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Warp Rift 48

Warp Rift Issue 48, published in February 2026, features articles on Rogue Trader Sun Lee, the Battle of Srinagar, and campaign rules for Battlefleet Gothic. The issue includes contributions from various authors and highlights the importance of community involvement in creating the magazine. Additionally, it announces the transition of Warp Rift magazines to the Tactical Command website due to the closure of the Specialist-Arms website.

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0% found this document useful (0 votes)
23 views103 pages

Warp Rift 48

Warp Rift Issue 48, published in February 2026, features articles on Rogue Trader Sun Lee, the Battle of Srinagar, and campaign rules for Battlefleet Gothic. The issue includes contributions from various authors and highlights the importance of community involvement in creating the magazine. Additionally, it announces the transition of Warp Rift magazines to the Tactical Command website due to the closure of the Specialist-Arms website.

Uploaded by

hakin9.zine
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

ISSUE 48

February 2026
SUBMISSIONS Warp Rift Table of Contents
Have an interesting article? A scenario you
like to share? A story to tell? Tactics? Nice
Editorial
ships? Remarks? Anything?
WARP RIFT 3
Contact me and we’ll get it into a future
COVER CREDITS issue of Warp Rift Lexicanum : Encyclopedia
The Nihontu 5
Jason Quillen You can mail me at: Battle of Srinagar legendaryvessels 7
horizonmcr@[Link]
Book of Carricus 8

CREDITS You can also find me in the following places:


BFG Discord: Lexicanum : Tactica
Additional Artwork [Link] Fight the Fleet London GT 22

Wamurya – Sun Lee Warp Rift Discord: Lexicanum : Scenarios & Campaigns
[Link] [Link]
Scenario: Battle of Srinagar 27
Dekayvision (Eldar), Asdrubael Vekt (Dark
Eldar drawing), Magelord (Wych) And the following forums/websites: Moose Musings: random fleets 28
Book of Carricus: Mazenya by Brandon Chen, [Link] [Link]/forum/ Invasion Campaign Rules 30
ship art by Charles Harbaugh, map by Ben [Link] Campaigning through the Stars: Dark Eldar 34
Harbaugh
You can download the previous issues of The Forge : BFG modelling and Painting
Warp Rift here:
Ghostdragon 41
[Link] [Link]/bfg/warprift/
Facebook Painting Competition 2025 overview 44
Contributing Authors
Warp Rift provided STL folder
Gagassi, StormReaper, WestVirginiaNationalist , Warp Rift STL Bonus : Armada Indomitus : Orks by Nate Montes 52
Italianmoose, The Frey, Fr05ty, Slouchthesloth
and Turbidious Tom

FROM THE NEXUS PUBLISHINg HOUSE:


.

WARP RIFT ISSUE 48, February 2026 2


Necrontyr
Warp Rift!!!
Here we are! Warp Rift making planetfall in 2026! First
WORLD ENGINE
of all, thanks to the readers and contributors. Without
you Warp Rift couldn’t be made. ☺

This issue takes us from legendary Rogue Traders (Sun


Lee) and battles (Srinagar) to some additional campaign
rules to plot your invasions.

And since this is the first edition of a year Tom will share
his Facebook 2025 Painting Competition article. Make
sure to check his website [Link]
as well.

Westvriginanationalist/Has an wrote an in-depth article


on his fleet and approach to last years London Grand
Tournament. Check that for some great tips and tricks
for the Chaos fleet.

Furthermore, I am really excited to show the first part of


the Book of Carricus by StormReaper in this 48th issue of
Warp Rift . There will be a follow up in number 49 and
I’ll make sure to spread the link when he finalises his own
PDF on Carricus .

From the hobby departmentwe have Slouchthesloth who


World Engine the third and final part in the the Sanctuary Sytem trilogy.
shares a detailed guide on how we build the Ghostdragon
Eldar ship for the Battlefleet Gothic predecessor Space
[Link]
Fleet.

In the previous issue I added the link to Nate’s Ork PDF


but to give a little more exposure I added the complete
ATTENTION ALL ADMIRALS!!!
PDF as an addon at the end of this Warp Rift . I am
thinking to make this a regular feature. At the end of February the Specialist- Arms website will be closed. This means the Warp Rift magazines from that website will move
to the Tactical Command website. The forum will also be removed. As a result of the rules hub post I maintained there will move to
And now happy reading with this new issue of Warp Rift! another place. And no worries the new rules hub for Battlefleet Gothic is already online:
Horizon
[Link] [Link]/?i=1

Big thanks to BleachHawk for creating this page.

WARP RIFT ISSUE 48, February 2026 3


Lexicanum
Encylopedia

WARP RIFT ISSUE 48, February 2026 4


Encyclopedia

Rogue Trader Sun Lee & the Nihontu by horizon

Lady Sun Lee


“Trade is war; war is trade. Either way, the House of Ma’Kao profits.”

Lady Sun Lee is the matriarch of the House of Ma’Kao, a powerful dynasty with holdings across the entire
Segmentum. Those holdings include facilities on severaldozen Agri -worlds providing essentialfoodstuffs to
many prominent Hive -worlds (including Scintilla) . Despite the fact that the fortunes of the House of
Ma’Kao have afforded Lady Sun Lee an unimaginably privileged lifestyle, she prefersto leavethe running of
her affairs to a veritable army of underlings. The bearers of the Ma’Kao Warrant of Trade prefer to hold
their fortunes in their own hands, and they know that even should they fall in some benighted, uncharted
backwater(as severalhave), their dynasty will continue. Her House’s wealth means Lady Sun Lee can pursue
her own interests,which revolve around the pursuit of legendary treasuresand lost xenos civilisations beyond
the galactic rim. Given her propensity for adventure, Lady Sun Lee has faced things in her lifetime even
seasonedExplorators would avoid. She has trod the dusty crypts of alien catacombs,and led expeditions into
the most lethal Death World jungles, returning with rare artefacts and priceless resources. She has held
council with monarchs of long-lost human empires, and convinced them that she is the Goddess of
Humanity, earning the adoration and fealty of uncountedmillions.

Lady Sun Lee is an adept swordswoman, and carries a priceless heirloom power weapon with a gracefully
curved and impossibly sharp blade. This weapon is reputed to have been crafted long ago on Ancient Terra,
perhaps even before the time of the Great Crusade. Whether or not this is true, the sword has certainly
claimed the lives of many rivals, earning Lady Sun Lee a fearsomereputation in Rogue Trader circles. Sun
Lee is often to be found wearing ornate power armour of a striking jade hue, a colour that is repeatedacross
the heraldry of her vessels and the uniforms of her soldiers and servants. When not expecting trouble, she
wears a flowing silk gown of the same colour, lending her a stately grace. Her charm is immediately
disarming to those who do not know better.

When word of the Dread Pearl reached her, Lady Sun Lee set course for Footfall without delay. Her
flagship is the light cruiser Nihontu, and it is accompanied by three smaller escorts. Furthermore, the
Nihontu carries an entire regiment from House Ma’Kao’s private guard. Each warrior bears weapons and
armour equal to those carried by the elite of the Imperial Guard . However, Lady Sun Lee prefers that her
loyal guards remain on her vessel, only to be called upon in the direst of emergencies. It is this sense of
honour that defines Sun Lee, and if the Explorers can appeal to it, they may well be able to negotiate an
alliance. Always bear in mind, however, that Lady Sun Lee is a seasonedveteran of many endeavours,and
will invariably come out best in any deal she enters.

WARP RIFT ISSUE 48, February 2026 5


Encyclopedia

Rogue Trader Sun Lee & the Nihontu by horizon

Sun Lee & The Nihontu 175 Points

Nihontu
The Nihontu is a regular Dauntless Class Light cruiser except for the prow Dragon’s Breath lance which
replacesthe normal prow lance on the Dauntless. Use the following rules for the Dragon’s Breath lance:

Dragon’s Breath Lance - range: 15cm - strength 3


Roll a dice for each point of the Dragon’s Breath lance’s strength when firing. On a roll of 1-3 no hits are
scored, on a roll of 4 one hit is scored and on a roll of 5 or 6 two hits are scored.

Rogue Trader Sun Lee


As a very seasoned Rogue Trader Sun Lee has a leadership value of 9. Furthermore, she has 1 re-roll
available. She will alwayscommand the Nihontu, her point costs are included in the point costs for this ship.
She will try to disengageas soon as the Nihontu is crippled.

Ma’kao’s Private Escort Squadron


Sun Lee will always have three escorts alongside the Nihontu . Use the rules for recommissioned escorts to
representthem. They cost 30 points each. If the Nihontu is taken in a fleet list these three escorts must be
taken as well.

Note: As Sun Lee and the escort squadron are mandatory choices when taking the Nihontu in an Imperial
Fleet list the total point value of this will be 265 points . In a Rogue Trader list Sun Lee may take the place
of a regular veteranRogue Trader.

WARP RIFT ISSUE 48, February 2026 6


Encyclopedia

Battle of Srinagar by Gagassi

Saint Aster Overlord Class Battlecruiser 250 Points Dominant Will Cathedral Ship 450 Points

Type/Hits Speed Turns Shields Armour Turrets Type/Hits Speed Turns Shields Armour Turrets
Cruiser/8 20cm 45* 2 6+/5+ 3 Battleship/12 20cm 45* 4 5+ 4

Armament Range/Speed Firepower/Str Fire Arc Armament Range/Speed Firepower/Str Fire Arc

Port Weapon Batteries 60 cm 8 Left Port Weapon Batteries 60 cm 6 Left

Starboard Weapon Batteries 60 cm 8 Right Starboard Weapon Batteries 60 cm 6 Right

Dorsal Lance Battery 45 cm 3 left/front/right Prow Weapon Batteries 60 cm 6 Front


Prow Torpedoes 30 cm 6 Front Prow Lance Battery 30 cm 4 Front

Dorasl Lance Battery 60 cm 3 left/front/right


The Saint Aster is an Imperial Navy Overlord Class Battlecruiser. Under the command of Commodore and Special
then Group Mistress Eloïse Athagey, it served as the flagship of the Battle Group Saint Aster and then the The Dominant Will is a ponderous vessel and cannot use Come to New Heading
Battle Group Iolus of the Indomitus Crusade Tertius Fleet. The cruiser is named in honor of Saint Aster, an special orders.
imperial saint source of water, and severalstatuesdepicting here are located within it.1-2 The cruiser as been The Dominant Will may not take a Mark of Chaos. However, all enemy vessels and
modified to increasethe number of turretsand lances batteriespresenton it’s hull comparedto other ships of ordnance markers that end their movement within 15 cm of the ship count as being in
its class.1 contact with a blast marker.
The Dominant Will is infested by Deamons and other lesser warp entities. The ship
gain +1 Boarding Action Value when in defence and Hit and Run Attacks against this
ship only succeeds on a 3 or more.

The Dominant Will is a massive Cathedral Ship which is the flagship of Kor Phaeron of the Word Bearers
1 = Throne of Light (Novel) by Guy Haley. in the 41st Millenium . The damned vessel maintains a lightless interior and is overrun by Deamons and
2 = Avenging Son (Novel) by Guy Haley. many other dangerouscreatures.1

WARP RIFT ISSUE 48, February 2026 7


Encyclopedia

Book of Carricus by StormReaper

Written and Created by


Ben “StormReaper”Harbaugh

Artwork by
Brandon Chen

Charles Harbaugh

Horizon: this article is an introduction to


Carricus. In the next Warp Rift we will have
the Crownstar Coalition. Hopefully Ben will
have completed the full book of Carricus. I
have seen it and there is a great wealth of lore
in his tome!

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Battlefleet Carricus Overview doctrine. Survival demanded a deliberate departure from orthodoxy In the aftermath of Absolutis, Mazenya turned her attention inward,
Battlefleet Carricus is a force defined as much by endurance as by and the forging of a new means of naval warfare. The solution to the seeking to heal long-standing fractureswithin the fleet. Central to this
strength, shaped by centuries of attrition, adaptation, and hard warhead crisis was shockingly straightforward: refit the torpedo shell effort was the symbolic reintegration of Forge Cephol . Where once
necessity at the edge of Imperial control. Charged with safeguarding manufactorumsto build them for manual steering, pack the torpedoes ships from Zevris bore blue prows and those from Cephol bore yellow,
the Dancing Fool Debula’s volatile trade routes, the fleet has long full of minimally equipped and stim crazed zevrigors, and fire them at Mazenya decreedthat all Battlefleet Carricus vesselswould henceforth
operated under conditions that would have broken lesser commands. the enemy en masse. Though reviled by even the fleet’s own officer display a split prow, blue to starboardand yellow to port. In the three
Its composition reflects the reality of a heterogeneousassemblage of corps, the tactic proved shockingly effective against the myriad decades that followed, the fleet was tasked with reopening vital
aging capital ships bearing the marks of repeatedreconstruction. Yet enemiesof the Imperium. shipping lanes and hunting down the pirates that infested the
when placed under capable and decisive leadership, Battlefleet surrounding warp storms. Though its aggressive, attrition-based
Carricus has demonstrated a formidable potential for combined fleet This doctrinal shift was materially enabled by the long and arduous doctrines proved better suited to grand fleet actions than the
engagements,one fully realized under the decisive command of Lord shipyard construction projects on Zevris and Cephol . Over protracted cat-and-mouse of anti-piracy operations, the battle
Admiral Sona Mazenya during the height of the Absolutis Crusade. generations, these installations transformed from emergency repair hardened captains and crews of Carricus nonethelessperformed with
docks into fully realized naval foundries capable of refit, modification, discipline and resolveagainst this lesserbut persistentthreat.
While the fleet once closely adhered to standard Imperial naval and eventually original construction. For the first time in its history,
doctrine, the onset of the Rust Blight in M .39 marked a profound Battlefleet Carricus was able to dictate its own shipbuilding priorities Now, signs suggest that a return to large-scale conflict may be
rupture in the fleet’s operational foundations. With vast portions of rather than negotiate production contracts with the forge worlds of imminent with the rise of the Crownstar Coalition . Yet this potential
the sector’s human work force descending into the stupors of the neighboring sectors, who usually demanded extortionate prices for resurgence for the fleet comes at a moment of profound uncertainty.
Blight, Battlefleet Carricus was forced to rely upon the sanctioned their shipbuilding services. The most visible symbol of this hard- won Since the mysteriousdisappearanceof Lord Admiral Sona Mazenya in
abhuman labor caste known as zevrigors to maintain the minimum autonomy is the distinctive Carricus prow, a design element now 095.M 42, Battlefleet Carricus will now face its true crucible of war.
viable staffing levels. For decades thereafter, the fleet struggled with synonymous with the fleet’s identity. The Carricus prow refits the The position of Lord Admiral remains deliberatelyunfilled, held open
the harsh reality of its continued operation depending upon these bottom level of a standard Imperial torpedo prow to support an in the hope of Mazenya’s return, though that hope diminishes with
reviled beastmen. This period is widely regarded as a low point in the underslung lance batterycapableof firing in a 270 degreearc. Though each passing year. In her absence,disunity threatensthe fleet as senior
fleet’s history, as fleet command attempted to reconcile this both the torpedo and lance battery output is lesser than any Imperial admirals jockey for influence and succession, even as the Crownstar
unwelcome dependence on zevrigors with a strict adherence to prow solely dedicated to that end, the tremendous versatility it allows Coalition gathers its strength. Whether Battlefleet Carricus will rise
orthodox Imperial doctrines that had never accounted for such for is championed as a crucial tradeoff by the fleet’s veteran ship once more as a unified instrument of war, or fracture under the
circumstances. The fleet suffered countless defeats during this time, captains. combined weight of ambition, legacy, and a resurgent enemy, remains
even as the zevrigor workforce and the demands of Macharian an open question.
Crusades stabilized the sector’sailing economy. Battlefleet Carricus achieved its full apotheosis during the Absolutis
Crusade. In that grinding civil war, the fleet proved to be an essential
This untenable contradiction within Battlefleet Carricus reached a instrument of Imperial reconquest. Under the iron resolve and
breaking point at the sector’s only torpedo warhead manufactorum strategic vision of Lord Admiral Sona Mazenya, Carricus was forged
when it suffered a catastrophic explosion. The Mechanicus voided into a cohesive and terrifyingly effective force of void warfare. The
their contract to produce warheads for the fleet, citing the use of fleet’sattrition based doctrines, first born of desperationin the wake of
zevrigor labor herds as the cause of the disaster. Starved of these the Rust Blight, found perfect expression in the Crusade’s vast
critical munitions, the Battlefleet Admiralty were forced to confront combined fleet engagements. What had once been a fleet in search of
the reality of their situation. No longer could Battlefleet Carricus identity had finally achieved a unity of purpose, doctrine, and
pretend that it operatedwithin the bounds of standard Imperial naval reputationunder Mazenya’s supremecommand.

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LORD ADMIRAL SONA MAZENYA AND THE graduation. Declining greater glory in one of the more prestigious To reclaim the stolen sub-sectors,the High Lords of Terra authorized
ABSOLUTIS CRUSADE branches, she shocked everyone by accepting a position as a junior formation of the Absolutis Crusade and a High Command was
naval officer in her home sector aboard the fleet’sflagship, Dominatus established to direct this monumental undertaking. Jusep Nuno was
Lux . By her 21st name day, just before the Great Rift tore the galaxy elevatedto Lord Admiral of Battlefleet Carricus, serving as a voting
in half, she becamethe youngestship captain in the fleet’shistory. Her member of High Command, while Mazenya was promoted to
rapid rise continued through the hellish years of the sector- wide Admiral of Battlegroup Bellator at just 29 yearsold.
daemonic incursion known as the Brimstone Stampede, and at only
26, she was promoted to Vice Admiral under then Admiral Jusep The Crusade organized quickly thereafter and High Command
Nuno with Battlegroup Bellator. prioritized recapturing the Orrix bridge from Cephol , while tasking
Mazenya with holding off the Iraxian fleet in the east. High
Although a desperate final defense on Zevris banished the greater Command was marred by infighting though with the traditionalists
daemon Xakros Ka to defeat the Brimstone Stampede, the aftermath Drachan , Nuno, and Omnith 49 forming a loose alliance against the
revealeda second catastrophe: the fall of Forge Cephol’s sub-sector to spiritually focusedThalassa and Thale . Inquisitor Vaseli’s shifting vote
Chaos and also the betrayal of the sub-sector Irax, who were and obscure motives often proved the deciding factor, but the disunity
manipulated into siding with Cephol against their old rival Zevris . extended to the operational level as well and progress was slow to
Lord Admiral Sona Mazenya: Ironhold Queen, Void Heroine of Seizing upon the confusion of the Stampede, Cephol had claimed recapturethe Orrix bridge.
Jagun, Lioness of Zevris . control of the strategically vital bridge-world Orrix , which connected
the only viable warp corridor between the Cephol and Zevris sub- Outgunned and politically isolated in the east, Mazenya was forced to
Also known by less flattering names such as the Solenthar Butcher, sectors. Further complicating the situation, Lord Admiral of conduct a fighting retreatall the way back to the Zevris system proper,
Sona Mazenya rose from relative obscurity to sector-wide legend Battlefleet Carricus, Tenelus Skrii , died under mysterious the very heart of the Crusade’s powerbase. While the nobility of
within a matter of decades, forging a name that now echoes across circumstances,along with severalother high ranking fleet admirals. Zevris , including her own father Yavos Mazenya, demanded that she
Segmentum Pacificus. Her ascension to Lord Admiral during the make a stand against Irax, Mazenya allowed the enemy to approach
Absolutis Crusade transformed Battlefleet Carricus into a war engine Mazenya’s legend began to crystallize at the armory world of Vraxon, Zevris unopposed. Only once Irax committed their ground forces did
of blood, flame, and unflinching resolve. For officers within Battlefleet where Battlegroup Bellator faced a numerically superior Iraxian fleet she spring her trap.
Carricus, her legend is uniformly spoken with reverence,though this attempting to seize upon their own prize within Zevris ’ territory.
accounting attemptsto omit the obvious exaggerationsand myths that When Admiral Nuno orderedthe fleet to reposition, official logs show The enemy had avoided Zevris ' orbital defense platforms, unaware
circle her. Sona Mazenya officially remains the fleet’s Lord Admiral, that the machine spirit of Mazenya’s grand cruiser, Starfire Dominion, that Mazenya had conscripted the system's civilian fleet to forcibly
but her unexplained disappearancein 095.M 42 left a power vacuum at refusedto decelerateafter the initial hard burn. dislodge the platforms from their geosynchronous orbits. Rolled like
the heart of Battlefleet Carricus that no successorhas yet been selected boulders down a hill, the defenseplatforms were propelled into Irax’s
to fill. The Dominion plunged directly into the Iraxian formation where planetary landing operation. The Iraxian fleet was able to pull away
Mazenya led a brutal boarding assault to seize the bridge of the enemy from the slow moving platforms, but they left their ground forces
Mazenya was born the ninth scion of the ancient but crowded Overlord-class Ire of Alecto. Turning the captured vessel’s guns stranded planetside to be annihilated from orbit by the defense
Mazenya dynasty on Zevris . With little hope of inheritance or against the Iraxians, the tide of battle shifted in favor of Battlegroup platforms moving across the sky overhead. Irax’s fleet tried to circle
influence, she was permitted to attend the Exalted School of Naval Bellator. Mazenya’s heroics had claimed victory for Bellator, but she around to hammer Zevris ’ now vulnerable hive cities, but Battlegroup
Governance in the neighboring Draupnir Sector in search of other lost her arm in the melee on the Alecto’s bridge. Her augmetic Bellator countered the advance with its entire strength until the
opportunities within the Imperium. There she quickly excelled beyond replacement and stern demeanor helped earn her the nickname, Iraxian fleet finally withdrew into the warp, utterly defeated.
her peers and every branch of the Imperium sought to claim her upon Ironhold Queen.

