[Waagh]
OI, WE WOZ 'ERE FURST
Rival Clans race to mark as
much territory with their glyphs as possible.
SETUP: Place 1 "high point" territory per each two clans (round
up) in the center of the board. Make sure there are several narrow paths
that lead to each "high point". Place two blips per clan, along
every path leading to the high point (so hazards may block access to it).
SPECIAL: Race rules apply.
GOAL: First ork to the "high point"
spends an action there: +3 Waagh.
GOAL: Grab any Loot, Skrap, Fuel or Bitz found.
(Fight ends when all high points have been marked).
[Lernin']
'ELP DAT ODDBOY
An oddboy has been spotted
wandering in the desert. All orks rush to "reskue" him...
SETUP: Place scenery, and place 1 Oddboy of any type in the center of the
board for every 2 clans in play.
SPECIAL: The oddboyz will move away from all orks, hiding if possible. They will defend themselves in melee, rolling OO. The oddboy will not move within 2" of any other model, so it is possible to surround them. The only way to capture them is to knock them out and move them off the board.
GOAL: Git the Oddboy off the board: +1 each
of Lernin', Teef, Waagh.
GOAL: Oops, killed 'im: -2 Waagh!
(Fight ends when the Oddboy has been Reskued or Killed ).
[Teef]
GET DA MUTIE GITZ
The ork clans go huntin' for
muties in the Badlands.
SETUP: Place rocky crags such that a canyon is formed in the board center.
Draw out all the Mutie blips plus 3 blips per clan and place them anywhere
on the board except on the rocky crags. Clans may start on any board edge
that enters the canyon.
SPECIAL: All vehicles may reveal blips by driving over them in this scenario! If a mutant blip is revealed, the player to the left of the revealer may place the mutant anywhere along the top of the ridge. The mutant must immediately attack the nearest target. After each Clan has gone, any surviving mutants get a turn of their own, attacking the closest target. They may not hide.
DEATH FROM ABOVE: Mutants may jump off a cliff onto models below- they must jump far enough out to drop directly on the model (See Jumping rules). If they land on the model, treat as a melee attack with the model's melee as Awkward. If they miss, they will take a stun...
GOAL: For each mutant killed: +1 Teef.
GOAL: Grab Loot, Fuel, Skrap, and Bitz.
(Fight ends when all blips are resolved and all mutants killed).
[Loot]
DA SLUDGE PITT
Some unfortunate gretchin has discoved a petrol sludge
pit under the local desert while "lookin' fer bitz".
SETUP: Place a large, oval sheet in the board center to represent da Swamp.
Place scenery of all sorts in amongst da Swamp. Place 5 random blips per
clan on the scenery.
SPECIAL:Any mutants that tie in melee or vs. armor will do 1" of knockback, and they may move normally (and can't drown) in sludge. If a model ends up in the sludge, roll a red at the end of your turn. If you roll a 3, they drown, taking their weapons with them! While in sludge, you may either move or take an action, not both. If on dry land, you may pull a model out of the sludge for 1 action if they are within an inch of you.
GAS FUMES: If you max out on 1 die with any non-melee weapon, a 2" explosion centered on you will go off! Roll 2 whites, ignores cover, Wounds on a graze, does KB from front of firing model.
GOAL: Grab Loot, Fuel, Skrap, and Bitz, and watch out for muties!
(Fight ends when all blips have been resolved).
[Waagh, Lernin']
BREW HAR HAR
Orks at the local Brew Hut
have a bit too much fungus brew, and a knock-out brawl ensues...
SETUP: Place the Brew Hut in the middle of the board. Players take turns
placing 1 member anywhere on the board (bosses must start at least 6"
away from the brew hut). Continue placing until all members are on the board.
Gretchin may not participate!
SPECIAL: All clan members may have a free club for the duration of this fight. If you kill someone in melee, treat as a KO. No default Lernin' is earned for participating- it can only be earned by Knocking out other orks. You can even knock out your own orks if you wish, but you must use their full melee if you try!
GOAL: For each enemy member killed: -2 Waargh
GOAL: If you have a member (not your boss) in the bar at your turn end:
+1 Waagh per turn (max. 3/fight).
