehicle unit exactly each mob of Madboyz and consults the table below. The result applies until
as though it had been tank shocked. If the vehicle is dropped into impassable the roll is made at the start of the next Ork turn. Weirdboys in the unit allow the
terrain it is destroyed. The vehicle may not be dropped off the table edge. result to be re-rolled. The Madboy abilities apply to Weirdboys in the unit:
A Mekboy Dragsta is a Fast Attack choice for Ork armies that include a Big WS BS S T W I A Ld Sv
Mek. Ogryn 4 3 5 4 3 3 2 8 6+
Options: A Mekboy Dragsta may be given any of the following upgrades: Mob Size (see Codex Orks)
May replace the Kustom Mega-Blastas with a single hull mounted Mekboy Big
Gun (does not include crew):
16
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
Call of the Hive: Each turn, before moving the Ork-Genestealer Mob, the Ork 4-5 Thrrrummm - The ground itself trembles and shakes, all units with a model within 3D6”
player rolls a d6. On a roll of a 1 the unit may do nothing that turn (except fight of the Pulsa Rokkit have their WS and BS reduced to 1 until the beginning of the next Ork
if engaged in combat). At the end of the turn it resumes normal behaviour. turn and must take a Pinning test at -1 Ld.
6 Wohhhm - The Pulsa Rokkit thrum and shakes, sending out waves of suppressive energy.
All units within 2D6” are entangled and take D6 S6 hits, Vehicles (including skimmers and
fliers) instead take a glancing hit.
17
The Damocles Gulf Crusade Campaign Weekend www.tempusfugitives.co.uk
Tarellian Dog Soldiers are an Elites choice for Orks. They will not serve in any Each Big Mek in an Ork army may take a Tinboyz mob as a Heavy Support
army that contains humans. choice.
WS BS S T W I A Ld Sv Pts WS BS S T W I A Ld Sv
Dog Soldier 4 4 3 3 1 4 1 7 5+ Tinboy 45 3 2 5 5 3 2 2 5 3+
Alpha 5 4 3 3 1 4 2 8 5+
Number/Squad: 3 Tinboyz.
Unit Type: Beasts
Equipment: The Tinboyz are armed with a huge choppa and a big shoota.
Number/Pack: 4 Dog Soldiers and an Alpha leader
Options: Up to 7 Tinboyz may be added to the mob
Wargear: Shootas, close combat weapon, stick bombs and sluggas. at +50 points per model.
Options: Up to 15 Dog Soldiers may be added to the pack at +11 points per Any Tinboy may replace its big shoota
model. with one of the following weapons: a
skorcha at +5 points or a deffgun or
The Alpha may replace his Shoota with a Burna at +10 points rokkit launcha for +10 points. Any Tinboy
may replace its huge choppa with a
The Alpha may replace his close combat weapon with a power klaw at +20 power klaw at +15 points.
points.
Fearless
Preferred Enemy: Humans Tarellians always hit humans (including Space
Marines and Abhumans) as described in the Preferred Enemy rules in the Slow and Purposeful
Warhammer 40,000 rulebook.
Fleet
Fearless
18