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Mazenya gave pursuit with every ship of Battlegroup Bellator that possibly brought victory. Whatever the reason, Mazenya’s suicidal them, the crusade launched a surprise invasion of Irax to counter the
remained to her. Though still outgunned, Bellator harried the stand bought the Crusade some much neededtime, and cementedher enemy’sown raiding efforts of Zevris to the north. The Irax Republic,
disorganized Iraxians as the enemy splintered out across the agri- place in the blood-soaked annals of the sector’snaval history. unpreparedfor the assault,wilted beforethe advancing Crusade forces.
worlds of eastern Zevris . Over the next three years, Bellator patrolled Cephol eventually retook Solenthar’s voidspace, but by that time
the sub-sector, hunting for Iraxian raiders with a ruthless cunning that Echoing the previous pattern of shadowy assassinationsthat had once supply lines had been linked back to Zevris through Iraxian space,
showcased Mazenza’s burgeoning brilliance. She drew ire from many vaulted Mazenya into the admiralty at such a young age, Lord enabling the full might of the Crusade to sustain the offensive. The
noble housesand trade conglomeratesfor her aggressiverequisitioning Admiral Nuno met a similarly mysterious end later that same year. campaign to reclaim the Irax subsector would rage for eleven brutal
of resourcesunder her Crusade authority, but to common citizens and With Crusade morale teetering on the edge of collapse, Mazenya was years.
to her ship crews, she becamea living icon. Notably, her open respect named as Nuno’s successorover many more experiencedadmirals. As
for the shunned abhuman zevrigors earned her fierce loyalty among Mazenya was confirmed as Lord Admiral, Irax launched a renewed Victory came not through firepower, but by conviction and persuasion.
their ranks. offensive into the easternagri- clusters of Zevris . Rather than respond Inquisitor Rokenz Vaseli presented irrefutable evidence to the
to this sudden incursion directly, Mazenya led the remnants of her Sanctrella Sect of the Adepta Sororitas that they had been duped into
The turning point of the crusade came when Imperial reinforcements scarredbattlegroupsouthwardto the siege of Solenthar. Attending her serving a traitorous cause.
arrived to break the long stalemateat Orrix . With fresh war assetsand first Crusade Council session as a voting member, Mazenya proposed
Lord Commander Drachan's meticulous mind for grand offensives, a daring plan that at first seemed doomed to dismissal, until the The sect's Cannoness, Yelis Aurelia, responded admirably to this
Absolutis finally cracked open the front at Orrix to push into Cephol surprising support of Jaikal Noyan Khan of the Storm Reapers helped evidence of her sect’smanipulation by staging a coup to claim control
where the siege of Solenthar began at last. However, only six months to flip the council in her favor. In the half-century of the Crusade, this of Irax and then executing the traitorous leadership personally. Irax
into the siege, a new and terrible threat emerged from the galactic vote would be the only instance of the Storm Reapers actively surrenderedto the Imperium, and the Sanctrella Sect vowed penitence
northwest, a Black Legion warhost slicing into the sector’s flank and participating in a Crusade Council session, suggesting a deep for their complicity in turning against the Emperor’s Imperium.
threatening to sever Crusade supply lines. High Command, unwilling appreciationfor Mazenya’s efforts to liberatetheir homeworld Jagun.
to abandon their foothold in Cephol , ordered Mazenya and Years of grim consolidation followed. Mazenya rebuilt the fleet while
Battlegroup Bellator to respond and repel the Despoiler’s fleet. It was Cephol entrenched itself behind the choke point of Solenthar. Other
a command of desperation, with little hope of victory, but Mazenya routes into Cephol were inaccessible, haunted by the warp behemoth
obeyed. Xal Kharthek , a leviathan that devouredentire convoys at a time.

The void battle over the Storm Reapers’ homeworld of Jagun is now Yet Mazenya once again devised a strategic masterstroke. On her
the stuff of Battlefleet Carricus legend. With no hope of signal, the penitent Sanctrella Sect set course through Xal Kharthek’s
reinforcements and outnumbered nearly 2:1, Mazenya launched a southern hunting grounds. As Mazenya had anticipated, their final
direct assault. Aboard her flagship, the Sovereign-class Fatum astropathic message reported an immense warp signature converging
Invictus, she plunged her entire fleet forward at full burn. Her upon them. With the Sisters sacrificed to the grim necessity of a
boarding attempt on the Black Legion battleship Dreadbringer failed distraction, Mazenya advanced the entire Absolutis fleet through the
completely and her honor guard was butchered by Chaos Space warp monster’s now vacated northern realm. Ship logs speak of
Marines. Miraculously escaping the encounter, she returned to persistent nightmares for everyoneaboard, often witnessing the dying
Invictus with a torn face and barely her life. Still, her mad charge had Sisters’ final moments, but the gamble paid off and the Crusade
broken the enemy’scohesion. Holding the line despite grievous losses, emergedwithin Cephol spacewell behind the Solenthar bulwark.
Bellator eventually forced the Black Legion fleet into retreat. Naval The siege of Solenthar was abandoned. High Command had quietly
historians have long debated how Mazenya’s gambit could have withdrawn the siege regiments, and with warp-routes secured behind

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With Mazenya at the vanguard, the Imperium surged forward. Above defenseplatforms erupted, an internal starburst that tore the immense Finally, midway through the eighth year of the siege, the blood-soaked
the fallen cardinal world of Aclescia, the Crusade confronted the full superstructure in half. Slowly at first but quickly accelerating, it moon was suddenly swallowed whole by the warp itself. A gaping
strength of Cephol’s heretic fleet . The void war that followed remains plummeted from the sky into the heart of the hive city below, wound in reality opened around Cepholex and it disappearedinto the
the largest in Carricus Sector history. For three full days, the heavens smashing the towering spires like they were porcelain. The city’s void howling sea of souls, leaving nothing but a tainted and shimmering
burned. When the Crusade's left flank faltered, Battlegroup Bellator shielding failed and Mazenya gave the order for a full spread void where the moon once hung in Cephol’s orbit. With the path to
began a controlled retreattoward a nearby gas giant. Mazenya, aboard bombardment. Fire and death rained down from orbit onto the the forge world cleared at last, the stunned commanders of the
Lux Dominatus, had anticipated this weakening of her old battlegroup ancient and reveredHive Tenebris. The proud metropolis was reduced Absolutis Crusade prepared for the final assault that would bring the
and had prompted their retreat. Back in her days defending Vraxon, to slag and smog within hours. This decision was the most fallen sub-sector to heel. No siege of Forge Cephol ever occurred
she had recovered an old nova cannon grav-lock munition from the controversialin Mazenya’s career,but she has held to her position that though. When the Crusade fleet arrived in low orbit, the forge world's
besiegedarmoury world. Now, Mazenya used the rare munition like a the atrocity was unavoidable if the crusade was to achieve ultimate leadership offered an unconditional surrender, submitting to the
mine to ensnare the pursuing enemy fleet. Lux Dominatus surged victory. The destruction of Tenebris opened a gaping wound in Omnissiah’s judgment. This judgment was carried out by Omnith 49
forward alongside a formation of torpedo-loaded escorts to deliver a Solenthar’s previously impenetrable defenses. The capture of and Inquisitor Vaseli. Purges proceeded across the sub-sector as the
hammer blow to the grav-locked heretic ships. Zevrigor boarding craft Solenthar’s remaining hive cities was spearheaded by the Storm AbsolutismCrusade securedits ultimate victory. The pleasureworld of
descended on the enemy while the Dominatus and her escorts Reapers and the Knight House Thale . Just nine months later, the final Veltrys, judged irredeemablycorrupted, was subjectedto Exterminatus
rammed into the overextended Cephol strike group. Ten hours of Solenthar holdouts sent word to High Command of their during this time.
vicious close combat followed before Lux Dominatus finally reigned unconditional surrender. Solenthar, the vaunted “Key to Cephol ,” was
supreme on the left flank, just as Battlegroup Bellator returned to the under Imperial control at last. In 064.M 42, after more than half a century of civil war, the Absolutis
fray. Having slingshotted around the gas giant to gain speed, Bellator Crusade officially concluded with a triumphal parade on Zevris . For
rocketed past the triumphant Dominatus into the enemy’srear ranks. The battle for Aclescia was still ongoing, and the focus on Solenthar the next three decades, Carricus focused on rebuilding its damaged
Two more blood-soaked days of fighting later, the enemy grand had allowed the enemy an unchecked opportunity to counterattack infrastructure and re-establishing trade routes. In this time, Mazenya
formation finally broke apart into full retreat. and reclaim significant lost territory. But with Solenthar finally in and Battlefleet Carricus turned their efforts toward hunting down the
Imperial hands for the first time since Cephol’s initial betrayaldecades last remnants of traitorous resistance and defending the sector’s
Millions were dead and countless noble Imperial vessels were lost in earlier, Crusade assets were finally able to flow into the Aclescia recovering merchant fleets from piratical incursions, both heretic and
the wreckage-strewn void over Aclescia, but the Cephol fleet was warzone. Nine years later, the Absolutis Crusade secured full control xenos. Mazenya and half the fleet also accompanied the hastily raised
broken and its orbital dominion in shambles. After a successful of the once-pristine cardinal world, now rendered into a blasted ruin. Carricus armies sent to oppose Hive Fleet Leviathan in the Fifth
landing on Aclescia and several successful offensives, the ground war With Aclescia conquered,the Crusade’s focus turned toward the heart Tyrannic War.
began to stall. The Absolutis Crusade had brought years of supplies of the Cephol sub-sector: the heretic forge world itself.
for their unsupported invasion of Cephol , but those resources were The tale of Lord Admiral Mazenya ends in mystery though, just as a
quickly burned through in the attrition warfareof Aclescia. Solenthar, The first step in subjugating Cephol was to capture its moon, new darkness rises to threaten scarred Carricus . Aboard Lux
its great warp-travel nexus still held by Cephol , was the only way Cepholex, which servedas both shipyard and outer defensebastion for Dominatus, Mazenya answered a series of distress calls from
home to avoid the predation of Xal Kharthek . At last, Mazenya the forge world. However, the infamous Siege of Cepholex would Solenthar. Her final communiqués mention growing unrest in the hive
signaled the retreat. The battered fleet would run the gauntlet into descend into a quagmire of mythic proportions. What began as a cities and her void support of the deploying ground forces to help
Irax while a reinforcing Absolutis fleet would pass through at the same grueling siege was quickly complicated by the revelation that the restore order. She also recorded the appearanceof a strange moon in
time in the oppositedirection to renewthe offensiveat Aclescia. tunnels beneathCepholex ran far deeperthan anyone had anticipated. Solenthar’s sky, an anomaly that vanished when approached and
Buried within those lightless labyrinths were warp gates tied directly remained invisible to augur scans. Sometime in the next cycle, Lord
As the retreating and reinforcing Absolutis fleets converged, to the adjacent forge world. Those portals spewed nigh endless Admiral Sona Mazenya disappeared without any known trace. The
Solenthar’s defensesroared to life and Imperial ships burned under the daemon engines and corrupted tech thralls into the cavernous full circumstances of her disappearance remain locked away under
concentratedfire. Then, without warning, an apparent miracle of the bloodbath. The Siege of Cepholex dragged on as the entire might of Inquisitorial authority.
God Emperor came into being. One of Solenthar’s massive orbital Zevris and Irax was funneled into clearing those infernal catacombs.
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Book of Carricus by StormReaper

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Book of Carricus by StormReaper

CARRICUS SECTOR OVERVIEW stretching even beyond the edges of reality into the immaterium.
Imperial date: 099.M 42 Proximity to the Vortex can distort the very foundations of causality:
chronometers behave strangely, astropathic messages arrive before
The Carricus Sector lies within the Dancing Fool Nebula on the they are sent, and navigators sometimes perceive reflections of
easternfringe of Segmentum Pacificus, a bulwark of Imperial industry themselves far older or younger than their present selves. To the
and agriculture, and suspended between a collection of roiling warp navigators braving its border seas, the Carricus Vortex is a wound in
storms. In an Imperium that was tithed to the brink by the Indomitus time wherethe warp is stretchedand folded back upon itself.
Crusade, Carricus remains indispensablefor its remarkableyield.
War never ends in Carricus . When the recurring civil conflicts
Dozens of agri-worlds churn out staggering quantities of foodstuffs, subside, the Imperium always calls for greater tithe quotas. The
feeding both the grinding engine of war and the hundreds of billions opening of the Great Rift brought the never-born fueled Brimstone
who labor beneathit. Its regimental tithes have rarely faltered, even in Stampede, which left much of the sector burning and openedthe door
its darkest decades of the sector’s history, supplying the Astra to betrayers. Cephol and Irax turned traitor against the Imperium,
Militarum with wave upon wave of soldiers drawn from its requiring the costly Absolutis Crusade to reclaim the two treacherous
hardscrabble hives and blistering farmlands. Warp routes through the sub-sectors. Even in relative peace, the sector’sinstitutions still seethe
Dancing Fool Nebula stitch togetherotherwise-isolated constellations, with bitterness: Zevris and Irax eye one another through lenses of
making Carricus not just a breadbasket, but a lifeline for the ancestral betrayal, while the Administratum and Ecclessiarchy feud
Imperium. It is a sprawling spine of logistics and attrition that holds whether zevrigors should be sanctioned or condemned. Each new era
its small portion of the Imperium together. of war teststhe sector’slimits anew.

The sector’sproductivity is a great boon, but it comes at a terrible cost And yet, the Carricus Sector endures. Through exploitation, plague,
to its inhabitants. The Rust Blight, a degenerative affliction of and betrayal, it still builds. For all its decay and backwater qualities,
unknown origin, has stalked the sector for millennia, slowly unmaking Carricus can still birth armies capableof conquering entire sub-sectors
the human population. Countless laborers have been lost from the in a stroke. The sector’sofficials, harsh and unyielding, have cultivated
manufactorums and agri-fields alike, replaced by a strange and a brutal harmony between food, faith, and firepower. None would
unwelcome solution: beastmen, also known as zevrigors, who are claim Carricus’ armies to be the pride of the Imperium, but they fulfil
indigenous to the sector from beforethe Great Crusade. their purpose all the same, often called upon to die holding the line
while more prestigious armies muster to avengethem.
These abhumans are now vital to the sector's survival. Immune to the
Blight, they fill the gaps in the workforce with large persistent labor But change gathers at the sector’s frayed edges. The Cursed Moons
herds. Their ascendance, however, is not without friction. The appear where they should not, leaving madness and rebellion in their
common folk insist that the Blight and the zevrigors are not separate wake. The Crownstar Coalition rises in the south, uniting old enemies
phenomena, but two faces of the same malignant truth, though there beneath a new, blasphemous creed. The Rust Blight, long confined,
is no apparentevidencefor theseclaims. has begun to spreadbeyond the sector’sborders. Zevrigor populations,
herded to obedience by holy indoctrination, now whisper in tongues
At the sector’s heart churns the Carricus Vortex, a storm unlike any unrecorded. The Carricus Sector, ever a crucible of desperation, may
other. Within it rages a great spinning black hole, its eventhorizon yet succumb to the terrible forces crushing down on it.

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Battlefleet Carricus by StormReaper

SPECIAL RULES FLEET COMMANDER ESCORTS


0-1 Admiral You may include any number of escorts in your fleet in squadrons of
Battlefleet Carricus crews are somewhat less reliable than in other You may include 1 Admiral or Fleet-Admiral in your fleet, who must 2–6.
battlefleets,owing to their reliance on zevrigors to fill lesser shipman be assignedto a ship and improve its Leadership to the value shown. Firestorm class frigate 40 pts
and gunnery roles. At the start of the game use the following table for Fleet-Admiral (Leadership 8) 50 pts Sword class frigate 35 pts
ship leadership: Admiral (Leadership 9) 100 pts Viper class destroyer 35 pts
Cobra class destroyer 30 pts
Battlefleet Carricus Leadership
Admirals get one Fleet Commander re-roll included in their points
D6 Roll Rank Ld cost. If you want more you'll have to pay for them. ORDNANCE
One extra re-roll 25 pts Any ship with launch bays can launch Fury Interceptors or Starhawk
1 Rebellious 5 Two extra re-rolls 50 pts Bombers. Some ships may carry Shark assault boats at an additional
Three extra re-rolls 75 pts cost. Ships with torpedoesare armed with boarding torpedoes.
2 Untried 6
CAPITAL SHIPS
Battleships
3-4 Experienced 7 You may include up to one battleship in your fleet for every three
cruisers or battlecruisers.
5 Vetaran 8 Sovereign class battleship 390 pts
Oblivion class battleship 350 pts

6 Crack 9
Battlecruisers & Grand Cruisers
You may include one battlecruiser or grand cruiser for every two
• All Battlefleet Carricus captains have standing orders to reload cruisers in your fleet.. Grand Cruisers do not count as cruisers for
ordnance. Ships may attempt a command test to Reload purposes of fielding battleships.
Ordnance, even if another ship has failed a command test that Charybdis class grand cruiser 250 pts
turn. Avenger class grand cruiser 200 pts
Onslaught class battlecruiser 240 pts
• All Carricus vessels with torpedo tubes can only load boarding Overlord class battlecruiser 220 pts
torpedoes.
0- 12 Cruisers
• Zevrigors become more lethal when attacking en masse. When Dictator class cruiser 220 pts
three or more hit and run attacks occur together then add +1 to Tyrant class cruiser 185 pts
the result. Dervish class cruiser 180 pts
Lunar class cruiser 180 pts
• The prevalence of zevrigors makes Battlefleet Carricus very Valiant class light cruiser 125 pts
dangerous in boarding actions. Carricus ships receive +1 to their Dauntless class light cruiser 110 pts
boarding action rolls when attacking, but not defending.

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Battlefleet Carricus by StormReaper

Sovereign Class Battleship 370 pts


"The Sovereign is not built for patience or decorum. It is a hammer, hurled at the enemy’s center mass,
daring them to stand and be broken. Those who mistake it for a backline carrier will die with Zevrigors
carving their hearts out." - Lord Admiral Sona Mazenya
.
The Sovereign class is the crown jewel of Battlefleet Carricus, a battleship built not for cautious line
warfare,but for bold and decisive action. In many respects,it mirrors the venerableEmperor class, but the
reinforced prow revealsan intent of savagepragmatism that distinguishes it from the Emperor . Despite its
outward regal bearing, Sovereigns are known for being overrun with zevrigor crew, though any disdain felt
toward these ships is quickly forgotten when the void fills with zevrigor-packed assault craft and boarding
torpedoes. The aggressive stance of the Sovereign class strikes fear into all but the most stalwart of enemy
captains.
In practice, the Sovereign is less a carrier and more a siege engine, capableof saturating enemy vesselswith
righteous hit-and- run zevrigor boarding parties. The Sovereign is looked down upon by naval officers in
other sectorsfor its reckless disposition and abhuman crew. Yet in the brutal void conflicts of the Absolutis
Crusade and the centuries of services besides, it has proven itself time after time as an unstoppable
juggernaut of Imperial condemnation. The twin Sovereigns of Battlefleet Carricus are the venerable Lux
Dominatus and the scarredFatum Invictus.
Type/Hits Speed Turns Shields Armour Turrets
Lux Dominatus stands as both the symbolic and operational heart of Battlefleet Carricus, having served as
Battleship/12 15 cm 45* 4 6+/5+ 5
the fleet’s flagship for almost five millennia. More than any other vessel, Dominatus embodies the fleet’s
ideal for decisive violence: a battleship that advances where others would consolidate, committing fully to
Armament Range/Speed Firepower/Str Fire Arc
the attack once an opening is perceived. Its name is inseparablefrom the largest void engagementsin sector
Bombers 20cm history, none more so than the battle above Aclescia, where Lord Admiral Mazenya’s foresight and
Port Launch Bays 4 -
Fighters: 30cm counterassaultaboard Dominatus ripped open the enemy’sflank and ultimately paved the path to victory.
To serve aboard Lux Dominatus is considered both an honor and a sentence, for the flagship is always
Bombers 20cm
Starboard Launch Bays 4 - wherethe fighting is thickest.
Fighters: 30cm

Port Weapon Battery 45 cm 6 Left Fatum Invictus carries a less prestigious legacy in its two millenia of service, but its valor and sacrifice
Starboard Weapon Battery 45 cm 6 Right against the Despoiler’s fleet during Absolutis Crusade proved a critical inflection point. It was aboard
Invictus that Mazenya plunged the fleet forward against those impossible odds. Though grievously
Dorsal Weapon Battery 60 cm 6 Left/Front/Right
damaged to the very brink of ship-death, Invictus still endured to see the enemy broken and scattered.
Prow Torpedoes 30 cm 9 Front After more than half a century entombed within the repair docks of Zevris , Fatum Invictus has finally
Options: For an extra +5 points a Sovereign class may carry squadrons of Shark assault boats. reemerged,scarred but unbowed, a living testamentto Carricus obstinacy and the fleet’srefusal to consign
Special: The Sovereign class is a slow and ponderous vessel and cannot use Come to New evenits most maimed icons to history.
Heading special orders.
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Battlefleet Carricus by StormReaper

Oblivion Class Battleship 350 pts


""If the Sovereign is a fist, then the Oblivion is the sword—versatile,relentless,and precise.
Against Cephol , it was the Oblivion that taught them they cannot outrun retribution."
- Lord Admiral Sona Mazenya.