GOAL: For every 1 Nob or 2 orks (of any clan) your
clan KOs: +1 Lernin' (or, +2 Lernin' If you KO a boss).
(Fight ends when everyone inside the brewhouse is KOed except Bosses).
[Lernin']
MINEZ YER STEP
An old mine has been discovered
in the desert.
SETUP: Place several mine entrances on the board. Off the board, set up
a maze of passages using the tiles from Warhammer quest, Advanced Heroquest,
etc. Be sure to indicate where the mine entrances correspond to the maze.
Place four blips per clan in the mines, plus three "shiny bitz"
in hard to reach areas in the mines.
SPECIAL: It takes a full move to climb down into the mine from any mine entrance. The mines are all in darkness. Mutants ignore darkness! Any HOLE hazards found will cause a cave-in that blocks all movement on that square!
GOAL: Grab any loot, etc. found.
GOAL: Spend an action to pick up a "shiny bit": +1 lernin'
(Fight ends when all shiny bitz are grabbed and all blips are resolved).
[Lernin']
MEK AMOK
Mekboy Boggit's experi-mental
Drednot has gone wonky- all orks must stop it!
SETUP: Place lots of scenery on the table and place the drednot in the middle.
All clans start on any board edge.
SPECIAL: The Drednot has a super force field (all incoming damage reduced by the roll of 2 red dice). It is armed with a Conversion Beamer and a Heavy Bolter. The Drednot moves 6", has 3 Armor, 3 hits, and 4 red dice in melee.
The drednot goes first in this scenario, and turns go clockwise. If no one is within 12", it will start to move in a random direction. Otherwise, it will move towards the nearest target and attack. Have the player to your left run the Drednot if it attacks you. If it's heavy weapons explode from a fail and damage the Drednot, give the points to the clan it was firing at.
GOAL: Attack the Drednot this turn: +1 Waagh
(max +1 per clan per turn).
GOAL: Damage the Drednot: +1 Lernin' / Hit done.
GOAL: Destroy the Drednot: +3 Waagh.
GOAL: Pick up the Drednot's remains: +2 Skrap.
(Fight ends when Drednot is destroyed and looted).
[Vehicle]
DA KART GRAVEYARD
An ancient highway has been
discovered, and has several wrecked vehicles on it.
SETUP: Place wrecked vehicles along a road, with four blips per Clan amongst
the wrecks. Start on any board edge.
SPECIAL: RACE rules apply.
GOAL: Grab Loot, Fuel, Skrap, and Bitz.
GOAL: Any Skrap found will count double towards the purchase of a vehicle!
(Fight ends when all blips have been resolved).
[Lernin']
ZOGGIN' STORM
A deadly sand storm blasts
through the ork camps, uncovering new bits.
SETUP: Place terrain and four blips per clan across the board. Pick an "upwind"
board edge. Clans start on the opposite edge.
BLINDING SAND: When firing at targets over 1" away, subtract 1 from your die roll.
WIND: At the end of each clan's turn, for each model in that clan, roll a "wind" Red die on each model: Graze= S Kill= KO, KB= model's move. If you can get next to cover such that it is between you and the wind, or can get inside an open vehicle, you may add 1 to your armor vs. wind. Troops inside Closed vehicles and Hidden troops may ignore wind.
GOAL: Grab Loot, Fuel, Skrap, and Bitz.
GOAL: Get any members off the opposite board edge: +1 Lernin'.
(Fight ends when all blips are resolved).
[Teef]
KOLLAPSE DAT SHAK
Several dangerously unstable
structures nearby will make great skrap once demolitioned.
SETUP: Place 2 buildings per clan anywhere on the board. Place 2 blips in
each building. Roll 3 reds per building and add that many hits to the building.
SPECIAL: If a hole is revealed, the building it is in will immediately collapse. Collapsing buildings will reveal any blips inside. Collapsing buildings roll two reds against each Blip or Model inside. Loot, etc. will be destroyed on a roll of 2 or more.
DAMAGING BUILDINGS: You may damage a building by shooting or meleeing it from the inside (roll Vs. armor), or you may attack it from the outside with a heavy weapon, frag stikkbomb, or by ramming with a vehicle. When a building is destroyed, place 1 skrap counter in the center of the ruins. This scrap may be recovered by any model touching any part of the ruins (as normal- see rules for Skrap).
GOAL: Earn +1 Waargh for knocking down a building.
GOAL: A collapsed building automatically turns
into 1 Skrap.
(Fight ends when all blips are resolved and all buildings are destroyed and looted).
[Waargh]
DEY SAY IZ HAUNTED...
An old abandoned fort has been
making strange sounds at night. The Boyz investigate...
SETUP: Place a fort in board center. Place 2 mutant blips and 3 random blips
per clan anywhere in or around the fort.
SPECIAL: Darkness applies everywhere on the board. Mutants may immediately attack upon being discovered. Have the player to your left run a mutant if you discover one. Mutants that survive will get another turn after the last player in the turn order.
GOAL: Grab loot, etc.
GOAL: For each mutant killed, +1 Waargh.
(Fight ends when all blips resolved).
[Lernin']
SQUIG STAMPEEEED!
Orks must recapture several
escaped squig beasts that are terrorizing the local Fungus farm.
SETUP: Place numerous fungus pits amongst the other scenery. Start 2 squig
beasts per clan in the board center.
SPECIAL: Squig beasts will move away from the nearest target but not off the board. If they cannot get more than 8" away from the nearest target, they will charge the nearest target and melee! Squig beasts have 2 armor, 1 hit, move 8", and roll 2 reds in melee. They will do 3" of knockback in melee! RUNTHERDS get a +1 to their melee and shooting rolls when dealing with squigs.
GOAL: KO a squig by hand: +1 Lernin'.
GOAL: Capture a KOed squig: +1 teef (as Skrap for carrying, etc).
GOAL: SQUELCH. If
an Ork moves into or lands in a Fungus Pit, -1 Waargh (gretchin are exempt).
(Fight ends when all squig beasts have been captured).
[Loot]
RACE FOR DA STUFF
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Rumours spread through
the Clans of a new, loot-rich site out in the desert.
SETUP: Place wreckage, barricades, etc. in a scattered array at one end
of the board. Place 4 blips per clan amongst the wreckage.
All orks start at the other end of the board.
SPECIAL: RACING RULES APPLY! First come, first serve on the blips.
GOAL: Grab Loot, Fuel, Skrap, and Bitz.
(Fight ends when all blips have been resolved).
[Fuel]
KA-CHONK, KA-CHONK, KA-BOOM
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The poorest clan (clan
X) has found oil, and is now pumping and refining it. When they come under
attack, they set the refinery to blow. How much fuel can be captured before
the refinery goes up in flames?
SETUP: Place oil well or fuel refinery scenery in the middle of the table.
Clan X draws out two random blips per opposing clan, and places them anywhereon
the board, no closer than 8" to the refinery. Place a weapon mount
in the refinery to represent a Heavy Flamer. Clan X starts anywhere in the
refinery. All other clans start on any board edge.
SPECIAL: The Refinery includes a built-in Heavy Flamer which cannot be removed, but may be fired by any adjacent model! For each action spent by a model in the refinery, roll two white dice: if a 1, 2, or 3 is rolled, get 1 fuel. If a 4 is rolled, the refinery explodes! Roll 2 reds vs. each target in the refinery, and 2 whites vs. each target within 6" of the refinery. Graze =W.
GOAL: Grab Loot, Fuel, Skrap, and Bitz outside
the refinery.
GOAL: Grab Fuel from the refinery before it explodes (see SPECIAL rule above).
(Fight ends when refinery explodes and all blips are resolved.).
[Waargh]
RAIDZ DAT FORT!
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Clan X (the most powerful
clan) is at home in their fort when they come under siege by rival clans!
SETUP: Place a fort in the middle of the board. All clans but clan X start
on any board edge. Clan X draws 3 blips per opposing clan and places them
anywhere outside the fort. Clan X starts inside the fort. Clan X may mount
any weapons that are normally on their vehicle on the fort walls instead!