The Oblivion class battleship representsthe Carricus Admiralty’s vision of versatility perfected. Designed to
win at any range, the Oblivion trades some of the Sovereign’s overwhelming assault specialization for
devastating firepower and long-range precision. Armed with launch bays and torpedo tubes as well, the
Oblivion can seamlessly alternate between saturating enemy ships with zevrigor boarders to hammering
them with punishing bombardments. In prolonged engagementswhereflexibility is paramount, few ships in
the Imperial Navy’s arsenalcan match the Oblivion .
Some Oblivions are retrofitted with advanced targeting systems, allowing their gunnery crews to engage
with frightening accuracy at extremerange. This makes the Oblivion especially lethal against enemies that
might otherwisedance out of reach of lesserImperial capital ships. In the ongoing war against the elusive

Type/Hits Speed Turns Shields Armour Turrets


Battleship/12 15 cm 45* 4 5+ 4 raiding parties of the Crownstar Coalition, Oblivions have earned a grim reputation for seeking out enemy
capital ships overrun and hindered by righteous zevrigor boarding parties. A zevrigor’s greatesthonor is to
Armament Range/Speed Firepower/Str Fire Arc die in serviceto the Emperor through the destructionof the enemy vesselthey have overrun.
Bombers 20cm
Port Launch Bays 2 - Among the Oblivion class ships of Battlefleet Carricus, Ultima Veritas is renowned for its merciless long-
Fighters: 30cm
range guns, always pressing the enemy formation to retain the initiative. In contrast, Queen Venatora is
Bombers 20cm
Starboard Launch Bays 2 - feared for its persistent lethality, seeking out the weakest enemy capital ships to ensure its accounting of
Fighters: 30cm ship-kills is only eclipsed by the unparalleledLux Dominatus . Tragically, Lord Kakaroth earned infamy for
Port Weapon Battery 45 cm 10 Left its relentlesspursuit of the enemy flagship during the great void war over Aclescia, where it pressed too far
forward and ultimately succumbed to a cataclysmic detonation of its plasma drives. Carricus has attempted
Starboard Weapon Battery 45 cm 10 Right
to finance construction of a new Oblivion to replace the lost Lord Kakaroth , but the repair of Fatum
Dorsal Weapon Battery 60 cm 6 Left/Front/Right Invictus took precedence and now the initiative has fallen to the wayside since the emergence of the
Prow Torpedoes 30 cm 9 Front Crownstar Coalition .

Options: For an extra +5 points the Oblivion class may carry squadrons of Shark assault boats.
The Oblivion class uses an ancient and precise targeting system. For an extra +20 points, its
weapons batteries receive a left column shift.
Special: The Oblivion dispenses with the armored prow and instead carries a mass of sensor
probes, giving it +1 to its leadership rating.
The Oblivion class is a ponderous vessel and cannot use Come to New Heading special orders.

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Battlefleet Carricus by StormReaper

Charybdis Class Grand Cruiser 250 pts


"The Charybdis does not charge—it rises. Like some abyssalbeastdrawn by blood and thunder, In pitched engagements,the Charybdis often servesas the focal point of a battlegroup, stalking the enemy
it emergesfrom the black to seize its prey. By the time the enemy understandswhat hunts them, formation for vulnerable targets. Though slow moving and generally suboptimal in anti-piracy actions,
it is far too late." - Lord Admiral Sona Mazenya clever fleet commanders have successfully hidden a Charybdis among celestial bodies with ship systems on
silent and then chased the enemy pirates into its waiting clutches. Sometimes these operations require
weeks of waiting silently in the void, but a slow moving apex predator like the Charybdis must be patient
aboveall else in its hunt of elusivepirates within the Carricus Sector.

Battlefleet Carricus

Where other battlefleets abandoned the grand cruiser classes in favor of more efficient battlecruisers,
Carricus doubled down with the Charybdis class, adapted from the venerable Executioner design. The
expansivemanpowerneededto fully crew Imperial grand cruisers has dissuadedother sectorsfrom investing
in these ancient vessels, but it’s no problem for Carricus captains who embrace the use of an inherently
fecund zevifor crew. The ship’s defining featureis its torpedoprow, eschewingthe layeredprow armoring of
other grand cruisers.

Type/Hits Speed Turns Shields Armour Turrets


Cruiser/10 20 cm 45* 3 5+ 4

Armament Range/Speed Firepower/Str Fire Arc

Bombers 20cm
Port Launch Bays 2 -
Fighters: 30cm

Bombers 20cm
Starboard Launch Bays 2 -
Fighters: 30cm

Port Weapon Battery 45 cm 10 Left

Starboard Weapon Battery 45 cm 10 Right

Prow Torpedoes 30 cm 6 Front


Options: For an extra +10 points the Charybdis class may carry squadrons of Shark assault
boats.

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Battlefleet Carricus by StormReaper

Onslaught Class BattleCruiser 250 pts


"The Onslaught is an ultimatum for victory or defeat. A well positioned Onslaught
will win their fleet commander many victories. An Onslaught captain caught out of
position will soon be begging the Emperor’s forgivenessat the Golden Throne .“

First built in M .38, the Onslaught class was intended to serve as a decisive vanguard vessel, but ultimately
succeededmost as a backline support carrier. Its forward- swept launch bays, a controversial application of
an ancient STC pattern on a battlecruiser, allow for the rapid deployment of Shark assault boats. This
configuration reflects the battlefleet’spreference for waves of attack craft to overwhelm the enemy crew
decks and give the Onslaught time to line up its lethal long range lance strikes.

Type/Hits Speed Turns Shields Armour Turrets


Cruiser/8 20 cm 45* 2 6+/5+ 3 The Onslaught embodies both the ambitions and the contradictions of Carricus naval doctrine. While
admirals adore the Onslaught for its strategic versatility, it is simultaneously referred to as a “captain’s
Armament Range/Speed Firepower/Str Fire Arc nightmare.” The unbalanced design, burdened heavily toward the prow, makes it sluggish and difficult to
maneuver. Without fleet support or careful handling, an Onslaught can easily overcommit. Nevertheless,for
Bombers 20cm those with the skill to maximize its offensive potential, the Onslaught can single handedly turn the tide of
Port Launch Bays 2 -
Fighters: 30cm close fought battle.
Bombers 20cm
Starboard Launch Bays 2 -
Fighters: 30cm

Port Weapon Battery 45 cm 6 Left

Starboard Weapon Battery 45 cm 6 Right

Prow Lance Battery 45 cm 1 Left/Front/Right

Dorsal Lance Battery 60 cm 2 Left/Front/Right

Prow Torpedoes 30 cm 4 Front


Options: For an extra +10 points the Onslaught class may carry squadrons of Shark assault
boats.
Special: The Onslaught class is a slow and ponderous vessel and cannot use Come to New
Heading special orders.

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Battlefleet Carricus by StormReaper

Dervish Class Cruiser 180 pts Valiant Class Light Cruiser 125 pts
"When the enemy thinks themselvessuperior, "A Dauntless may dance around its
send in the Dervishes. Let them crash through enemies, but a Valiant endures. It does
the enemy ranks like a tidal surge of righteous not ask for favor, nor forgiveness. It
hatred. A Dervish on the attackwill end only seesthe mission through, no matter
in triumph… or wreckage… or both.“ the cost. In the Carricus Sector, that is
the only virtue that matters.“

The Dervish class was born from Carricus’ need for a close-range brawler to capitalize on the disorder
caused by its zevrigor assault waves. Built around the distinctive Carricus Prow, the Dervish is a ship of
simple design, intended for speed and overwhelming firepower. Its boostedplasma drives propel it into the The Valiant class representsa rare triumph of optimization among the often-stagnant ranks of the Adeptus
heart of battle at reckless speeds, where its reinforced prow and massed weapons batteries can hammer Mechanicus. By modifying the standard Dauntless frame with a Carricus Prow, the Zevris shipwrights
enemy craft into smoking ruin. No other ship embodies the brutal, momentum-driven tactics of the freed up enough power output to support a second shield array—dramatically increasing the ship’s durability
Absolutis Crusade more fully than the Dervish . without any major structural losses. While the Valiant sacrifices some maneuverability,it compensateswith
the resilience and speedneededto outlast lighter escortsand harry larger cruisers.
Although Dervishes can still capably operate alone, they are most fearsome when deployed in squadrons, Deployed as outriders, flankers, or rapid-response forces, Valiant squadrons are a common sight across
advancing in tight formation to smash through enemy ship lines. Their short range weapons make them Carricus battlegroups. Their superior shielding allows them to survive when traditional light cruisers would
somewhat limited strategically, but Dervish captains are chosen and celebrated for their fearlessnessto be blasted apart, and their speed enables them to dictate engagementsrather than react to them. A well-
charge forward into enemy guns. The Dervish is a warrior ship, forged to endure and triumph on the front handled Valiant can cripple enemy supply lines, overwhelm isolated pickets, or slip through defensive
lines. Perhaps predictably, Zevris and Cephol shipyards require expansive docking bays and dedicated screensto deliver a brutal surprise wherethe enemy least expectsit.
Mechanicus crews who are entirely committed to repairing damaged Dervishes.

Type/Hits Speed Turns Shields Armour Turrets Type/Hits Speed Turns Shields Armour Turrets
Cruiser/8 25 cm 45* 2 6+/5+ 2 Cruiser/6 25 cm 90* 2 5+ 1

Armament Range/Speed Firepower/Str Fire Arc Armament Range/Speed Firepower/Str Fire Arc

Port Weapon Battery 30 cm 10 Left Port Weapon Battery 30 cm 4 Left

Starboard Weapon Battery 30 cm 10 Right Starboard Weapon Battery 30 cm 4 Right

Prow Lance Battery 30 cm 1 Left/Front/Right Prow Lance Battery 30 cm 1 Left/Front/Right

Prow Torpedoes 30 cm 4 Front Prow Torpedoes 30 cm 4 Front


Special: The Dervish is fast for a cruiser and rolls an extra D6 on All Ahead Full orders Special: The Valiant is fast for a cruiser and rolls an extra D6 on All Ahead Full orders

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Fight the Fleet! Battlefleet Gothic at the LGT by WestVirginiaNationalist

Fleet Building Two Devastation Cruisers . My fleet is very obviously built around Game 1: Mission 1 - Salvage Operation
Fighting the fleet in Battlefleet Gothic at the LGT . To look at how I the guns and being able to lock on to make them very reliable, but The special rules focused on collecting Salvage Markers scattered
came to decide on my fleet and how I built it, you have to start with having ordnance is absolutelynecessaryto fight defensivelyin order to across the board, which were worth 100 Victory Points each.
the first tournament that Mark did that I went to, where I came let my ships use their guns. Having two Devastations gives me both
second becauseI was unable to catch Eldar in the last round with my four long-range lances and eight launch bays, which is enough in my
marine fleet full of strike cruisers. I was determined for that not to opinion to mitigate opposing ordnance and occasionally even win the
happen again. That led me to look in other places for fleets that could ordnance battleby itself.
catch them, either by speedor by guns, and I came to Chaos, which is
both very fast and has a lot of long-range firepower. Two Carnage Class Cruisers . These cruisers very quickly grew to be
Then I needed to build out the Chaos fleet. I started with what my favorite becausethey have a lot of batteries,and batteriesare good
Legion I would want them to be, and I very quickly decided on the close and far. These are a very blunt instrument and extremely useful
Night Lords since they're my favorite Chaos Legion . This then led to in all manner of engagementsthat I got into.
how I wanted to play them. Night Lords are cowardly and do not like
exposing themselvesto any damage at all. So, I figured that presenting Putting that all together, you have 62 battery firepower and 16 lances, My game one was absolutelythe scenarioI did not want. I was doing a
the worst profile possible to the enemy while you're shooting at them most of which can reach out a very long range. And my game plan, salvage mission, so there were markers scattered across the board
with all of your weaponswas a good place to start. which you'll see in the pictures, is to keep my fleet very clustered which were placed by us that we needed to collect for VP and I was
around each other so they can hit the same target and kill ships very against Dark Eldar who are the most or one of the most maneuverable
With that sorted, I moved on to how to build the fleet, and I very efficiently. Battlefleet Gothic is a game which rewards concentrating fleets in the game, which did not fare well for me. So, my plan for
quickly found a starter guide by, I believe,Horizon (editor: the abeam firepowerto take out your enemy ships both to score points and also to dealing with them was to put my ships into a line abreast formation
fleet is one already established in the old days). He gives an all-abeam stop the amount of firepowercoming your way. across the table and move forwards in order to give myself the best
fleet (hopefully he can link it here) and I'll break it down below and chance possible of getting as many tokens as possible and also to have
my reasoning for each of them. my 60 centimeter firepower reaching out in as many directions as
possible. That is what won me the game, as I was able to grab a lot of
Desolator Battleship . The main reason I picked this is because you tokens at the start of the game and then begin closing where my
want a safe place to put your admiral, a very respectable four lance opponent had concentrated his ships and start whittling them down.
battery either side, and the nine torpedoes help since you have very While obviously Shadowfields are painful to deal with, given my
little accessto them in Chaos otherwise. It also helps that it is very fast amount of lances I had enough batteries to hit them and hurt them
and given its armament is abeam, it fits with the rest of the fleet. It and once the escorts started going down, they rapidly lost firepower
might have been more efficient to take more cruisers, but having which enabledme to push him away from the bottom of the board and
something with more shields and more hit points does help. collect a lot of salvagetokens leading to me winning 1,475 to 290.

Two Acheron Cruisers . The Acherons are very much my workhorse One tactic I stumbled upon was to squadron an Acheron with a
cruisers. They provide a lot of very flexible gunnery in lances that can Carnage, and have the Acheron ahead to protect the Carnage, because
reach out to 60 centimetersand batteriesthat can reach out to 45. So a the Carnages weremost of my batteryfirepowerto deal with the Dark
pair of them by themselves can happily deal with probably any ship Eldar . So protecting them by squadroning them with a different class
that someone can throw against me, and in a fleet having those eight of ship, which isn't something I would usually do, worked out really
long-range lances is super useful. well, and they wereable to do damage the entire game.

WARP RIFT ISSUE 48, February 2026 22


Encyclopedia

Fight the Fleet! Battlefleet Gothic at the LGT by WestVirginiaNationalist

Game 2: Mission 2 - Vital Intelligence As you can seefrom the pictures, my fleet was very grouped up and my Game 3: Mission 3 - Priority Targets
game plan was to be abeam to the main threat from his force, which After deployment, each player secretly selected an enemy capital ship
The goal was to reach the enemy's board edge and download data was the group of strike cruisers, for as long as possible and go generally to destroy and a friendly one to protect, each worth its points value in
from a marker, scoring 200 VP, with a bonus 400 VP for escaping towards his side of the board. My fleet was very clumped up, as there bonus VP .
with it. was no threat of Nova cannons, no need to spread out like against
Eldar or Dark Eldar and it let me concentrateall of my firepower on
one or two ships that I want to kill . And that's what happens over the
course of the six or so turns that we played. Turn one, the strike
cruisers came in all ahead full and I destroyedone. Turn two, another
one went down. And I was able to be locked on the whole time. Turn
three, I was now turned and headed towards the enemy side of the
board. And you'll see from the pictures, I was also able to start
threatening the space marine venerable battle barge. Meaning turn
four, it began getting hammered by my combined fleet and then turn
five destroyed. I had taken no losses, really. During this time, maybe Game three was against an Imperial Navy fleet, which actually had a
one cruiser in exchange for many strike cruisers. grand cruiser, which I think is really cool. This was probably my
toughest game of the [Link] , you'll see my strategy was
much the same as the last game where I put all of my ships into one
big grouping, given there was no threat of nova cannons, and then
drifted closer, hammering with lances and batteries as I went in. My
opponent was in a line on a somewhat parallel course to me, which I
think was a mistake becauseI had a lot more long-range firepower, so
I was able to slowly enter the range of their capital ships and pick
them off one at a time beforegetting closer and moving on to the next
Game two was perhaps the game I was most confident about out of all one. And so, turn one, I crippled a cruiser, and threw my torpedoes
of them in the tournament. The objective was essentiallyto get to the out to harass some escorts, and did the same with my bombers on
other side of the board within range of our opponent's marker and another group of escorts. And what I was able to do was pound down
then scan it with a capital ship. And what that meant against my the cruisers ahead of the grand cruiser and the battleship. And get to
opponent who was a space marine fleet was I just had to get my fleet the point where I had degraded my opponent's firepower so much I
to the other side in one piece. And Marines, while they are definitely a was able to take a bit of a risk and turn in to avoid asteroidsinstead of
dangerous faction, I had built my fleet with them in mind. As I turning out and going for the kill on the grand cruiser. And if I'd had
mentioned above, I had 62 battery firepower and 16 lances, which I This is a game where I really got to executemy game plan of sticking more time, I would have started on the battleship as well. Again, my
mathematically worked out to be enough to kill either a pair of strike together, having all of the ships mutually supporting each other so the opponent made the same mistake of having a pair of flanking
cruisers or one strike cruiser on a brace for impact with a lot of Carnage is knocking down shields and then the Acherons and the Dauntlesses, but they were so far out that by the time they arrived to
firepowerto spare. Desolator killing ships while my opponent wasn't really able to get the the main fleet engagement,I had already won the battle and was just
weight of firepoweronto something to kill [Link] final result was 1035 cleaning [Link] end result was I had two ships crippled and destroyed
to 245. two cruisers, one grand cruiser and crippled a dauntless. 976 VP to 97.