If mounted, they cannot be moved or looted.
SPECIAL: DA GATE- any ork (or two gretchin) that is inside the fort and adjacent to the gate can spend an action either opening or closing the gate. The gate must stay that way for the rest of the turn. The gate has 3 armor and 5 hits.
GOAL: Grab loot, etc.
GOAL: First clan to get a member inside the fort: +1 Waagh/opposing clan.
GOAL: First clan to get their vehicle inside the
fort: +2 Waagh/opposing clan.
GOAL: Clan X gets +1 Waagh each turn until the fight ends.
(Fight ends when all blips are resolved).
[Lernin']
DARK IN DERE, INNIT?
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A huge piece of spacecraft
wreckage is buried under the sand. The boyz climb in to investigate...
SETUP: Place some ship ports at one end of the board. All orks start at
the other end of the board. Race rules apply.
Place Space Hulk tiles to represent the subterranean ship interior, with
markers to show where the ports drop in.
Place 7 blips per clan inside the ship, as far away from the entrance ports
(and each other) as possible.
SPECIAL: All areas inside the ship are in Darkness. Mutants will attack immediately when revealed. Hazards add +1 to their rolls!
GOAL: Grab the loot, etc.
GOAL: +1 Lernin' for every hazard revealed.
GOAL: +1 Waargh for every mutant killed.
(Fight ends when all blips have been resolved).
[Loot]
DERE'S SUMFINK UNNAGROUND...
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Several pet squigs
have gone missing recently. Creatures living under the sand are the cause...
SETUP: Place 5 blips per clan around the board. All orks start on any board
edge. Blips cannot be revealed by vehicles or by Bosses.
SPECIAL: Any HOLE blips found act as
QUICKSAND. Roll 2 reds plus your Armor: if the total equals or exceeds your
move, you get sucked under- your model, and anything it was carrying, will
be lost!
Any MUTANT blips found act as SAND WORMS: Armor 2, 1 hit, Melee 2 Reds.
The sand worm immediately attacks in melee. If the sand worm ties, it will
SPIT out it's opponent- move them 6" directly away from the worm (as
KB). If it kills your model, the model and all of it's carried weapons is
lost! The sand worm will stay in place until the end of the turn of the
clan that revealed it, and will then "escape"- remove the blip
from play.
GOAL: Each Sand Worm killed: +1 Teef!
GOAL: Grab any loot, etc. found.
(Fight ends when all blips are resolved).
[Teef]
GROTZ SQUATTIN' INNA FORT
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A band of renegade
gretchin have holed up in an abandoned fort, and must be taught a lesson.
SETUP: Place 5 gretchin per clan inside a fort. Place 1 Hop Splat gun in
the fort . Place 1 Skrap per opposing clan inside the fort (the Gretchin
may not pick it up). Place 1 gate on the fort per 2 opponent clans. Place
any ladders up to the walls on the INSIDE of the fort. NOTE: Clan
X must volunteer to run the grotz instead of their own clan.
SPECIAL: none of the clans may use Gretchin this game! DA GATES- The gates have 3 armor and 5 hits. STIKKBOMZ- The grotz player may throw one stikkbomb per turn per opponent clan. HOP SPLAT- May fire in any direction, but cannot be moved or looted. May be destroyed (3 armor, 1 hit). Takes two Gretchin actions to fire.
GOAL: For each turn the Grotz are still active:
Clan X gets +1 teef.
GOAL: Clan X gets their normal bonuses for playing even though they were
not present.
GOAL: Grab da Skrap inside the fort!
GOAL: For each renegade gretchin that is KOed (not killed): +1 Waargh!
(Fight ends when all renegade gretchin are out of the fight and the fort has been captured).
[Waargh]
SMASH UP DURBEE
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A local warboss sponsors
a derby to provide ennur-taymint and ejukay-shun to the boyz.