WARP RIFT ISSUE 48, February 2026 23


Encyclopedia

Fight the Fleet! Battlefleet Gothic at the LGT by WestVirginiaNationalist

Game 4: Mission 4 - Rogue Asteroids take advantage of getting close to hit me. And then turn two, I
Moving asteroid field markers were placed on the board edges each effectivelywent all in and threw my fleet board as far as it would go, I
turn, posing an additional navigational hazard that acted as damaging locked on the ships that could, and had to turn in the ships that
terrain. couldn't in order to get all of my guns firing at extremely close range.
And you'll see from the pictures that it was very close range. My ships
Game four was against an Armageddon sector Imperial fleet. Again, I were effectively mostly stacked on top of his. And luckily for me, my
did my usual tactic of keeping my fleet close together and pointed in opponent had turned sort of anticipating this to give me a worseangle,
the same direction to be able to focus firepower. But you'll notice from but becauseI managed to get in amongst them, it gave me closing and
the pictures they were more spread out. That's because there was a moving away shots against most of his fleet. Then the Carnages were
Nova cannon. My plan for this engagement was pretty simple. There able to cause carnage. With the help of the rest of my fleet, they were
was a pair of strike cruisers at the front, which I'm, as I've said before, able to eliminate three strike cruisers turn two. That's the benefit of 32
really confident I can kill, which was supported by a light cruiser. So Game 5: Mission 5 - Event Horizon dice rerolling supportedby about 16 lances.
my plan was to cruise as locked on as possible and start hammering A black hole in the centre of the table exerted a pull on all ships and
down the ships while presenting the worst angle possible to them. instantly destroyed anything that contacted it. The rest of the game was effectivelyme turning around using the black
And luckily that's how it played out. hole to pick off bits of the rest of the fleet and it took me an Acheron
Game five was perhaps the scariest game of the five I played. to destroy five and a half strike cruisers coming in at 855 to [Link]
I was very quickly able to get my ships into a good firing position. If Obviously, the black hole was very menacing but also the fact I was game more than any, I really had to fight the fleet, so to speak. I had
you look at the pictures, you'll see that I had most of the fleet locked against a nine strike cruiser list. I've run that game a lot and it is a to know what my fleet could do in terms of movement. I had to know
on and headed towards being abeam of the enemy. In my first pass, I tough customer. what it could do in terms of firepower, and then I had to know where
was able to destroy one of the strike cruisers, I believe, and cripple best to apply it to leveragemy advantageagainst the enemy.
another, at which point I turned to cut the line of his fleet betweenthe I knew that he had absolutely the ability to knock my block off and
grand cruiser and the Apocalypse with the ships that didn't care about win the game and probably also the tournament at this point. But I
bearing so much, that being the battleship and the lance arm cruisers. had a plan.
My Carnages, you'll see, took a little bit of a detour and drifted in
front of the battleship locked on, where they cemented themselvesas As you'll see from the deployment pictures, my opponent went first
my favorite ships by absolutely ripping through an Apocalypse and I stacked everything on the other side of his three strike cruisers at
battleship. the top. My plan was to focus on that six and wipe them out as quickly
as possible, essentiallyconcentrating all of my guns against two-thirds
They did eight hits to it, taking down a third of its health by of his fleet while the other third was off in the distance. And this is
themselves. That combined with the lances hammering in from the also really where knowing what your fleet can do, knowing what other
side from my battleship and other cruisers helped take that ship down fleets can do and having faith in your fleet and your own ability as an
pretty quickly. Which in turn let me continue swinging around to admiral really came in clutch for myself.
chase other [Link] time my opponent actually didn't really make
the mistake of hiding his frigates. They were in the fight from In order to win against this much firepower, I needed to get the first
basically turn two. The game ended, 1320 to 190. I lost an Acheron in shot off. And when I did shoot him, I needed to make it hurt. What
exchange for an Apocalypse, an Exorcist, an Armageddon, and a this translated to was being very cagey turn one, letting him gun it
handful of frigates. towards me, but becauseof the range of his weapons,he wasn't able to

WARP RIFT ISSUE 48, February 2026 24


Encyclopedia

Fight the Fleet! Battlefleet Gothic at the LGT by WestVirginiaNationalist

Conclusion

In conclusion, fight the fleet! To elaborate a little bit, what I mean


when I say fight the fleet is if you have a plan for how you want your
fleet to work, and then you go into a game and you apply that plan to
the best of your ability, generally, it works. My fleet was built around
winning the fleet engagementagainst any and every fleet that I could
come up against, and in every scenario, I made sure to make it a
gunfight, and I made sure to make it as unfair as possible for my
opponent. Even in situations where on paper, I should have been at a
disadvantage, such as fighting against nine strike cruisers, because I
knew what my fleet could do, and becauseit had been built somewhat
decently, I was able to leverage my advantages in order to win that
gunfight, and then by extension, win the game and then the
tournament.

All of it just comes with practice. So, my recommendation would be,


pick a fleet you like, get some games in, look at what works, what
doesn't, adapt it slowly, and go from there. Feel free to ping me if
you’relooking for my 2c on anything BFG .

Thank you again to Mark at Tnavah Cluster Events for running. I'll
be going to his event in April to representthe Night Lords again, and
hopefully, I'll be at the next LGT as well.

Hasan Mussa / @westvirginianationalist

Horizon: congrats Hasan! Well played and thanks for your insights on
how you plan your games.

WARP RIFT ISSUE 48, February 2026 25


Lexicanum
Campaigns & Scenarios

WARP RIFT ISSUE 48, February 2026 26


Scenario

Battle of Srinagar - scenario by Gagassi

Scenario Background : The Attacker can place his fleet within 15 cm of one of the edges of Special Rules :
During this battle, the Word Bearers, under command of Kor the table that is not sunward. The Cantatum Bellum is consideredin “Silent Running” at the start of
Phaeron, helped by the wizard Tenebrus from the Black Legion, The Defender places his ships first, then roll a D 6, on a result 1-3 the the battle and can’t be targeted by enemy ships until it attack first or
attack the astropathic relay station of Srinagar to try to discover the Attacker places his fleet on one edge of the table, on a result of 4-6 the launch ordonnances. In “Silent Running’ the Cantatum Bellum can
nature and the location of the Star Child . Warned by the Adeptus Attacker places his fleet on the other edge of the table (determine only move half of its maximum speedand can not be on special orders.
Astra Telepathica and the Inquisition, the battlegroup Iotus, led by which edge correspondsto each result beforethe roll). If destroyed, remove it immediately and resolve a massive explosion
the Group Mistress Athagey, were tasked to defend the world from The last ship to be placed is the Cantatum Bellum. It is placed and treatit as a Warp Drive Implosion
this Chaos raid. between the planet Srinagar and the Attacker fleet where the Furthermore, The blast wavecreatesa temporaryrift, use the warp rift
Defender want, but at a minimum distance of 15cm of any Attacker rules for the remainder of the game and place it in the place of the
Forces : ship.
Both fleets are 2000 pts each. There is the Defender fleet (Imperial Victory Conditions
Navy) and the Attacker fleet (Chaos Word Bearers). The Defender The Attacker goal is to deploy troops on the astropathic relay station
fleet must contain the Saint Aster as flagship and the Group Mistress of Srinagar and then leavethe battlefield.
Athagey as Fleet Commander. It must also contain the Cantatum
Bellum . The Attacker’s fleet must contain the Dominant Will and the To achieve these objectives the Attacker needs to launch at least one
Black Cardinal Kor Phaeron as Fleet Commander. planetary assault on the planet. To launch a planetary assault a capital
ship needs to be in the gravity well of the planet during its turn, when
Battlezone: a ship launches a planetary assault, it can’t do anything else (including
The battletakes place in the primary or inner biosphere. firing, move, turn or be on special orders).
Place a medium terrestrialplanet (11-20 cm) at the center of the table
with medium gravity. Place a second little terrestrial planet (1-10 cm) After that, the Attacker needs to leavethe battlefield with at least half
with medium gravity, in orbit (1-30 cm). It is Srinagar and its moon. his capital ships at one edge of the table that is not sunward. The
Because of interferences from the astropathic relay station, flagship of the Attacker must be part of the leaving ships.
teleportationcan not occur in the gravity well of Srinagar. First Turn
The system of Srinagar is a binary system; there are two adjacent The players roll a D 6. Whoever got the highest may take either the The Defender goal is to prevent the planetary assault and destroy as
sunwards. During the battle a Radiation Burst will occur at the first or second turn. many Chaos ships as he can. If after 10 rounds there is no planetary
beginning of each round, roll 1D 6, on a result of 5 or 6, the Radiation assault or if the enemy flagship is destroyed, the Defender win the
Burst occur. (See page 115 of the BFG Remaster Rulebook.) battle. If the Attacker succeeds in launching a planetary assault but
leaves with less than half of his ships, it is considered only a Pyrrhic
Set- up: victory.
The Defender can place his ships anywhereon the table, but at more
than 30cm of any edge. The Defender can choose the place ships
either on patrol or on standby in high orbit within the planet's gravity
wells.

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Campaign

Moose Musings: Random Assignment Tables by Italianmoose

Personally, I believethe mark of a truly great commander is being able Process: Gothic Sector Fleet Small (0-500 points)
to achieve victory with the hand you’re dealt. Naval history is replete 1. Select the appropriatetable for the size of game being played (0-
with examples of Captains and Admirals working to get the most of 500, 500+) 2d6 Entry
Roll
what they had, rather than waiting on the perfect force. Battletech 2. Roll 2d6 & add that entry to a running total of the points of your
uses the concept of “Random Allocation Tables” (RATs) for fleet. If a ship can have refits, randomly select which it would 2 Hunter patrol: 1x Dauntless 1x Sword (140 pts)
generating representativeforces for a given conflict and/or unit. I’d have apart from nova cannon refits.
3 Destroyer Squadron: 4x Cobras (120 pts)
like to borrow that concept for BFG to generatesome plausible fleet 3. If a roll would exceedthe agreedpoints limit, discard the roll
lists that hopefully can add some variety in your games. Or at least free 4. Repeat 2-3 until several successive rolls don’t give you a valid 4 Escort Patrol: 2x Cobras 2x Swords (130 pts)
you from analysis paralysis! option. (I’d suggest 2) 5 Escort Patrol: 2x Cobras 2x Swords (130 pts)
5. You can trade 6 Sword escorts in for a d6 roll on the standard
6 Frigate Squadron: 3x Swords 1x Firestorm (145 pts)
I’ll be starting out with the Gothic fleet list since it is quite constrained cruisers table
and makes the whole thing tractable for a first iteration. The RAT 6. Add escorts/commanders/re - rolls/power rams to get close to the 7 Cruiser Patrol: Randomly select from:
Lunar (180 pts)
takes the form of a table on which you roll 2d6 and take the ships agreedpoints cost
Gothic (180 pts)
which that gives you. Dominator (190 pts)
Gothic Sector standard cruisers: Tyrant (185 pts)
To build a fleet, you repeatedlyroll on the table and sum the resulting 1. Lunar (180)
8 Cruiser Patrol: Randomly select from:
points. If a roll would take you above the agreed points limit for the 2. Gothic (180 pts) Lunar (180 pts)
game, discard the roll. Either roll again or stop rolling and make up 3. Tyrant (185 pts) Gothic (180 pts)
Dominator (190 pts)
the points limit with the addition of escorts, your fleet commander, 4. Dominator (190 pts) Tyrant (185 pts)
upgrades,and any extra commanders(like veterancaptains). These are 5. Dictator (220 pts)
the sorts of things you, as a fleet commander, could control. Diverting 6. Your choice 9 Frigate Squadron: 3x Swords 1x Firestorm (145 pts)
an escort squadron or shuffling commanders is possible. Dialling in a 10 Hunter patrol: 1x Dauntless 1x Sword (140 pts)
battleship, rather less so.
11 Subsector flagship: Randomly select from:
Dictator (220 pts)
You’ll see that a lot of the time, you end up with a lot of escorts. Overlord (220 pts)
Generally I’ve used this to keep the different options for a RAT slot
12 Subsector flagship: Randomly select from:
evenish in points. If you end up with 6 of a single escort class you may Dictator (220 pts)
trade them in for a random standard cruiser. Overlord (220 pts)

I’ll include some examples, don’t worry. Points values are taken from
the Remastered Fleets book.

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Campaign

Moose Musings: Random Assignment Tables by Italianmoose

Gothic Sector Fleet Large (500+ points) Example fleets:


500 pts fleet:
2d6 Roll Entry
8x Swords
2 Sector Flagship: Randomly select from: 2x Firestorms
Emperor (365 pts)
Retribution + 1x Sword (375 pts) 2x Cobras
420 pts total.
3 Escort Patrol: 2x Cobras 2x Swords (130 pts)
I’d like a bit more staying power so I trade 6 Swords for a random cruiser to get:
4 Reinforced Frigate Squadron: 4x Swords 2x Firestorm (220 pts) Dominator (190 pts)
5 Scouting Force: 2x Dauntless (220 pts) 2x Sword (70 pts)
2x Firestorms (80 pts)
6 Cruiser Squadron: Choose randomly twice from:
Lunar (180 pts) 2x Cobras (60 pts)
Gothic (180 pts) 400 pts total. I’d add some more escortsto bring the Cobras up to strength
Dominator (190 pts)
Tyrant (185 pts) 1500 pts fleet:
Dictator (220 pts)
15x Swords
7 Cruiser Squadron: Choose randomly twice from: 4x Cobras
Lunar (180 pts)
4x Firestorms
Gothic (180 pts)
Dominator (190 pts) Overlord
Tyrant (185 pts) Dominator
Dictator (220 pts) Dictator
8 Convoy Escort: Choose randomly from: 1345 pts total.
Dictator, 3x Swords (325 pts) Here I’d definitely swap 12 Swords for 2 cruisers!I roll for random cruisers and end up with:
Dictator, Dauntless (330 pts) 3x Swords (105)
Overlord, 3x Swords (325 pts) Tyrant (185)
Overlord, Dauntless (330 pts)
2x Dominator (380)
9 Cruiser Flagship: Choose randomly from: 4x Cobras (120)
Mars (270 pts)
4x Firestorms (160)
Overlord, 2x Swords (290 pts)
Overlord (220)
10 Cruiser Flagship: Choose randomly from: Dictator (220)
Mars (270 pts)
1390 pts total. A challenging fleet to use which is a bit restricted on ordnance but with a lot of direct
Overlord, 2x Swords (290 pts)
firepower.
11 Sector Flagship: Randomly select from:
Emperor (365 pts)
Retribution + 1x Sword (375 pts) Code for this and the other analyses I’ve been doing can be found at
[Link]
12 Sector Flagship: Randomly select from:
Emperor (365 pts)
Retribution + 1x Sword (375 pts)
WARP RIFT ISSUE 48, February 2026 29
Scenario

Invasion campaign rules by The Frey

For a few months my gaming group of friends has been refining a little war' style generation, where you roll dice to generate the What is important about this map is the following :
framework for BFG campaigns, and we've been inspired to share the properties of systems and planets as they are discovered, or
results here. Hopefully these additions are useful to others! make them up ahead of time if you have a DM/Arbitrator or 1. Links between systems should be colour- coded between
games master. 'easy' (Stable), 'medium' (Navigable) and 'hard'
The main changes are: (Treacherous) to navigate. These will come into play in any
The addition of fleet support ships for invasion fleets Rules for warp In our somewhat chaotic map (pictured partway through the scenariosplayed in systemsthat are linked.
intercepts on the campaign map. R ules for scenario set-up based on campaign) the Chaos player has already taken one of three 2. Each side should pick three systemswith a planet in them.
the stability of warp lanes shown on the campaign map target (Red) systems, earning RP as described in the Blue These should be worth 3, 5 and 7 bonus RP when the
Thematically, the campaign is a Chaos incursion, though in order that Book, but has not yet revealedany of the bonus systems(Light system is taken. The starting 'owner' of the system gets to
the campaign isn't totally asymmetrical, the Chaos side also has Blue) which would earn them a ship (describedbelow). pick the value - put a face- down token on the campaign
systems(albeit further away) that can be taken by the defenders. map to remind you. If there is a DM, they should
As we had multiple players on the Imperial side, one has taken encourage the defenders to spread them throughout their
Creating an Invasion campaign map a small fleet and the Imperial transports to attempt to space, whereasthe attackers should only pick systems that
investigatethe Chaos target are the furthest away.
systems (Red, far right) for 3. Each side picks 2 systems that, if occupied by their
bonus RP . The Chaos opponent, will result in a 'free' ship. This ship needs to be
player’s transports are not stated ahead of time (a cruiser or heavy cruiser is a good
marked on the map as they call - we had 2 cruisers on one side, and 1 battleship on the
are currently with the main other) so that playerscan make strategic decisions. Gaining
fleet at Thorir’s Folly . one of these ships means the ship can be fielded for free in
any games where it is valid to do so. However, should it be
It is hard to tell from the destroyed,it does not get re- rosteredlike other ships; it is
scan, but the Dark Blue permadead.
system (Novum Castellum) 4. Each side should place a token to representtheir logistics
is where the final battle will ships neither attacker nor defender may venture into
take place take place. enemy territory on the campaign map without these ships
within 2 systems of at least one of their fleets (for
simplicity we only have one set of transport ships per side -
you might elect to say all fleets must have one). Any ships
in enemy territory that wish to repair during the campaign
must be within 2 systems of their transports. Think of
these support ships as like a mobile shipyard, if you prefer
In order to get started,as the Blue Book suggests,you'll want to (the model the Imperial side used is in the picture below).
come up with a campaign map. You can choose to do 'fog of

WARP RIFT ISSUE 48, February 2026 30


Scenario

Invasion campaign rules by The Frey

Finally, you might want some randomness. We marked several The Campaign Turn
systems with “Inc. Aeldari” to suggest an Eldar incursion. Passing The Campaign Turn involves all the players moving strategically.
through one of these risked an Eldar ambush on a 4+. Unfortunately Where fleets meet, there will be a battle. Either the DM can generate
for the Chaos player, this did happen on one occasion! a scenario, or you can use the Blue Book rules to generateone.

In general, custom scenarios where the attacker has to e.g. choose


betweentaking a bonus ship or attempting to seize a planet are good.
You might choose to thematically link games (e.g. we had a hulk from
one game being taken by the Inquisition back to base, and played a
modified version of The Bait for the next battle where the fleets met -
pictured below).

Make it clear on the campaign map which systems are inhabited or


uninhabited. Normal systems are inhabited systems; uninhabited
systems confer no bonus, but can be fought over. If you are playing a
fog- of-war or generativecampaign, roll a D 6 when a system is landed
on. On a 4+, it is inhabited. You may then optionally roll a D 6 to
determine the number of planets and type, as your narrative requires.
For the purposesof RP and victory, only whetherit is inhabited or not
matters.

Each side picks a starting system and places their fleet there. It is
possible to break down your roster into multiple fleets, but each sub-
fleet cannot call on resources or ships from other fleets and you will
have to keep track of what is where. You may also want semi-random Starting the campaign
agents on the map (we had an inquisitor on a cruiser, on the far left of Each side should pick 500-750 points to begin with. Each Campaign
the map). Turn (CT) involves a meta-game.

WARP RIFT ISSUE 48, February 2026 31


Scenario

Invasion campaign rules by The Frey

Scoring points Fighting battles: End of game:


Any invader in enemy territory takes an opposing system after 1 1. Each Campaign Turn, players move their ships as described 1. Remember to roll experiencefor all non-crippled ships
Campaign Turn if they are unopposed. If they are opposed, then play below. When fleets come into contact, a battle occurs. Either roll 2. Work out renown as normal (see Blue Book)
the Planetary Assault scenario, or a modified version of it. for scenario et cetera as normal, or the Arbitrator/DM can set a 3. Make appealsas normal
The defending side can venture into the attacker’s space in order to scenario.
take systems that offer bonus RP, but ordinary systems confer no 2. Every time a fleet occupies a sector, opposing fleets in After any battle, the defeated player must move their fleet to an
advantage,for narrativereasonsthat should be obvious. neighbouring sectors may attempt a Warp Intercept to force a adjacentsystem.
battle, rather than the sector being taken unopposed. They
Pre- game setup (i.e. the Campaign Turn) : nominate a path from their system (origin) to the target system, The attacking player gains 1 renown for each system they occupy for 1
1. Each player in the campaign rolls for initiative. specifying the route they wish to take. They roll a D 6; to be Campaign Turn . If they gain 5 systems, they can force the campaign
a) If any players wish to split or rejoin their fleets, they successful, they must beat the number of warp routes taken by 1. endgame.
decide this now. (i.e. a single systemgap is a 2+, a five-system gap is a 6).
2. Winner decides movement, and moves one of their fleets along a) If they are successful, they force a battle immediately, Logistics and Transport Ships
one warp lane to a neighbouring system. and arrive according to the worst warp lane rule that As mentioned before, if a fleet is in enemy territory it must have
3. The next best roll decides movement for one of their fleets they travelled along between their origin and target transports with it (you will also need these models for the Planetary
(repeatuntil all fleetsare moved) systems (e.g. if a fleet moved along Stable, Navigable, Assault scenario in any case. If any ship wants to repair while in enemy
a) Players move only one fleet at a time. If they have more Stable, they would arrive according to Navigable rules; territory, it will also need to be within 2 systems of the logistics ships.
than one they wait until all other players have gone, Stable, Treacherous, Stable, they would arrive This of course makes the logistics ships more important for the
then initiative goes back around in the same order until according to Treacherous rules). attackersthan the defenders.
all fleetshave moved. b) On a roll of 1, the fleet is lost in the warp. Roll a
4. Attacker and defender is decided by territory; otherwise both second D 6 if so. On a roll of 6 the most expensiveship If a logistics column is on the same system as a battle you may either
players are affectedby navigation penalties according to how they in the detachment is destroyed and removed from the include the ships in any battle that occurs or simply state the ships are
move onto their destination system (note that both fleets might player’s roster. If this check is passed, the fleet rolls destroyed if the battle is lost. A logistics column is worth 5 RP to an
be affectedby different conditions): everycampaign turn to seeif they re-emerge,starting at opponent if destroyed. It is not re-rostered, meaning repairs are not
a) Movement across Stable Warp Lane : fleet arrives intact a 5+, and decreasing by 1 each turn. After 5 Campaign possible for the remainder of the campaign.
b) Movement across Navigable Warp Lane : divide fleet Turns, the fleet automatically re-emerges from the
into 3 equal parts, and roll a D 3. The division indicated warp. Every surviving ship gains +1 Leadership in the This also means that if the defendersare carelessabout the positioning
by the D 3 does not arrive until turn 3. It should be set eventthe fleet is lost for 5 turns to representthe ordeal. of their transports,they might give the attacking player an easy5 RP if
up according to the deployment rules indicated in the they catch them. If in doubt, keep your logistics ships near your main
scenario (unless that scenario is Escalating Engagement fleet!
or similar, in which case the division should arrive
normally, but still cannot arrive earlier than turn 3).
c) Movement across Treacherous Warp Lane : fleet arrives
according to Escalating Engagement deploymentrules.