SETUP: Lay out an oval track by placing a clump of buildings, rocks, etc.
in the board center. Each clan may include as many vehicles in the race
as they like. Any clan without a vehicle may RENT: For the cost of 2 Waagh
(humiliation), you may rent any available vehicle chosen by the other clans
for you. All vehicles used in the Durbee do not have to pay for any fuel
used in the fight. TROOPS may only be brought into the game if they are
riding in or on a vehicle! Take turns placing vehicles around the track.
SPECIAL: You may NOT FIRE, nor may you take EXTRA MOVE during the race. Vehicles must drive in the same direction (eg. clockwise) throughout the derby. Vehicles MUST move their full move all the time, and may not drive in reverse unless they have just SMASHED into something. Any TROOPS that touch the ground (by falling off a vehicle or moving out of a vehicle) are immediately removed from play, so make sure you use the BOARDING rules if you want your troops to melee enemy vehicles!
RANDOM RACE EVENT TABLE- Roll on this table for each vehicle
right before it starts it's move.
1: Your vehicle hits a nasty obstacle- take 1 point of damage to any location
of your choice.
2: Your vehicle skids a bit- turn the vehicle 45 degrees (random direction)
before starting your move.
Note that any enemy boarders currently on your vehicle will fall off if
you get this result!
3,4: Your vehicle operates normally during this turn.
5: Your vehicle gets an extra burst of speed- move the vehicle forward 3"
before starting your move!
6: Just for a brief moment, your vehicle stops bumping and shaking- you
may fire weapons this turn!
GOAL: For each turn your vehicle is still moving,
earn 1 Waagh!
GOAL: If your vehicle is immobilized, earn 1 Lernin'.
GOAL: For each lap your vehicle completes, earn 1 teef.
GOAL: Whichever Clan has the last vehicle moving gets a prize of 1 Teef
/ competitor.
GOAL: Damaged vehicles are automatically repaired after the fight. (not
including lost vehicle cards).
(Fight ends when only 1 moving vehicle remains on the board).
[Loot]
BUSH WAKKED
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Clan X is ambushed
while transporting some Skrap across the wilderness...
SETUP: Place terrain to form the longest possible straight path from one
end of the board to the other. Gang X takes 2 random loot cards per opposing
clan, and starts on a long board edge. All other gangs may start on any
board edge other than gang x's, and may NOT use vehicles. Clan X may not
use any loot they draw until after the fight!
SPECIAL: Only Clan X can use vehicles. If there are more than three clans in play, pick two Clan Xs with 1 loot card/ opposing clan.
DROPPIN' STUFF: If a member of Clan X is stunned, wounded, or killed, they must drop one equipment card of their choice. (place card on table, adjacent to the model). If Clan X is in a Vehicle, the Vehicle must drop 1 equipment card if damaged. Clan X may voluntarily drop a card, but cannot pick up a card once dropped. Any other gang can pick up a card just like picking up a loot blip. Clan X must take at least 5 members along if they have that many.
GOAL: Clan X gets any member off the opposite
side of the board: +1 Lernin'/opposing clan, + remaining loot.
GOAL: If a member of Clan X is stunned,
wounded, or killed, they must drop one equipment card of their choice. (place
card on table, adjacent to the model). If Clan X is in a Car, the Car must
drop 1 equipment card if damaged. Clan X may voluntarily drop a card, but
cannot pick up a card once dropped. Any other gang can pick up a card just
like picking up a loot blip. Clan X may ignore bail, and may NOT play treaty.
Clan X must take at least 5 members along if their gang can support that
many (so they won't leave everyone behind).
(Fight ends if Clan X gets one or members off the opposite edge, or all of the equipment is picked up).
[Lernin']
WE'Z BEEN TRAPPED
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An avalanche traps
the orks in a dead end valley full of deadly mutants. Can they find the
way out?
SETUP: Set up obstructive scenery at one end of the board and place some
kind of entry port at board center (like a mine shaft or cave). All clans
start on the opposite end of the board from most of the scenery. Place all
the mutant blips and three random blips per clan in amongst the scenery.
Also, mark one blip as the "exit" and place it randomly on the
board.
SPECIAL: Mutants will attack as soon as they are revealed. Surviving mutants continue to move during their own turn (after all the clans). In addition, roll one red die per clan at the beginning of the mutant turn- that many more mutants will arrive at the board center.