WARP RIFT ISSUE 48, February 2026 32


Scenario

Invasion campaign rules by The Frey

Winning the campaign


For our campaign, we had a hard rule that if the invasion fleet
managed to take and hold 5 systems for one turn of the meta-game,
then they could proceed to the final scenario. This encouraged the
defendersto split their attention betweenstrategic goals and ensuring
any invaded systems were retaken. It also discouraged the attacker
from simply camping on a wedgeof the map - instead in principle they
weremore inclined to go off in search of bonus points, et cetera.

Pick a number of Renown points - depending on frequency of games,


20 Renown might be a good number. After this point, any player may
force the endgame to occur. At this point, play a final game.
Depending on how balanced you want to be, you can field all units
plus requisitions that exist on player rosters,or build a 'traditional' list,
using a limit like 1500 or 2000 points. I would recommend using
standard rules, but including any 'bonus' ships acquired by special
missions.

Exterminatus is a good choice for this final mission - use the rules
from Warp Rift so that you don't have to set up a separatelow-orbit
table.

Good hunting!

WARP RIFT ISSUE 48, February 2026 33


Campaign

Campaigning through the Stars: Dark Eldar by Fr05ty

Last time we went through the rules for conducting a campaign with existence. Torturing slaves and feeding off their pain staves the Pirate Fleet Rules
the Eldar, and now we’re bringing you the rules for their twisted kin: numbness of their rotten souls and provides them with the sweetelixir Fleet Size
the Dark Eldar! Dark Eldar abandoned their empire for a life of that justifies their continued and morbid lifestyles. Trading and selling Your starting fleet size is 1500 points (or 75% of the starting points
depravity in the Webway. Hidden in the Webway, the Dark City of the slaves taken from the raids in the slavemarketsof Commorragh , is value that has been agreedfor conquering fleetsin this campaign).
Commorragh hosts endless factions all vying for power, their deadly a surefire way to earn prestige, glory and power for those seeking
games of intrigue spilling over to alleyways, ports and realspace all the advancement in Commorragh's depraved society. Dark Eldar Fleet Lists
same. These days, realspace raids provide both a fun escape from commanders get an extra Repair Point for every 50 Victory Points, Most Dark Eldar pirate fleetsshould be representedby using the Dark
Commorragh's power plays while being a great source of slaves to sell rounded up, they've acquired through Slavetaking in a battle. Eldar Pirates Fleet List, but you should feel free to use other lists if
for favour and pleasure. Your Dark Eldar could be one of these bands, Furthermore, Dark Eldar commanders get an extra Renown Point for you feel it appropriate!
looking to improve your lot in the Dark City, using the riches and each ship that they have left as a drifting hulk during a boarding action
captives gathered in your raids to curryfavour and climb the ladder of in battle. Dark Eldar may re-roll a single failed Appeal Roll after a
power, hoping to one day rule the Dark City themselves. Striking out battle where they've held the field and captured any enemy hulks, as
from dark portals from the Webway, you will get your riches, as they take prizes from the field to be barteredfor power in the markets.
controlling planets in realspace and oppressing the lesser races isn't
important, increasing your influence over the Dark City is. Intrigue in the Dark City
Today I’ll aim to provide you with the full complement of rules that Commorragh is a city rife with possibilities for advancementfor those
you’ll need to make sure your Dark Eldar get their campaign going. willing to take them, but in that same measure,the possibility for ruin
is never far away. An assassin'sknife, a poisoned drink or a masterful
Eldar in a campaign acquisition have meant the rise and falls of factions for thousands of
Dark Eldar campaigns are of a different sort, wholly engrossedin their years. Any seeking power in the Dark City should be prepared for
own pleasureand glory, you are uninterestedin conquering planets in games of intrigue with unmatched consequencesanywhere else in the
realspace and merely seek to reap riches from raids before slinking galaxy. Dark Eldar commandersmay re-roll the roll to determineSub-
back into the Webway's safety. Your Dark Eldar commander will Plots, but if they do, they must take the second roll and will receive
surely see their fame rise along the Admiral progression table, will double the bonusesand penaltiesto Renown from that Sub-Plot.
enjoy updated refit tables, clarified rules for their behaviour in a
campaign and eventablesto appealfor support. The Dark Kin
Dark Eldar take particular delight in taking from their less-depraved
General rules kin, having a particular penchant for taking their spirit stones. Their
Dark Eldar follow the usual rules for a campaign, but they are only rarity, power, and significance to the Eldar make them some of the
capableof behaving as a pirate fleet. most delightful and prestigious objects to show for the most powerful
among the Dark Eldar . Exodite Planets are treated like Hive Worlds
Slavemarkets of Commorragh with regards to the Repair Points they provide. Furthermore, any
Dark Eldar not only take immense delight in taking slavesduring their successful Raid or Major Raid on an Exodite Planet will grant the
realspace raids, but also consider it essential for their continued Dark Eldar commander an extra point of Renown.

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Campaign

Campaigning through the Stars: Dark Eldar by Fr05ty

Promotions
The Dark Eldar's path to leadership is based on their tactical and
murderous skill, so each individual leader is truly the peak of their
band and a paramountkiller.
Dark Eldar commanders use the following table for their promotions
during a campaign. Dark Eldar commanders apply a Leadership
modifier to their vessel’sLeadership value (to a maximum of 10).

Incubi Bodyguards
Some particularly paranoid Archons will hire contingents of Incubi
warriors as bodyguards. When a ship carrying Incubi (or any ordnance
it has launched) conducts a hit-and-run raid, roll 2D 6 and choose one
result to apply. If the target ship is crippled, instead apply both results.
In addition, enemy hit-and-run raids targeting a ship with Incubi
suffer a -1 penalty.

Dark Eldar Promotions

Renown Craftworld Title Ld Bonus Notes

1- 5 Trueborn Captain 0 1 Re -Roll

6 – 10 Dracon +1 1 Re -Roll

11 - 20 Hierarch +1 2 Re -Rolls

21-30 Archon =2 2 re-rolls

2 re-rolls, Incubi
31 – 50 Dread Archon +2
Bodyguards

3 re-rolls, Incubi
51+ Tyrant +2
Bodyguards

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Campaign

Campaigning through the Stars: Dark Eldar by Fr05ty

Refits The refit table on the next page is for use by any capital ships in a Ships may choose to roll on the Dark Eldar Torpedoes Refit table
Dark Eldar ships are all twisted works of art and craft, no two the Dark Eldar fleet. It is not for use by escorts. Tormentor stations may instead of the Dark Eldar Weapons Refit table, though this costs
same. Shipwrights in Commorragh work tirelessly shaping their earn ship or weapon refits but not engine refits. Ships that cannot use twice as much as a normal refit (20% of the ship’s points value). No
jagged edges and threatening visages for the benefit of their clients, the refit rolled for whateverreason may re-roll the result, such as not ship may be equipped with more than one torpedo type from the Dark
each trying to outdo one another in deadliness, speed and beauty. being equippedwith weaponbatteries,attack craft, etc. Eldar Torpedoes Refit table. Torpedoes from the Dark Eldar
DARK ELDAR ENGINE REFIT DARK ELDAR SHIP REFIT
Torpedoes Refit table are alwaysrestockedafter each battle.

The ship’s engines are fitted with additional systems or improvements have The structure of the ship is improved in some way, new equipment is DARK ELDAR WEAPONS REFIT
been made to the power generators and energy relays in some fashion. Roll on installed, or better trained orspecialisedcrew members are brought in. Roll on
The ship has been upgraded with additional or more sophisticated weapons
the following table: the following table:
systems, greatly enhancing its battle effectiveness. Roll on the following table:
D6 D6
Engine Refit Ship Refit D6
Roll Roll Weapons Refit
Roll
Void Shifters: The Dark Eldar vessel has been upgraded with Crystal Web: A sizable colony of crystal spiders have been introduced
1 Talons: Both the outer hull and the ship’s airlocks are lined with
additional manoeuvringdrives that draw power from the void. The to the hull, greatly enhancing the ship's chances of survival. If the ship
psychically charged scatter-shard point defences. Enemy ships
1 Dark Eldar ship may instead of making one turn up to 90° make two has no critical damage, roll a number of D6 equal to the number of
1 attempting to board the vessel or perform a hit-and run attack suffer a
45° turns at any point in its movement. Additionally, the ship may hits it has remaining, recovering 1HP if any rolls of 6 are made. No
-2 modifier.
reroll its attempts to navigate through an asteroid field. more than 1HP can be regained in this manner per turn, regardless of
how many rolls of 6 are made. 2 Dark Lance Targeting Matrix: The targeting matrix is used by the
Polarization Field: A low -level energy bubble surrounds the ship,
crew to maximum effect. Any of the ship's Dark Lances that rolls a 6
channelling the debris of space around the vessel. The ship does not Slave Repair Crews : The vessel makes use of slaves when needing
2 to hit will automatically cause a critical hit on the attacked vessel (the
suffer a hit for moving through blast markers and ignores all effects of repairs. During a campaign, the ship may repair two structures points
shot must cause at least 1 hull point damage to cause a critical hit).
solar flares. 2 without spending repair points, from the systems that the corsairs
own. Additionally, the ship receives +1 repair dice during a battle 3 Rune - Assisted Targeting Nodes: The fire control systems are
Drunken Weave: An intricate system of particle flow rudders and when repairing critical damage. linked by a complex sensor array. Ships fitted with lance-type weapons
graviton impellers are fitted to the vessel, allowing for drastic evasive
may re-roll their first miss each turn.
manoeuvres. The ship gains a 6+ save on a D6 against any damage it Sensor Dampeners: Special disruptors dampen emitted signals from
takes without requiring a Command Check. This does not count as 3 the ship and confuse enemy augury. Enemy vessels do not gain +1 4 Dark Matter Launchers: An extra boost is provided to torpedoes and
3
being braced, but the ship may not use this save when on Brace For Leadership for this vessel going under Special Orders. attack craft. When first launched, ordnance receives an extra +10 cm
Impact Special Orders or attempt to go on Brace For Impact special to its movement.
orders against any round of shooting or event of taking damage if this Torture Amplifiers: The ship has been equipped with torture
save fails. amplifiers to project visions of painful death at the enemy. All enemy 5 Weapons Battery Targeting Matrix: The ship’s scanners are able to
4
vessels that are within 15cm receive a-2 Ld penalty when trying to compensate for local spatial distortions. Blast markers and dust clouds
Superior Engines: The ship receives new, more powerful engines. pass Ld tests or special orders. do not cause a column shift when the ship’s weapon batteries fire
4
The vessel's speed is increased by +5 cm. through them.
Netherfield: A refined shadowfielddesign coupled with an absorptive
Auxiliary Power Reserves: Modifications to the Dark Eldar vessel's masking layer make this ship nearly impossible to target. It grants an 6 Darkmatter Weapon Reactors: Darkmatter weapon reactors increase
5 power reserves have allowed for greatly increased bursts of speed. Add 5 additional right column shift to the vessel against all weapons that use the power of the ship’s weapons, significantly increasing their range.
another 2D6cm to speed when using All Ahead Full special order. the gunnery table (no additional modifier is granted past the far right Add +15 cm range to the ship’s weapon batteries and lance -type
of the gunnery table). weapons.
Enhanced Mimic Drive (re-roll if not equipped with Mimic Drive):
An enhanced version of the Mimic Drive is equipped on this ship,
Reinforced Structure: The core of the ship’s structure has been
enabling it to camouflage itself even better. A ship with an Enhanced
6 reinforced, helping it withstand punishment. Before the battle begins,
6 Mimic Engine cannot be fired upon until it comes within 60cm of an
the vessel gains +1HP to its starting damage capacity.
enemy ship, additionally, it may not be targeted by enemy ships at all
during the first turn of the game if it is more than 15cm from the
enemy at the start of the game instead of the usual 30cm.
WARP RIFT ISSUE 48, February 2026 36
Campaign

Campaigning through the Stars: Dark Eldar by Fr05ty

DARK ELDAR TORPEDOES REFIT

The ship has been equipped with special torpedoes. Roll on the following table:

D6 Roll Torpedoes Refit

Short Burn Torpedoes: Short burn torpedoes have more powerful engines but a limited amount of fuel. They are considerably faster than ordinary torpedoes but
will ‘burn out’ and lose engine power very quickly in comparison to ordinary torpedoes, which are designed to cruise at speedfor longer periods.
1
Short burn torpedoes have an increased speed of 40cm. However, to represent the chance of them burning out, roll a D6 for h eacsalvo of short burn torpedoes
after they have moved and made any attacks - on a roll of 6 the torpedoes run out of fuel and are replaced with a blast marker.

Guided Torpedoe s: Guided torpedoes are directed via telemetry from the ship which launched them, allowing them to be guided onto a target, even directed
against a specific enemy ship amidst the confusion of battle. Although tight beam communication links are used for control om fr the parent ship, guided
torpedoes are still vulnerable to enemy interference and jamming.
2
Guided torpedoes can make a turn of up to 45° at the beginning of the ordnance phase, if the ship which launched them passes a Leadership test. If the
Leadership test is failed, one enemy ship can attempt to give the torpedo salvo false instructions by passing a [Link] the enemy ship is successful, the
enemy player is allowed to turn the torpedoes instead!

Seeking Torpedoe s: \These torpedoes are each a piece of art, having much more powerful seeking capabilities than regular torpedoes and homingon in enemies
even as they maneuver. Sadly, these torpedoes are not only rare, but easily blinded by blasts and debris, confusing them hips
as s and leading to premature
detonation.
A seeking torpedo salvo will make a turn of up to 45° at the start of the ordnance phase, so that it is pointing towards the nearest enemy ship. If several enemy
3
ships are an equal distance away, the seeking torpedoes will turn to attack the largest enemy ship. Seeking torpedoes which ove
mthrough blast markers will
detonate on a D6 roll of 5 or 6, instead of a 6 as is the case with ordinary torpedoes. Unlike ordinary torpedoes, the superi
or logic engines on board seeking
torpedoes mean that they will not attack friendly ships that they move into contact with.
Ships are only equipped with enough Seeking Torpedoes to fire a single salvo of them in a battle.

Barrage Bomb s: Barrage bombs are configured specifically for penetrating the atmosphere of a world and bombarding planetary targets. In comp arison to
ordinary anti-ship torpedoes, barrage bombs have a relatively diffuse blast radius, being designed to achieve maximum saturation of the target area.
Barrage bombs can be launched while a ship is in low orbit, where they will move just like ordinary torpedoes in deep space they
( are unaffected by the gravitic
4
pull of the planet). Barrage bombs may also be launched in space, like ordinary torpedoes. Each salvo of barrage bombs which strike a planet during a planetary
assault scenario earns 1 assault point if it is strength 6 or less, 2 assault points if it is strength 7 or greater. Barrage
bombs which attack ships do not ignore shields
like other ordnance; instead, they knock down shields and place blast markers for hits just like a direct fire attack (which can be pretty useful in its own right).

Melta Torpedoe s: Melta torpedoes are fitted with multiplemelta bomb warheads, which detonate into mighty conflagrations of nuclear fire when they impact.
The fires will burn through even the outer hull of a warship, threatening to consume the entire vessel in a hellish inferno.
Hits from melta torpedoes inflict no damage points, instead each hit causes an automatic Fire critical. If a ship which is carrying unused
melta torpedoes suffers a
5
critical hit to its prow (or wherever the torpedoes are launched from) it
suffers an extra D3 Fire criticals as the torpedoes detonate!
Ships are only equipped with enough Melta Torpedoes to fire a single salvo of them in a battle.

Vortex Torpedoe s: Vortex torpedoes carry warheads which implode to create a highly unstable and dangerous rift in warp space. The damage inflic ted by even a
single vortex torpedo is horrendous– whole sections of the ship and its crew are ripped asunder and sucked into the warp.
6 Hits inflicted by vortex torpedoes will automatically cause critical damage. If a ship which is carrying unused vortex torped
oessuffers a critical hit to its prow (or
wherever the torpedoes are launched from) it suffers an extra D3 points of damage and an automatic critical hit as the torpedoes detonate!
Ships are only equipped with enough Vortex Torpedoes to fire a single salvo of them in a battle.

WARP RIFT ISSUE 48, February 2026 37


Campaign

Campaigning through the Stars: Dark Eldar by Fr05ty

Crew Skills
Dark Eldar ships are crewed by a collection of the desperate, the
merciless, and every other kind of depraved being that lives in
Commorragh . This assortment of personalities can often result in
extremely strange,though deathly effective, crews.
Dark Eldar ships and Tormentor stations may use the following table
when rolling for Crew Skills .

ELDAR CREW SKILLS

Over the course of a campaign, a ship’s crew develops experience that only comes
from serving together in the crucible of war. Roll on the following table:

D6
Crew Skill
Roll

Expert Gunnery: The ship’s gun crews are amongst the finest in the
whole sector, able to lay down a devastating barrage. When the ship
1
attempts to make Lock-On Special Orders, you may roll 3D6 and discard
the highest D6 before comparing the roll against the ship’s leadership.

Warlock: A renowned Seer accompanies the vessel, disclosing fragments


of possibility to the ship's captain. This vessel may always attempt to go on
2
Special Orders, even if another ship or squadron in the fleet has failed a
command check this turn.

Excellent Pilots: Even the bomber pilots assigned to this ship number
several ‘Aces’ amongst its crew. Bombers launched by this vessel may
survive being intercepted by enemy fightersutilising the ‘Resilient Attack
3 Craft’ 4+ save rule in the same manner as Eldar fighters. As they are not
fighters themselves, they still ignore other types of ordnance normally.
Fighters from this vessel are always moved before enemy attack craft in the
ordnance phase. Re-roll this result if the ship does not carry attack craft.

Battle Stance: Aspect Warriors or even the dreaded Harlequins have been
enticed to join your vessel. This ship may re-roll the dice in a boarding
4
action. The second roll stands (even if less!). This benefit can be combined
with having an embarked Aspect Warrior Host.

Disciplined Crew: Whenever this ship checks leadership or attempts to


5 go on Special Orders, you may roll 3D6 and discard the highest D6 before
comparing the roll against the ship’s leadership.

Elite Command Crew: Once per battle the ship may automatically pass a
Leadership test or command check– there is no need to roll any dice. This
6
may be used even if another ship or squadron in the fleet has failed a
command check this turn.