GOAL: Grab any loot, etc. found.
GOAL: For every 5 mutants killed, +1 teef.
GOAL: Clan that finds the exit: + 2 Waargh.
GOAL: Get your clan through the exit: +1 Lernin'. OR, you may start the
game with 1 Skrap.
(Fight ends when all orks have exited).
[Lernin']
DA WAA-ORK IS ON! (a reuseable scenario outline
for waa-ork games)
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As the orks
storm through the galaxy, they can encounter a variety of foes.
SETUP: Set up scenery appropriate for the enemy type (eg: Imperial hive
for fighting Marines, etc). One ork player must run the enemies. Each clan
can take turns over successive games, or the ork player whose clan has been
wiped out already can run. Start with 50 points worth of enemy blips per
Clan, and one loot blip per clan. Each time you play this scenario, add
another 10 points of enemies (It gets harder as you go- consider ending
the campaign after 10 or so games). Place the blips amongst the scenery
(they can start hidden). You should pick one of the two goals below plus
the default goals listed.
SPECIAL: You should award Waargh, Teef, or Loot depending on the objective- the total awarded should equal the pts listed below.
GOAL: First orks to get to a known objective
and spend three actions there: +3 pts.
GOAL: First orks to find a hidden objective and spend 1 action there: +2
pts.
DEFAULT GOAL: +1 Lernin' / 30 points of enemies killed.
DEFAULT GOAL: Clan that kills the most enemies: +2 Waargh!
DEFAULT GOAL: Player who ran the enemies this game: Earn +1 Teef, Waargh,
Lernin', Fuel.
DEFAULT GOAL: All clans get +1 Fuel at the end of each fight.
(Fight ends when all blips are resolved and all objectives completed).
[Lernin']
KLEERZ DA LANDIN' SPOT
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The orks arrive
on an enemy world via crude drop pods.
SETUP: Set up scenery appropriate for the enemy type (eg: Imperial hive
for fighting Marines, etc), plus place several wrecked spacecraft in the
board center. Place three Objective markers on scenery anywhere around the
board edge. The enemy player may start anywhere on the board and hidden.
The Orks may start in amongst the wreckage and hidden. Orks may NOT use
vehicles for this game, since they haven't been unloaded yet!
GOAL: Get to an objective and spend an Action
there" +1 Loot card.
GOAL: Ork that kills the last enemy model on the board: +3 Waargh.
DEFAULT GOAL: +1 Lernin' / 30 points of enemies killed.
DEFAULT GOAL: Clan that kills the most enemies: +2 Waargh.
(Fight ends when all blips are resolved and all objectives completed).
[Everything]
KONVOY
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Orks travelling
through enemy territory must protect a shipment of ammo for "da boyz
in front".
SETUP: Set up scenery so that a roadway stretches long ways across the table.
Place 50 pts of enemies per clan, within 12" of the road. Place 3 "kargo"
markers in each clan's vehicle or distribute amongst the vehicles. All orks
start on one end of the road and may only exit off the other end.
SPECIAL: As an ork vehicle passes within 12" of a blip, flip it over but don't place a model (as it is still hidden). If the orks reveal the model (by proximity, using a burn weapon, etc.) place a model as normal. On the Enemy turn, place models for all face-up blips. Then, all models may move and attack the orks as normal. Orks may pick up Kargo off of immobilized or destroyed vehicles in an attempt to transfer it to another vehicle. Enemies may also try to grab Kargo from an immobilized or destroyed vehicle!
GOAL: For each Kargo taken off the board: +1
Teef.
GOAL: For each vehicle that makes it off the board: +2 Waagh!
DEFAULT GOAL: +1 Lernin' / 30 points of enemies killed.
DEFAULT GOAL: Clan that kills the most enemies: +2 Waargh!
DEFAULT GOAL: Player who ran the enemies this game: Earn the standard +1
Teef, Waargh, Lernin', Fuel.
DEFAULT GOAL: All clans get +1 Fuel at the end of each fight.
(Fight ends when all orks and their vehicles are off the board or immobilized).
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