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Campaign

Campaigning through the Stars: Dark Eldar by Fr05ty

Appeals Conclusion
Dark Eldar have few options from whom they can appeal for support, Dark Eldar players may choose to roll on the Commorragh or Eldar Hope you enjoy these new additions to make the Dark Eldar
and no Dark Eldar would ask for support from the lesser races. Corsair Appeal Charts when making an Appeal of the “Other” variety. campaign experience a memorable one, and that your raids on the
Corsairs often have Dark Eldar members that can connect them back lesser ones bring you great wealth, pleasureand power!Let the galaxy
to the Dark Kin and are a lot more flexible on who they consort with, know your name from the screamsof those you torture!
so they may assist you for the right bargains.
ELDAR CORSAIR APPEAL CHART

2D6
Result
COMMORRAGH APPEAL TABLE Roll

2D6 Roll Result Corsairs allow you to use one of their hidden bases. Gain control of a Pirate base. It can be discovered as
2
normal, like any other pirate base..
A cult of Wyches joins your band. One ship with launch bays can now launch assault boats. Treat these like any
2 A Corsair warband joins your campaign. You may add up to 250 points of ships from any Eldar Corsairs list
other assault boats with speed 20cm. 3
as reserves. Follow that list’s fleet composition, though you may not take ships listed as reserves from that list.
A Haemonculus extracts vital information from one of your prisoners, allowing you to call in outlying ships for
3 A Void Dreamer joins you, allowing your ships to quickly navigate the Webway and disengage at a pinch.
the next mission. You may deploy an extra D6x25 points worth of ships next campaign turn. 4
Your fleet gains a +1 Leadership bonus to all attempts to disengage for the rest of the campaign.
A Haemonculus tortures an enemy captive until he breaks down, telling you his fleet’s plans for the near future.
4 Corsair bands feed you information, ensuring you find your quarry’s base of operations. You may -roll
re the
Gain +2 Initiative next campaign turn. 5
first failed roll to find an enemy’s Pirate base each turn.
Your request, backed by vast amounts of money, secures the services of Incubus bodyguards. Your flagship gains
5 A group of Voidscarred joins one of your ships, granting you their prodigious skills. Choose one ship, it gains
a +2 bonus to Boarding actions. 6
a Crew Skill.
Rumours of your success cause raiders to flock to your banner. Two ships of your choice gain a +1 bonus during
6 Corsairs feed you information on enemy movements, allowing you to strike first. Gain +1 Initiative for the
Boarding actions. 7
next 3 campaign turns.
7 A cabal joins one of your ships, which gains a +1 bonus to Boarding actions.
Corsairs harass your enemy’s supply lines, ensuring some forces never arrive to battle. During the next battle,
8
A successful raid nets you extra slaves to put to work on one of your ships. This ship may roll an extra dice during your enemy reduces the amount of ships they may deploy by D6x20 points.
8
each End phase to repair damage.
Corsairs will help you, if you return the favour. Generate an extra sub-plot next scenario, and if you succeed,
9
A slave raid catches the planet completely by surprise, providing you with enough workers to completely supply you may roll twice on this chart during the Appeals phase.
9
two of your ships with repair crews. This gives them an extra dice during each End phase to repair damage.
Way Seekers join one of your ships, using their prophetic and protective abilities to protect the ship and keep
You are given an ancient and very complete map of the Webway, warp tunnels and navigational hazards of this it functional. Whenever the ship would suffer damage, on a D6 roll of 6, that damage is ignored.
10 10
sub-sector. You may add a +1 modifier to any rolls you make to Disengage for the rest of the campaign. Furthermore, the ship only suffers the penalties for being crippled when it is at 25% hull points or lower
(rounded up) instead of the usual 50%.
Your prestige, and a hefty bribe, grants you a Pirate Base inCommorragh itself. Your base can never be located
11 Helped along through hidden webwaypaths known to corsairs, you strike your enemies before they can react.
during this campaign.
You automatically win the initiative next campaign turn. During the battle’s first turn, whenever one of your
Your latest batch of slaves includes a large number of servitors and adepts of the Machine God. These are 11 opponent’s ships tries to shoot at one of your ships, they must pass a Leadership test as they’re trying to get
12 stationed at your base and provide each squadron and capital ship with 1 automatic Repair Point per campaign over their surprise. If they fail, they may not shoot during that turn. They will behave normally from the
turn. second turn onwards

A Corsair fleet joins your campaign. You may add up to 500 points of ships from any Eldar Corsairs list as
12
reserves. Follow that list’s fleet composition, though you may not take ships listed as reserves from that list.

WARP RIFT ISSUE 48, February 2026 39


The Forge

WARP RIFT ISSUE 48, February 2026 40


Painting & Hobby

Enter the Ghostdragon! by Slouchthesloth

For the full story check out Slouch his blog here: The nightwings came along shortly in the Epic range of minis. But we
[Link]
-pirate- were never graced with an appropriate Ghostdragon mini. What
[Link] follows is a description of my efforts to make one for myself.

Ente r the Ghostdragon! First, referencesand images of the Ghostdragon are scarce. There is
As I explained in my first article for OWAC 8, the ocho, I am only one image that is directly labeled as such (the chit noted above).
theming my Pirate Eldar army around my Space Fleet Eldar force. As There is a Jes Goodwin concept sketch that was included in WD 119.
I also noted in that first post the original Space Fleet line of miniatures However, it is not labeled as a Ghostdragon. Instead, it is labeled as
lacked variety and only included 2 types of ships: the Wraithship and "super-battleship or carrier".
shadowhunter.

However, the Doom of the Eldar game introduced two new ships: the
Nightwing and Ghostdragon.

Here I am sizing up the turret from a wave serpent

Effectively we have an image from up above and one in profile and a


leap of faith that they are meant to describethe same ship.

Here is my component list if you would like to reproduce my


Ghostdragon
1. 2 Wraithships
2. 2 Epic Wave Serpents
3. An epic Eldar Titan head and torso
4. A library card cut into a big sail

Sourcing parts Turning a wave serpent hull upside down to see if it matches the lower
The first step was finding eldar bits that fit the bill. I looked through armor of the super-battleship.
old era-appropriatecatalogs for bits that might look the part.

WARP RIFT ISSUE 48, February 2026 41


Painting & Hobby

Enter the Ghostdragon! by Slouchthesloth

This processwasn't easyor perfect. I also acquired other epic eldar bits
- extra nightwings, some epic tank guns, and those spines from the
back of the Eldar Titan that weren'tused in the final ship.

The most stressful step was committing to cutting up the red


wraithship. Once it was cut I couldn't go back and I'd have basically
destroyeda perfectlygood (and pricey) ship.

Next followed some guess and check. You can see in these pics that I
built up the hull a bit more and experimented using an existing sail.
This would ultimately be removed in preference for the hand- made
This is a progresspicture of the ship mid assembly. At this stageit was sail.
mostly a matterof gluing the componentsin a line.

Blue lines roughly showing what was cut on the red wraithship.

For scale next to an emperorcapitol ship Note how the front-most sail slot has been coveredwith an additional
laser turret.
The blue wraithship was a little easier and involved shortening the
main forward hull and gluing its tail on upside down at the rear.

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Painting & Hobby

Enter the Ghostdragon! by Slouchthesloth

Finished product
I'm very proud of the accuracy of ship. I'd like to show that off by
comparing the birds eye view from the chit and the profile view from
the concept art.

These next pictures show the final product before painting. You can
see that I built up the structure in front of the bridge (titan head)
considerably. There is lots of texturesculpted on to it, largely trying to
extrapolatethe texture from the wraithship components. The spine at
the end was built up and textured so that the rear sails fit in. A large
sail was cut from a library card. The detailing around the sail was
meant to scale up the details on the plastic sail bits.

The greenstuff triangle that anchors the large sail was my invention
becauseI neededthe model to be more durable since the large sail was
proving to be finicky. In the area under the Titan head and between
the red hull and wave serpent fin I sculpted a giant window to capture
the detailing from the WD sketches. Finally, I sculpted the under-city
on the lower half of the ship. I wanted this part to echo the cities on
the backs of the imperial ships, a sort of inverted cloud city. This is a
bit of artistic license that deviated from the concept art, but it also The name, Caledor, aligns with my
servedto add stability to the model by increasing the surfacearea with Warhammer fantasy naming theme and
the flight stand. (aesthetically, it also balances out the sails on top of becauseCaledor is the region dragons are from.
the ship.

WARP RIFT ISSUE 48, February 2026 43


Painting & Hobby

Facebook Painting Competition 2025 by Turbidious Tom

Another year has passed in the cold reaches of the void, and once
again the Turbidious Painting Competition has borne witness to
extraordinary fleets, daring conversions, and painters pushing the
limits of Battlefleet Gothic artistry.

The aim of my annual awards are recognise more than just painting
excellence. They celebrate creativity, bold ideas, community spirit,
humour, and those unexpected moments that make us stop scrolling
and stare a little longer. Some awards honour mastery, others reward
originality, or simply the joy of participation. I also aim to showcase
ships that didn't necessarilywin during the year as well.

So, raise the void shields, sound the action stations, and join me, and
some honoured guests, as we pay tribute the ships and shipwrights
who made this BFG year one to remember.

Bondsman Award - Best Overall Entry (Community Vote)

Lets kick off with the main award of the year, the Bondsman Award.

Each year our community rallies to sing the praises of one entry that
captures their imagination, the skill, and sheer dedication. The
Bondsman Award celebrates the entry that stole hearts and votes,
rising above the rest to claim the title of the community’s favourite
entry of the year.

This brilliant entry from Warboss Evans taking out the overall crown.

It was very close this year, with only four votes separating the winner
from second place. Fantastic entries all round im sure youll agree
admirals. Congratulations again to Warboss Evans for a very worth
2025 winner and good to everyonefor 2026!

WARP RIFT ISSUE 48, February 2026 44


Painting & Hobby

Facebook Painting Competition 2025 by Turbidious Tom

Techno Heresy Award – Conversion / 3D - Print Neophyte Award - New Recruit

This medal honours the bold and the creative,the entrantswho don’t just paint, but re-imagine: kit-bashes, Every empire had to start somewhere,this award salutes fresh blood. The Neophyte Award shines a light
scratch-builds or 3D -prints. The Techno Heresy Award goes to the conversion that blew our minds with on a newcomer’sfirst stride into the admiralty, a first entry into the competition, a return after a hiatus, or
ingenuity, daring detail, and sheercraftsmanship. simply the bold step into a new hobby. Fresh captains deserverecognition.

I am a sucker for the Imperial Fist unique ship and this is a great entry from Harnmaron on discord. First
time entering the competition and look forward to seeing more from them. Awesome colours and attention
to details!

This was an outstanding entry from All Red Wires on Discord from the Aprils painting competition. This
was a flagship for their ad mech fleet. Truly outstanding work and something I cant even fathom on where
to begin making something like this. Amazing .

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Painting & Hobby

Facebook Painting Competition 2025 by Turbidious Tom

The Black Library Award - Xenos Ollenus Pious Award – Imperial

From the sleekest eldar escorts to the junker ork fleets, the Xenos bring variety, mystery and bold colour Disciplined, majestic, iconic, proud hulls, and that unmistakable senseof order under the stars. This award
moves. This award honours the entry that best embodies alien menace, extra-terrestrial eleganceor simply goes to my favourite imperial entry of the year and every year this is one of the toughest awards to choose.
an other-speciesaestheticthat leavesan impression. This was my favouritexenos entry of the year. The Imperial category is always full of amazing entries. My favouriteImperial entry of the year goes to this
Imperial Mass Conveyor Transport by Bluesquat55 on Instagram.

Brilliant work from Nemo on discord, with this wonderful bone white and red Craftworld Eldar . I think Outstanding work, I love the little details of the lights along the hull and the writing on the prow. Brilliant
they have done a fantastic job on the white which is so tough to do. work and cool to see a transport get something than just warships. They are the workhorses of the
imperium after all.

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Painting & Hobby

Facebook Painting Competition 2025 by Turbidious Tom

Despoiler Award - Chaos No One Expects the Inquisition Award

Chaos is chaos, raw, wild, unrestrained. The Despoiler Award celebratesthe entry that best channels the Sometimes the entries that hit hardest are the ones we never saw coming. This award is reservedfor those
madness and brutality of the ruinous forces: twisted designs, aggressiveconversions, and a flair for the dark curve-balls, the weird, the witty, the wonderfully unexpected. Whether it’s a comedic nod, parody or wildly
and the decadent. This year was tough but I had to give it to the following fantastic entry. original concept, this entry made us pause, grin … and maybe scratch our heads. Ive had artwork, full
boards and characterships and this year I have given it to this awesomeentry..

Truly a wonderful chaos fleet,


the reds are just so rich.
Brilliant work from
HA_Minipainting on Instagram. I think you'd agree it is well worth the award!Fantastic work from Bleach Hawk on instagram to createan
Love the pops of blue too Ork Deff Moon made out of a kinder surprise egg shell. This is the DA REDD DREDD!!

WARP RIFT ISSUE 48, February 2026 47


Painting & Hobby

Facebook Painting Competition 2025 by Turbidious Tom

The Crusader Award - Space Marines The Master of the Forge Award – Best Technical Execution

Power armour, hero warships, formidable fleets, this award honours the poster boys of the Imperium who Crisp lines, tight edge highlights, smooth gradients, immaculate detail work, brilliant OSL, this new award
ride to war in style. The Crusader Award recognizes the Space Marine fleet that brings raw martial might celebratessheertechnical mastery. Im giving out The Master of the Forge award to an entry that showcases
and iconic visuals in equal measureand I think youll agreemy choice is a fine exampleof that. what my untrained eye considers masterful painting and Im giving this award to this stunning entry from
Sherrypie on discord. There are not enough superlativesto describethis entry, so....just admire.

Amazing work from Master of the Fleet Smith . Just incredible work. I love the white, very crisp and I love
the toned down blue that you usually seeon Ultramarines and all at that gold!! Brilliant .

Now in previous editions of the awardsI have done my favourite 30k/Horus Heresy entry but this year we
didnt end up having a theme based on that. So I am retiring that award for now but fear not for I have a
new awardto give out.
While I am hardly a master painter by any metric of measurementI know what I like. So I am introducing
a new awardthis year.....

WARP RIFT ISSUE 48, February 2026 48


Painting & Hobby

Facebook Painting Competition 2025 by Turbidious Tom

Blessings of the Omnissiah - Guest Creators Battlefleet Galaxy :


As is tradition now for these awards, its not just about my views. I have asked three of the best battlefleet
gothic ship designers and creatorsto choose their favouriteentries of the year again, they are Italian Moose, My choice is the Septemberwinner is this imperial ship.
Battlefleet Galaxy and Paulsmallus. Fantastic creatorsyou should check out and im sure many of you have
their ships in your own fleets. These fantastic creators agreed to again choose their favourites from this I really loved the contrast in colours and decals, and a ship base that didnt detract too much attention from
yearsentries. Take it awayadmirals: the ship. Furthermore, I really admired Crossley's photostacking technique that brought incredible
attention to detail.
Italian Moose:
I finally made a decision haha!!
This involved quite a lot of soul searching for me as to what to stick a badge on to say "yes, I approve of
this, more of it!"
Xenos or weird imperial ships generally catch my eye, we had plenty of wonderful examples of those this
year. There's been lots of goofy and well made Ork models, as there should be. But doing an entire fleet of
scratchbuilt Tau is pretty exceptional. They look obviously Tau merchant fleet, but more refined than the
originals and with loads of lovely asymmetry. And I appreciateseeing the classic flamer bit in there. So yes,
I approveof this, more of it!

WARP RIFT ISSUE 48, February 2026 49


Painting & Hobby

Facebook Painting Competition 2025 by Turbidious Tom

Paulsmallus : Warp Rift Award

I think this ship elicited the “oooooo” factor the most for me, and captured a more interesting Second year in a row for this award and its the favourite choice of the admiral in chief of the online
interpretation of ad mech ships. I can imagine it clasping onto drifting hulks in the void for reclamation magazine Warp Rift - Horizon . Roy has been a pillar of the BFG community for decades now and so Ill
after a battle. pass this over to him to choose his favouriteof the year:

First of all so many honourable mentions it is impossible to list them all. 2025 has been another great year
for Battlefleet Gothic . As for the Warp Rift award it was really hard to make the final decision but it goes
to Bleach Hawk .

WARP RIFT ISSUE 48, February 2026 50


Painting & Hobby

Facebook Painting Competition 2025 by Turbidious Tom

The Lord Solar Admiral Award - Andy Chambers Commodore of Turbidious Award
For a number of years now I have the privilege to have Andy Chambers, the creator of this fine game, send
me his favourite entry of the year. Thank you again for kindly sending over your thoughts again, it is very Now after the creators and Andy I have one final award and thats my Commodore of Turbidious award.
much appreciated. This is my main award and it goes to the member of the community who supportsthe BFG community.
Over to Andy :
This year I have to give it to Admiral Mark who runs Tnvah Cluster Events in the UK .
It's a very strong showing overall and it's a tough choice of best this year. I like the Imperial cruisers a lot
but the Tyranid fleet is the one that catchesmy eyethe most. Mark has been the main organiser of major BFG tournaments and events across the UK, mainly on the
A big fleet and not easy to make look good, they get my vote for the best overall but it's a game of inches south coast and London for a while now.
(well, cm) this year.

Amazing work from Admiral Crossley, a fine honour to be selected by our Lord Admiral himself.
Congratulations.

Mark has createda rich and vibrant BFG community with each event becoming larger than the last. Tnvah
Cluster Events even organised and ran the first ever BFG tournament at the largest gaming event in the
UK - London GT . Brilliant work!
Picture
Absolutely stellar work from Mark and the rest of the team and the community that joins the events to not
only keep BFG on the map but to grow the community.

Thank you Mark for keeping the game going and being a great member of the community and to all of you
who attend the events.

The Turbidious Tom YouTube video:


[Link]

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CODEX: ORKS

AARMADA
RMADA IINDOMITUS
NDOMITUS
C ODEX: O
CODEX: RKS
ORKS
‘‘ERE
ER E WEG
WE O! ‘‘ERE
GO! ERE W EG
WE O! ‘‘ERE
GO! ERE W EG
WE O!
GO!

AA SSUPPLEMENT
UPPLEMENT FFOR
OR

ARMADA INDOMITUS 1
CODEX: ORKS

ARMADA INDOMITUS CODEX: ORKS


TABLE OF CONTENTS
THE THIRD ARMAGEDDON WAR BATTLEFLEET GOTHIC
Page 3 Andy Chambers, Gavin Thorpe, Jervis
Johnson, Matt Keefe, and Andy Hall
GALACTIC AND SECTOR MAPS
Page 10
BFG RULES REVIEW COMMITTEE
SCENARIOS Bob Henderson, Ray Bell, Nate Montes
Page 13 and Roy Amkreutz
ORK CLANZ
Page 16 Special Thanks to
Fred Martinson, Robert C. M. Passovoy,
ORK VESSELS Aaron Dickey, Wesley Herndon, Colin Young,
Page 21 Dex Sy, Brandon Pooley Sam Stewart, John
ORK FREEBOOTERZ Lambshead and Matt Sprange
Page 42 Graphic design and layout by Nate Montes
FLEET LISTS AND UPGRADE TABLES All illustrations and intellectual property
Page 48 ©1999-2025 Games Workshop

Background lore, graphics, and imagery used to assemble this


Codex was derived from the following source materials:
Battlefleet Gothic Official Rulebook (1999)
Codex: Armageddon (2000)
Games Workshop Armageddon 3 website (archived 2003)
Battlefleet Gothic Armada (2004)
Codex: Orks, 4th Edition (2008)
Rogue Trader (2009, Fantasy Flight Games)
Rogue Trader: Edge of the Abyss (2010, Fantasy Flight Games)
Battlefleet Gothic Compendium (2011)
Battlefleet Gothic Armada (2016, Focus Entertainment)
Codex: Orks, 8th Edition (2018)
Battlefleet Gothic Armada II (2019, Focus Entertainment)
Ghazghkull Thraka: Prophet of the Waaagh! (2021)
Codex: Orks, 10th Edition (2024)

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998.M41 - THE THIRD ARMAGEDDON WAR


The Third Armageddon War is nothing less than the greatest Ork menace ever known. Ghazghkull had failed to
invade that accursed world once before, and returned with a new plan and new determination to avoid repeating his
mistakes. A terrible time was about to begin...
THE LEGACY OF WAR fleet to Parol and, for a short time, the depredations of the Ork from Dante station were enough to tell him that victory would
pirates abated. not come against such a numerous enemy. Regardless, perhaps
The Second Armageddon War in 941.M41, Ghazghkull’s first feeling the burden of hope placed upon him, Parol felt forced to
This all changed, almost overnight, as the piratical raids turned
invasion of that ill-fated planet, had cost the Imperium dearly. commit his entire fleet to an action staged around Pelucidar.
into full blown planetary assaults of several minor systems.
As the Imperium finally repelled the Ork invaders, their forces
Within five days of leaving St. Jowen’s Dock, the Imperial
pushed outwards to reclaim worlds and systems which had THE GREEN TIDE APPROACHES fleet had encountered leading elements of the Ork fleet,
been cut off for years, finding most of them to be little more
decoying enemy escorts with the battleships as the faster
than smouldering wrecks. Rebuilding even a tiny portion of the The Third Armageddon War began in earnest when the Ork moving Imperial cruisers used Pelucidar’s gravity well to
carnage wreaked by the Orks would stretch the Imperium’s fleet re-entered normal space at the very fringes of the swing around the Orks’ flanks. The Triumph and His Will
resources to the limit. More pressingly, ensuring a sturdy Armageddon system, converging immediately on Monitor worked in concert, combining their fearsome lance armament
defence during this time, to guard against further opportunistic Station Dante, one of three stations specially designed to guard to create a lethal web of firepower that no Ork vessel could
attacks, would be a tall order with the depleted, dilapidated and against just such an attack. Dante survived barely long enough survive for long. Over sixty enemy escorts were blasted apart
demoralised forces now available to the Imperium. The to open a communications channel, let alone broadcast a for no loss on the Imperial side. As more and more Ork ships
Apocalypse class battleship, Triumph, was brought into distress signal, but for the defenders of Armageddon, already joined battle though, combat degenerated into a chaotic brawl
Battlefleet Armageddon in 951.M41 and, between the wars, convinced that attack was inevitable, the breakdown in such of the sort Orks excel in. As the bulk of the alien fleet moved
served as the flagship of the defence fleet under Captain communications was all the proof they needed that Ghazghkull further into the
Honyaeger. The Triumph proved to be the bane of many pirate had returned. Armageddon system,
fleets keen to take advantage of any weakness in the Imperial
While the ground forces in Armageddon and its neighbouring the Imperial ships
Navy. Amassing an impressive roll of honour, the Triumph
systems were placed on high alert, preparations were made for suffered greatly as the
became the symbol of the Emperor’s Will within the sub-
deep space conflict. Admiral Parol, commanding the fleet from Orks’ combined
sector.
his flagship His Will, led seven cruiser groups against the numbers and suicidal
A generation later, when further Ork attacks on systems invading Ork fleet, intercepting them close to the high-gravity rushes threatened to
surrounding Armageddon started to drastically cut the amount world of Pelucidar. overwhelm the Naval
of merchant shipping voyaging to the main system, the line. The battlecruiser
Triumph and other ships of the Imperial Navy found THE BATTLE OF PELUCIDAR Thunderchild was the
themselves stretched to breaking point. There were simply too first to fall, its Captain
few ships to cover so much space, and it was the merchant For Parol, perhaps feeling the pressure as the first line of bravely deciding to fight
transports that were feeling the effect. An appeal for defence against this greatest of threats, Pelucidar presented a on whilst crippled rather
reinforcements was met by the arrival of Admiral Parol on quandary. The Orks’ inevitable goal would be to land on than disengage, in order
board His Will, accompanied by three first line cruiser Chosin, Armageddon and the host of other populated planets in that the rest of his
squadrons. Acknowledging the Admiral’s seniority and greater the system. Here, amidst the far less appealing gas giants and squadron could rally
experience, Captain Honyaeger transferred command of the barren super-planets of the outer reaches might well be the only around the battleship Admiral Parol
chance the Imperium would get to fully engage the Ork fleet. His Will. As more
On the other hand, even the few garbled messages received

ARMADA INDOMITUS 3
CODEX: ORKS

cruiser squadrons started to suffer losses, Admiral Parol the battle into the very heart of the battleship, where its Simply put, we believe we were finally boarded by Orks that
ordered the Triumph to keep station so that the Imperial fleet crewmen fought valiantly hand-to-hand against the Orks. As could not wait long enough to reach Armageddon before
had a stable rallying point. The Admiral took His Will forward crew were diverted from their main duties to fight the boarders, engaging in battle. With our defences all but nullified, we were
to join the engagement of the first Ork hulk to enter the pitched the kroozers in the void outside found it easier to continue their powerless to stop them entering the Dock itself, but I organised
battle. Almost immediately, an oversized squadron of kroozers bombardment of the increasingly sluggish Triumph, heedless of combat teams to repel their assault with all haste. We suffered
took advantage of the break in the Imperial line and surged the lives of the Orks they had already sent to board the heavy losses as the Orks fought with literally inhuman ferocity
forward, taking little damage from His Will’s long ranged battleship. and the fighting that took place as the aliens pushed towards the
broadside fire, before bracketing the Triumph and bombarding main reactors was intense. I was forced to divert many teams to
Captain Honyaeger was pained by the onslaught his ship had
her with massed fire. Triumph’s shields failed within seconds, aid in the defence of the reactors for fear that the Dock could be
suffered and reluctantly gave the order to disengage from
and its ancient hull was soon battered by crude but heavy Ork lost altogether if they succeeded in their attack, though this
combat, a feat he barely managed in his crippled vessel. The
weaponry. As the kroozers moved closer to the battleship, a allowed many of their number to sweep unopposed through to
fighting to clear the Ork boarders from his vessel reportedly
series of boarding attempts by attack craft and teleporters took some of our upper decks. We now have the Orks somewhat
took another four days to complete. With the Triumph out of
under control, but we have lost almost all contact with the
action and three more Ork fleets detected entering the
lower decks and must consider them enemy held territory. We
Armageddon system, Admiral Parol was forced to disengage
have the manpower to halt any further advance now that the
the remainder of his ships and regroup them to slow the Ork
fleets have moved passed us and begun their main assault, but
advance through Imperial space by any means he could. In the
we will never be able to clear the infestation unaided.”
event, the Orks seemed to care little for the Imperial fleet,
obviously viewing a fleeing enemy as good as a destroyed one Although at first report Parol was mildly relieved to hear the
and instead sped forward as fast as they could towards the fate of St. Jowen’s Dock, escaping, as it had, complete
glittering jewel of Armageddon itself. Parol and his captains destruction at the hands of the Orks, he quickly realised that
watched on, helpless as their system was overrun. their dismissal of the station’s importance was in fact an even
more damning blow to the Imperium’s efforts. If the Orks had
A WORLD SHUDDERS no intention of spreading their green curse across the entire
system, the sheer scale of invasion which was Armageddon
First to feel the wrath of the Ork fleets was the sector naval was about to face must be even larger than previously feared,
facility of St. Jowen’s Dock, as facility commander, Captain Parol reasoned. Still, ever the calm strategist, even amidst these
Starrkos, recorded in a transmission to Admiral Parol in the hopeless opening defeats of the war, this chain of events
days after Pelucidar: nurtured some hope in Parol. If the Orks, apparently under
“I must now report on our own situation here on St. Jowen’s direct instruction to do nothing more than bombard St. Jowen’s
Dock. As the Ork fleet swept past your line, we prepared for Dock, could still not resist their barbaric urge to close and
multiple boarding actions but, incredibly, the Orks opted for tussle with the enemy, perhaps their actions could be as much
simple bombardment. Few enemy vessels attempted orbit of of his making as their master’s. A strategy of divide and
our dock, preferring instead to simply unload ammunition into conquer was rapidly becoming the Imperium’s last hope.
our hull as they continued their headlong rush towards
Armageddon itself. I feel that we were in no way a target for TO RECLAIM THE STARS...
them – St. Jowen’s Dock was just in their way.
While Parol remained distant from the conflict, regrouping and
Over ninety percent of our surface defences were destroyed in re-evaluating the Navy’s effort in the wake of Pelucidar,
the first seven hours of the attack, negating our ability to strike matters on Armageddon itself became ever more urgent.
back at the invaders. Soon after, enemy assault boats were Fearing that the encroaching Ork fleet would come upon
launched. There was nothing co-ordinated in their assault and Armageddon before a coordinated defence could be mounted,
many of my bridge officers have formed the opinion that the many of those Space Marine Chapters now massing on the
many boarding craft that left the launch bays of passing Terror planet took to their battlebarges and strike cruisers and returned
Ships were the result of poor discipline amongst the aliens. to space. As the Orkmada approached the assembled Imperial

ARMADA INDOMITUS 4
CODEX: ORKS

fleet, under the command of Black Templars High Marshall wide war had broken out which required the complete on Armageddon itself was only being exacerbated by their
Helbrecht, they gambled on a single, short lasting volley of fire integration of ground and fleet actions. failure to deal with the threat effectively in space. Angry at his
against the Orks. Almost in unison, more than a dozen counterpart’s arrogant dismissal of the Imperial Navy, High
These problems, initially at least, were not easily overcome.
battlebarges and several dozen strike cruisers pummelled Marshall Helbrecht of the Black Templars restructured firstly
Unusually, the majority of the Imperial fleet was made up of
Ghazghkull’s fleet with torpedoes and bombardment cannon, his own men, then gradually all Imperial forces, to better fight
Space Marine vessels, and their role in this mixed campaign
virtually demolishing the first wave of escorts and crippling the the war system wide. Helbrecht, like many descendants of
was initially unclear. Commitments on the ground led to an
hulk Rumbledeth. Even so, Helbrecht quickly realised that the Dorn, had always prided himself on his willingness to
undermanned Space Marine fleet, and one further stymied by
stars could not belong to the Space Marines that day, and cooperate with other elements of the monolithic Imperial
the need to remain close to their attendant ground forces should
dispatched most of the assembled forces back to the planet, institutions, and his skill at negotiation and delegation proved
the need for sudden movements arise. Any determined attempt
leaving the fleet to retire and join Parol’s own navy vessels in pivotal. Helbrecht himself assumed joint command of the fleet,
to muster a Space Marine fleet for deep space combat
solemnly allowing the Orks to push on to Armageddon taking responsibility for organised movement and transport
invariably compromised other areas of the campaign.
virtually untouched. affairs whilst Parol was freed to dedicate his time solely to the
MARSHALLING THE FORCES actual matter of fighting one of the Imperium’s largest ever
LOGISTICS space conflicts. Helbrecht quickly realised that the inevitable
After several horrifying defeats in the early part of the war, the casualties on the ground were themselves making the size of
Following Pelucidar, as final preparations for a ground war the Space Marine fleet a problem. Indeed, the Salamanders, one
Space Marines quickly came to realise, however, that the
were undertaken, very serious consideration had to be given to of the Chapters hardest hit in the early stages of the conflict,
almost unstoppable numbers in which the Orks were arriving
the role the Imperial Navy could play in the coming war. In the
Imperium’s long history, combined actions where Imperial
Navy elements acted principally as transports for the lumbering
Imperial Guard armies, or as reserves guarding supply chains
and patrol routes were common, as were the many space-bound
wars which the Navy had become accustomed to fighting.
Likewise, the Chapters of the Adeptus Astartes excelled in
swift and bloody fleet actions designed to hammer a way
through to contested planets where their particular penchant for
planetary assaults would lend them the upper hand.
Armageddon, however, proved to be something quite different.
Simply using the Navy to defeat the Orks in space had proved
impossible, since Ghazghkull had no reason to allow any
portion of his fleet to be drawn into combat where superior
Imperial discipline would probably overwhelm Ork brutality.
Likewise, relying on the speedy deployment of ground forces
to counter the Orks as they landed was ineffective. The Ork
horde was simply too great in numbers to be conclusively
beaten in a solely planetside conflict, but likewise too vast, and
what’s more too reticent to be properly engaged in space.
Instead a new strategy had to be devised – one allowing the
Imperial Navy to operate effectively in deep space, despite
being overwhelmingly outnumbered, whilst maintaining
enough of a transport capacity to ensure that no single enclave
of the system became overlooked or cut off from the Imperial
effort. For virtually the first time since the Heresy, a system

ARMADA INDOMITUS 5
CODEX: ORKS

reluctantly reported to Helbrecht that two of their much-needed


battlebarges would be unable to attend as they had been left in
a state of near abandonment for several weeks following an
overzealous commitment of their crews to the fighting around
Acheron Hive. To Helbrecht, the Master of a Chapter whose
entire existence is spent aboard their Crusade Fleets, such
problems were easily remedied. The typical Space Marine
tactic of boarding had to be stayed – such close quarters
fighting would be reserved for the bloodied soil of
Armageddon. Helbrecht also overcame the initial reluctance of
his fellow commanders to withdraw a greater proportion of
their men from the ground to place them aboard the fleet with
the insistence that the extra mobility such increased manpower
would lend the fleet would make those same Space Marines
infinitely better able to return speedily to the surface should the
need present itself.

TO TRADE VICTORY FOR DEFEAT


Even with such masterfully crafted reforms, the initial Ork
assault had already pummelled large parts of Armageddon into
a bleeding, smoking mass of rubble and corpses. That battle,
Helbrecht and Parol agreed, was already lost. Instead, both the
Marine and Navy vessels withdrew from the immediate space
around Armageddon to concentrate instead on a blockade of the formation (a tactic allowing powerful forward bombardment At the loss of two thirds of its escorting vessels and the
system to prevent Ork reinforcements. From this strategy born whilst retaining as many defensive attributes as possible) apparent death of its Warboss, Rokdroppa finally turned to
of earlier failure, an unexpected boon was gained by the closed upon the Ork hulk, Rokdroppa. disengage, though it was too late and its hurried flight served
Imperium. only to bring it into the sights of Ebon Flame, a Black Dragons
The encounter proved to be something new for many of the
Allowing such vast numbers of Ork vessels through pandered battlebarge operating in the honour position of the left hand
Space Marine vessels present – a battle in which the firepower
to the Ork psyche (as Parol had already presciently noted after flank of the wedge. Mere moments after it came into range, the
superiority of their ships was to be utilised almost to the
St. Jowen’s Dock) and they began a frantic planetary assault in Rokdroppa was torn clean in two, even its wreckage
exclusion of their favoured boarding and assault tactics.
their millions. Orks from the lowliest Grot to the most ancient pummelled by the astute Helbrecht for fear such a large chunk
Amongst the fleet, members of the Black Templars and Black
and bloated of Warbosses boarded landing craft and plunged of a hulk might fall planetward if left simply to float through
Dragons Chapters, already experienced naval chapters, excelled
violently and insanely towards the planet’s surface, leaving the ether.
beyond all others, and in their absolute supremacy acted as a
their fleet a muddled and disorganised mass. As well as this, fine example to the rest of the fleet of how the war must
the Ork landing diverted the vast majority of their available A CIRCLE OF IRON
henceforth be fought. Against the wedge of vessels, Rokdroppa
fightabommas, leaving the Ork fleet largely without attack craft was unable to move itself into a good firing position without Even with such a victory under its belt, the Space Marine fleet
for the remainder of the campaign – a fact which would cost leaving itself vulnerable, even with the sizeable armada of still remained a lone lighthouse in a sea of green, and at great
Ghazghkull dearly. escorts, kroozers and roks which accompanied it. No matter risk of encirclement. At this point, Parol enacted the first stage
which way it turned, Rokdroppa found itself pummelled by of his counterpart plan to slowly widen a blockade around the
HELBRECHT’S REVENGE bombardment cannons. The Orks, unable to resist the urge to entire Armageddon system. Parol and his fleet emerged
Capitalising on this, Helbrecht began the first stage of the war close with the enemy, only brought themselves closer to the alongside the victorious Space Marine fleet just in time to repel
to return space to Imperial control. At the battle later dubbed hungry guns of the Space Marine fleet. a further opportunistic attack from a second Ork fleet. Parol
‘Helbrecht’s’ Revenge, a Space Marine fleet acting in wedge deployed a cordon of battleships and cruisers to the rear of the

ARMADA INDOMITUS 6
CODEX: ORKS

Space Marines while determined packs of Imperial escorts saw than head for whichever planets they hadn’t already overrun. SILENT RUNNING
off the already intimidated Orks. Parol’s manoeuvre allowed Parol clustered his battlegroups around the planets in question,
the Space Marines the time needed to disengage from their though always taking care to remain some distance away from Insurgencies beyond the blockade were still frequent however,
highly effective, but woefully immobile, wedge formation in any planetary assaults already underway. Instead clever and when they did occur, Parol carefully monitored the
safety. manoeuvring, so Parol hoped, would allow his fleets to retain movement of the Ork hulks in question, waiting for them to
the cover of those planets, moons and phenomena for as long as approach within precise ranges of other key points of the
Having at last bought themselves a little breathing space, the
they could, before intercepting the Ork fleets as they blockade. At meticulously timed opportunities, battlebarges
fleet dispersed into a series of more effective, smaller
approached. The remnants of the Chosin line, a woefully would make a single speedy movement towards a rendezvous
battlegroups, moving cautiously at first to guard one another’s
inadequate perimeter of planetary defences installed in the point before disabling their own systems and gliding coldly and
backs, but nonetheless slowly widening the area of space over
system after the Second Armageddon War, finally proved to be silently on a straight collision course with the invading hulk.
which they could exert control. Helbrecht willingly took a back
of some, albeit minor, use in this strategy. By these means, Several hulks and the battleship Gorbag’s Revenge were lost to
seat to Parol during this stage of the campaign, whose
Parol overcame his lack of numbers, since he could afford to this new ‘silent running’ tactic, where battlebarges would
unequalled tactical skill allowed the Imperial fleet to rapidly
leave gaps in the blockade in deep space areas, from where the suddenly engage their systems and appear to emerge from
expand its blockade for only minimal loss.
Orks would inevitably head planetward and run into the nowhere to quickly cripple their unsuspecting prey. Ever the
Parol was keenly aware that his only advantage lay in the Orks’ Imperial forces later on, anyway. masters of hit-and-run warfare, silent running quickly became a
predictable pattern of invasion, doing, as they did, little more favourite tactic of the White Scars elements of the Imperial
fleet, keenly rejoicing in the unexpected ability to fight by their
own favoured means, even in the cold blackness of space. The
White Scars’ battlebarge Plainsmaster was even renamed The
Silent Horseman in honour of this newly adopted mode of
attack.
Such a blockade would never be strong enough to repel the Ork
attack completely, indeed both Parol and Helbrecht would have
considered any attempt to do so foolish in the light of earlier
events. However, the carefully placed points of resistance along
the blockade did dramatically reduce the number of Ork vessels
and, most importantly, Ork hulks getting through, reducing the
Orks’ available troops planetside and so handing the advantage
to the otherwise beleaguered Imperial ground forces. Cautious
but nonetheless erudite advances by battlegroups at the edges
of the blockade shored up valuable supply chains, sometimes
reopening them after months of Ork domination. With this
came the inevitable increase in Imperial reinforcements, still
being summoned to Armageddon in numbers. With each new
influx of Imperial Navy vessels, Helbrecht was able to redirect
precious battlebarges and strike cruisers to the ground conflicts,
further tipping the balance in favour of the Imperium.
But there was no escaping the fact that the ground war would
remain a precarious balance while the Orks still flooded
reinforcements planetwards via their mysterious tellyportas.
Acting on the freedom of movement brought about by this new
dominance of space, Parol gave instruction for some of the

ARMADA INDOMITUS 7
CODEX: ORKS

most unique actions of the war – to seek out and destroy the Working on the theory that this must be the source of the attack on the hulk in
tellyportas. tellyporta disruption, the Green Lake headed as swiftly as person.
possible for Namara. Sure enough, in orbit about the planet
THE HUNT FOR RED ORKTOBA Just as Skullbanga
Fitzmander located the Ork hulk, Skullbanga. The Green Lake
had done, the hulk,
closed quickly, attacking from close range with substantial
Hunting the enemy is one thing, indeed, the one thing that most never properly
broadside firepower. Lacking the fighta-bommas that would be
of the available forces were adept at. But this was an enemy identified by
the customary response to a lone battleship such as this and
who had no reason to be caught. The simple pirates and raiders Imperial sources,
with only limited numbers of escort vessels, Skullbanga was so
most often the targets of such scouring searches sooner or later, broke from orbit
badly mauled that it was crippled as it attempted to enter Warp,
by their very nature, have to reveal themselves, even if only and fled, attempting
the strain of which utterly destroyed the hulk.
against unarmed merchant and transport vessels. to enter the Warp.
RED BLOOD IN THE GREEN LAKE Parol, aboard His
Whichever vessel or vessels it was that bore the tellyportas had Will, his flagship of
little reason to remain in the face of the enemy, and could many decades gave
Victorious, the Green Lake pursued the fleeing elements of the
simply flee at first sight of attack since their only role lay in desperate chase.
Ork fleet, hunting them down in short skirmishes over the
remotely teleporting hordes of Ork warriors. Parol and Hastily deployed
course of several days. Green Lake’s pursuit continued
Helbrecht were well prepared for a long hunt. The Oberon class attack craft
unabated until the unexpected appearance of the Ork battleship,
battleship, Green Lake, was chosen as one of the foremost disrupted the hulk
Dethdeala. An exploratory wave of attack craft drew no
hunting vessels, since its ancient design, dating from a time just enough to
response from the battleship, leading Fitzmander to assume
when the Imperium feared the then newly developed attack prevent it entering
that, like much of the Ork fleet, Dethdeala was at a distinct
craft would invalidate its battleships, and optimised for the Warp whilst His
shortage when it came to fightabommas. Relying on proven
operating single handedly against a variety of foes without the Will attempted to
tactics, Fitzmander elected to close to optimum weapons range
need for escorts, made it the perfect predator. Even for this, the close. The speed
and open fire. Little could he have known he had already run
hunt could still have been in vain where it not for a peculiar and manoeuvrability of the hulk was startling, so much so that
too far…
piece of luck. Parol was certain Orkimedes himself must be onboard.
Moments before the order to fire could be given, the Green
Ground forces on Armageddon itself reported a brief, three Fearing that such a marvel of Ork engineering might outrun
Lake was overrun by boarding Orks. Fitzmander could never
week long period when, at initially unconnected times of day, him, Parol abandoned his normally stayed methods, forsook all
have predicted such an attack and his crew struggled to repel
the tellyporta drops seemed almost to stop completely, with thoughts of proper formation and simply ordered His Will all
the boarders. Dethdeala it seemed, also bore a tellyporta,
those that did arrive presenting an extraordinarily high number ahead full in pursuit of the hulk. As the hulk prepared to enter
perhaps without sufficient range for planetary landings, but
of dead Orks, hideously mutilated by the process. Captain the Warp, Parol saw no alternative but to ram, bringing His
nonetheless sufficiently powerful to flood the Green Lake with
Fitzmander, a skilled pirate hunter, realised there were only two Will hard into the vulnerable rear starboard side of the hulk.
Orks at a distance where ordinarily only the most long range
possible causes – a sudden failure of the Orky technology Parol ordered his crew ready for a desperate boarding action, a
weapons should have been effective. Caught completely
(unlikely, since as far as anyone knew, Orkimedes was still call for reinforcements in support of which was the last
unawares by the tactic, Fitzmander died alongside his crew,
alive and well), or some unexpected change in the conditions communication ever received from His Will before it and the
fighting the Orks hand-to-hand amidst the cramped corridors
from which the tellyporta was operating. hulk both slid away into the Immaterium. With nothing to
across every level of the ancient battleship.
Fitzmander narrowed down the likely causes to the area around suggest he could possibly have survived, Admiral Parol has
Namara, where a fluke alignment of planets had captured the PAROL’S SACRIFICE been presumed dead ever since that moment.
tiny world of Chosin exactly equidistant between its gigantic While Parol’s loss was a bitter blow to the Imperium, it did not
At news of the Green Lake’s destruction, Parol ordered an even
neighbours, Namara and Gramaul, exerting countless seem to be in vain. The tellyporta drops ceased at once,
more intense search for Ork elements operating on the fringes
unpredictable astronomical forces upon all three. Most acutely, seemingly proving that the hulk Parol encountered had been
of the system, believing now that far more vessels carried
as revealed by long range sensor probes conducted by Green responsible for most of the Ork reinforcements making it
tellyportas than he had previously feared. The destroyer
Lake, was the distortion of energy and electrical activity around through the blockade.
squadron, Brothers of Cale, made a long distance sighting of
Namara, where the gravity of the other two planets had
another Ork hulk in the debris of Mannheim station. Tortured
conspired to distort such signals. THE GREEN TIDE TURNS
by the loss of his old friend Fitzmander, Parol led the

ARMADA INDOMITUS 8
CODEX: ORKS

Next, Helbrecht chose to make a decisive move, turning almost The pursuers might have lost Ghazghkull in those first few Ghazghkull Thraka during the Era Indomitus
all the remaining Space Marine vessels inwards from the days of the chase, had it not been for another side effect of
blockade, aiming to finally confront head-on those Ork vessels Parol’s ingenious blockade. The staunch line of resistance As Ghazghkull’s Ork flotilla left the Armageddon system,
which had long held such a strong position around which had once kept the Orks out, now hemmed them in, or at Imperial augur-stations observed the vessel known as Kill
Armageddon itself. Perhaps realising that he would be stranded least forced them to make their presence known as they tried to Wrecka, the enormous capital ship favoured by Ghazghkull.
should his fleet be lost now, Ghazghkull proved himself once leave the system. Battlegroups on the edges of the blockade Within solar days the pursuit was underway, with Commissar
again the most exceptional of Orks and withdrew huge numbers reported the Ork fleets movements, attacking them in delaying Yarrick heading one fleet while High Marshal Helbrecht of the
of his troops to the fleet and swiftly headed out system. hit-and-run attacks where they could, allowing Yarrick and Black Templars led the other. The faster, more efficient
Helbrecht prepared to pursue, but now, wiser than ever to the Helbrecht in pursuit to close with the greenskins. Imperial warships converged upon the Ork fleet several solar
danger of dividing his forces too thinly, delayed long enough to weeks after leaving Armageddon. Outnumbered in a region
retrieve those Space Marines that could be spared from the ARMAGEDDON NOW known as the Haunted Gulf, Ghazghkull realised he could not
planet’s surface. A number of the other chapters were assigned outrun his foes and ordered the fleet to steer directly into the
to close planetary actions, blockading Armageddon itself more Both Helbrecht and Yarrick knew the fighting was far from midst of their enemies. By the weight of their broadsides the
tightly behind the departing Orks, while Helbrecht withdrew over, and they prepared for a long campaign against Ork flotilla might yet be able to blast a path to freedom. When
his Black Templars to their ships and initiated a spacebound Ghazghkull around the edges of the system, one for which it appeared Ghazghkull would finally fail, dozens of his
Crusade in pursuit of Ghazghkull’s immense fleet. Ghazghkull quickly amassed his surviving vessels into a weirdboyz chanted as one regarding the fate Mork and Gork
horrifying armada poised once again perilously close to still had in store for their ultimate leader. As one they sacrificed
Similarly concerned that the Orks might simply use their retreat Armageddon. themselves to tear a massive warp rift in realspace, into which
as a means to attack nearby worlds whilst such substantial the Kill Wrecka vanished in a blaze of green energy.
numbers of men were tied up on Armageddon, Yarrick ordered Behind them, though, the story was rather different.
that all ground-based Imperial Guard reserves return to fleet Armageddon itself remained ravaged, and perhaps a little too Ghazghkull and Kill Wrecka next appeared in close proximity
transport to be ready for any new planetary assaults, should the much effort was concentrated on the planetside campaign by of the Overfiend of Octarius’s massive Space Hulk at the head
need arise. Having seen Ghazghkull slip through his fingers the commanders left there following the departure of Yarrick, of a vast scrapfleet. He defeated and then recruited his former
once before, this was not enough for Yarrick, and the Old Man Helbrecht and Parol. The Imperium of Man is a vast and nigh foe Urgok Da Slayer just before the system was invaded by a
joined Helbrecht at the head of the Imperial fleet as it set off in immutable thing, unchanged in millennia as much through its tendril of Hive Leviathan. They then worked together to do the
pursuit of his old enemy. own reluctance as through any lack of means. Typically for impossible, completely defeating the Hive Fleet tendril and
such a lumbering organisation, the bold and courageous kind of wiping Octaria itself clean of any Tyranids.
reforms which Helbrecht and Parol had instituted to win such a
victory as they could were all too quickly forgotten in their Ghazghkull led a fleet with hundreds of hulks and millions of
absence. As the conflict in space relented a little, pedantic scrapships out of the Octarius warzone at the conclusion of that
Imperial captains quickly fell into the old habits of needless conflict, just as the Great Rift began to form in the beginning of
bureacracy, insisting on pointless movements of vessels solely M42. It was the largest single gathering of Orks since the War
to restore old and unnecessary arrangements of battlegroups of the Beast in ten thousand years earlier. Dividing his forces to
and fleets, as much for their own comfort and sense of place as take on dozens of sectors at once, the Cicatrix Maledictum
for any good strategic reason. which had split the Imperium nearly asunder seemed to do little
to stop the advance of Ghazghkull’s vast scrapfleet. Conflicting
With such pointless deeds, the Imperial Navy, having achieved reports by the Logis Strategos noted Ghazghkull to be
such remarkable success from so pitiful a position at the start of simultaneously sacking Cantissa, upon the killing fields of
the war, now just as astonishingly neglected its advantage, Aurochtha, in the Imperium Nihilus, and fighting around Ryza.
content simply to patrol and defend the blockade which Parol It is speculated that the Orks are using Warp Storms to
had intended to act as a base for later campaigns, not simply as 'navigate' the galaxy, and extreme empyric time dilation may
a place of rest for the lazy or cowardly. A hard-won advantage also be to blame for the confusion. The only glimmer of hope is
rests in Imperial hands, though whilst Parol remains missing that Ghazghkull appears to be as determined to attack Chaos
presumed lost, it is hard to imagine when, if ever, it will be forces as he is sacking the domains of the Imperium.
decisively pressed.

ARMADA INDOMITUS 9
CODEX: ORKS

ARMADA INDOMITUS 10
CODEX: ORKS

The Armageddon System and


Sub-Sector, during and subsequent
to the Third Armageddon War

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CODEX: ORKS

Other Sub-Sectors of the Armageddon Sector


SPECIAL RULE: ORK INFESTED
Many of the worlds in the Golgotha sub-sector are Ork infested to such a degree that can never
truly be recaptured. To represent this, the subsector map includes a new system type, Ork
Infested worlds (I). An infested world is useless to anyone other than an Ork player, and hence
counts as uninhabited to these players. If an Ork player controls an infested system he may
count it as a civilised world. However, since these worlds represent what are in all likelihood
the ancient tribal grounds of many of the Ork commanders, their loss would prove a terrible
blow against their own Orkish renown. If an Ork player loses a battle in one of his own infested
systems, all minus (-1, -2 etc.) modifiers to his renown are doubled when adjusting renown
after that particular game.

ARMADA INDOMITUS 12
CODEX: ORKS

SCENARIO ONE: THE GAUNTLET


The ferocity and speed with which Ghazghkull’s Waaagh! assailed the Armageddon sector left many worlds isolated,
and left much of the Imperial Navy scattered. To ensure the sector did not become entirely strangled, numerous
daring convoy runs had to be made through Ork held space...
FORCES FIRST TURN
The Imperial convoy must include at least two Transport ships. For every two convoy The Ork player has the first turn.
ships taken, the Imperial and Ork players may take 100 points worth of ships. The rules
for Heavy Transports may be used freely in this scenario. The Imperial player may GAME LENGTH
only take one Cruiser. All his other ships must be either Light Cruisers or Escorts. The The battle continues until one fleet is destroyed or disengages, or the Imperial fleet
Ork player is limited to taking just Escorts. exits from the far short table edge.

BATTLEZONE VICTORY CONDITIONS


This battle takes place in the Primary Biosphere where the Orks are attempting to The Imperial player must exit at least three Transport ships from the opposite short
tighten their gauntlet around Armageddon. Generate celestial phenomena on the table edge to the one he started on to claim a victory. Any less is considered to be an
Primary Biosphere table. Ignore any rolls that produce a planet. Ork victory.

SET-UP RUNNING BATTLES


The Imperial convoy and escorting ships are all placed within 45cm of one short table As this is a running battle, representing an Imperial fleet desperately trying to get their
edge, facing the opposite edge. The Ork ships move on from any point along either convoy to safety, you might like to try the following special rule in this scenario.
long table edge in the first turn. The Imperial convoy and escorting ships are all placed within 30cm of the centre of the
table at the start of the game, facing either short table edge. The Ork ships move on
from any point along either long table edge in the first turn as normal.
At the end of every Imperial turn, every ship and item of celestial phenomena is moved
back 20cm, away from the table edge the Imperial ships were facing at the start of the
game. Any ship that ‘drops’ off the end of the table during this is considered to have
disengaged from the battle.
In addition, roll a die at the end of the Imperial player’s turn. On a 6, a randomly
generated item of celestial phenomena is placed by the Imperial player along the short
table edge his ships originally faced. It is assumed that the Imperial commander leading
the convoy will be able to ‘steer’ the battle towards any celestial phenomena that he
feels will give him an advantage in this mission. As before, ignore any rolls that
generate a planet – Armageddon is still many thousands of kilometres away!
In this variation of The Gauntlet, the game lasts for ten turns. If the Imperial player still
has at least three Transports on the table by this time, he may claim victory.

ARMADA INDOMITUS 13
CODEX: ORKS

SCENARIO TWO: PAROL’S BAIT


As the massive tidal wave of Ork ships spread throughout the Armageddon system, Admiral Parol was forced to disengage his
ships from front line combat or run the risk of having his fleet destroyed before he was able to mount any serious challenge.
With direct battle out of the question, Parol dispersed his forces with orders to harry the Orks’ flanks wherever possible. With
most of the alien vessels only too willing to seek combat, Parol hoped that he could distract and possibly destroy enough of
the enemy to delay their arrival around Armageddon itself. Many text book naval stratagems were tested to their limits.
FORCES BATTLEZONE
In this scenario, a small group of Light Cruisers and Escorts have successfully drawn Roll for the battlezone randomly. On a 1-4, this scenario takes place in the outer
out a force of Ork ships from the main fleet and are leading them towards a trap. reaches. On a 5-6 it takes place in the Primary Biosphere. Generate celestial
Parol’s Bait is a variation of Scenario Two: The Bait on page 70 of the Battlefleet phenomena on the appropriate battlezone table.
Gothic rulebook. You may want to familiarise yourself with The Bait before
proceeding with this mission. SET-UP
The pursued Imperial ships are placed in the centre of the table, facing one of the short
Pursuing forces: Up to 500 points of Ork ships.
table edges. Any Orbital mines can be deployed anywhere in front of these ships. The
Pursued forces: Up to 250 points initially, with up to 500 points of reinforcements. pursuing Orks are placed behind the Imperial ships, at least 60cm away. The Imperial
Only Light Cruisers and Escorts may be bought but, unlike The Bait scenario, more reinforcements enter from the short table edge that the pursued ships are facing.
than one Light Cruiser or squadron may start as the fleeing ships. The Imperial player
may also purchase up to six Orbital Mines. Although they start on the table, they will FIRST TURN
be paid from the 500 points for the reinforcements. The Imperial player has the first turn.

SPECIAL RULES
Any reinforcements for the Imperial ships may enter the table on any turn, including
turn one. If the reinforcing ships enter after turn one, they may be deployed up to 30cm
along the long table edges for each turn after the first.

GAME LENGTH
The battle continues until one fleet is destroyed or disengages.

VICTORY CONDITIONS
Standard Victory Points are earned for ships crippled, destroyed or disengaged. In
addition, the Orks gain bonus Victory Points equal to half the points value of any
reinforcements brought on to help the pursued Imperial ships. If mines are taken, the
victory points for these are automatically awarded to the attacker.

ARMADA INDOMITUS 14
CODEX: ORKS

SCENARIO THREE: DEFENCE OF PELUCIDAR


The initial elements of Ghazghkull’s fleet entered the Armageddon system on the Day of the Feast of the Emperor’s Ascension, a time when the Imperial
Navy was building up to full alert status. Admiral Parol knew that time was of the essence as the forces of the Imperium marshalled their strength on
Armageddon itself and that it would be the task of his fleet to buy this valuable time in the face of an immense Ork fleet.
The Defence of Pelucidar was actually a huge engagement and so this scenario concentrates on only a small portion of the battle. The Imperial player,
representing Admiral Parol, must cause as much damage as possible to the Ork fleet whilst trying to minimise his own losses. Initially, the Ork fleet will
be poorly organised, but their strength will soon increase and threaten to overwhelm the Imperial force.
FORCES D6 Roll + Turn Number Result
The Imperial player may have a fleet of up to 1500 points, but may only choose 2-4 1 Fighta-Bommba/Attack Craft Wing
Cruisers, Battlecruisers and Battleships from his fleet list, with all normal restrictions.
Up to four Minefields may also be purchased. Historically, only Armageddon-class 5-6 1 Escort Squadron
Battlecruisers were featured in this battle, but there is no reason that an Imperial player 7-9 2 Escort Squadrons
cannot use other classes just to ‘see what would have happened.’
10 3 Escort Squadrons
The Ork player starts with no ships at all and will receive his fleet randomly 11 1 Kroozer or Terror Ship
throughout the battle..
12 2 Kroozers or Terror Ships or 1 Battlekroozer
BATTLEZONE 13 - 14 1 Battleship or D3+1 Roks
This battle is fought in the Outer Reaches of the Armageddon system. After rolling for 15+ 1 Space Hulk (once per battle, then re-roll)
Celestial Phenomena randomly, the Imperial player may then place the planet of
Pelucidar anywhere on the table he wishes. He must then deploy his entire fleet as
directed in the Set-Up below. A Squadron of Escorts will have D6+1 Escorts of whatever type is available on the Ork
fleet list. A Fighta-Bomma or Attack Craft Wing will have four counters.
The Ork player moves his ships on from any point along his table edge.
GAME LENGTH
SET-UP The battle continues until the Imperial fleet is destroyed or disengages.
The Imperial player deploys his whole fleet first. The defending fleet must be set up
with all the ships facing the same table edge and at least 30cm from any table edge. VICTORY CONDITIONS
Each defending ship or squadron must be set up at least 20cm apart. After Set-Up, the The Imperial player scores Victory points for destroying and crippling Ork ships as
Ork player moves his fleet on to the table from any edge in his first turn. normal, but not for ‘Holding the Field.’ In addition, the Victory Points for any of any
Imperial ship that is destroyed or disengages is deducted from his total. The Ork player
FIRST TURN receives no Victory Points in this battle.
The Ork player has the first turn.
The Imperial player must earn at least 2000 Victory Points at the end of the battle to
SPECIAL RULES claim a victory. Anything less is counted as being a victory for the Orks. Take
particular note that the Imperial player will lose Victory Points at the end of the battle
At the start of each of his turns, the Ork player rolls on the following chart to see what
because his ships have to disengage, so he must take this into account or be very red
forces turn up for battle. You will notice that the first few turns go by very quickly, but
faced when he pulls into space dock around Armageddon!
things will soon start heating up as the Orks gradually receive more and more ships.

ARMADA INDOMITUS 15
CODEX: ORKS

‘ERE WE GO! ‘ERE WE GO! ‘ERE WE GO!


ORK CLANZ IN BATTLEFLEET GOTHIC

Orks are not the greatest space-faring race in with others who follow the same clan, but different groups or
the galaxy. Their ships are often ill-kempt, even so-minded entire warbands will tend to conglomerate
unreliable rust buckets kept in operation together after suffering casualties during a Waaagh! It is not
only by the constant efforts of Ork Mekboyz unheard of for an especially influential
and their Gretchin slaves. They make great
use of salvaged hulks and their largest
vessels are often refitted space hulks that ORK SPECIAL RULES
providentially drift out of the Warp near one
LEADERSHIP
of their worlds. Ork pirate attacks are
While Orks approach space combat with the same gusto they
brutally direct, with their ships rushing
reserve for all forms of violence, the technical nature of the
headlong towards their target, guns firing
fighting is often at odds with their ability. This means that all
wildly as they come. Unfortunately Ork
Ork ships reduce their Leadership by -1 from whatever they
ships are exceedingly heavily armed for
rolled, giving them a Leadership range of 5 to 8.
their size, so this tactic is harder to defeat
than might be imagined. MOB RULE
Big groups of Ork escorts are surprisingly coordinated. Ork
Orks gather into various levels of
escort skwadrons gain a +1 bonus to their Leadership while
organization. The first is the mob, a squad-
they contain more than five models (or ‘lotz’ as the Orks call it
level unit of Orks with similar ideas of how
– Orks aren’t very good at counting). Note: the maximum
to act on the battlefield, generally led by a
number of escorts in an Ork squadron can be up to ten.
nob (short for "noble," but pronounced
"knob"). A number of mobs will gather YOUNG GUNZ
together into a warband, which is roughly While not technically skilled, Orks do possess boundless
equivalent to an Imperial Guard company enthusiasm for fighting, and mobs of young Orks, eager to
(although with a greater variation in size and prove themselves to their elder and larger peers often pack
strength), led by a warboss. The largest Ork themselves aboard rickety old escort vessels and tag along to
organizational unit is the tribe, a group of any battle they can find. Any Ork escort skwadron with a
numerous warbands all under the command Leadership of 5 or 6 gets a bonus escort ship added for free,
of a warboss. Different tribes can be united demonstrating quantity has a quality all of its own. This
by a powerful warlord when he raises a includes if the leadership is a result of being swapped with that
Waaagh! of a Warboss! The free ship can be any Ork escort class in the
fleet list costing equal to or less than that of the cheapest escort
As opposed to the warbands and tribes that
paid for in the skwadron (the skwadron cannot exceed ten
Orks naturally organize in, Ork clanz are not
escorts). Young Gunz can be applied before Mob Rule: a tiddla
communities but rather philosophical
skwadron with five escorts that rolls Ld5 may have a sixth
delineations of the different varieties of Ork.
escort for free, increasing its Ld to 6!
Each has its own colors, markings, and ways
of waging war. Orks tend to form warbands

ARMADA INDOMITUS 16
CODEX: ORKS

ALL AHEAD FULL SPECIAL ORDERS ranged weapons on their ships. At close ranges, the barrage of considerably to carry such enormous weapons. Torpedo
One thing Orks need very little encouragement to do is go fast. fire from these weapons has spelled the doom of many enemy bommas only move 20cm and have no fighter capability
Their ships commonly mount a plethora of excess (and vessels. Heavy gunz roll to hit like ordinary weapons batteries whatsoever. In the beginning of any turn after the turn they are
excessive) thrusters, boosters and extra drives – usually all but do not count gunnery modifiers for range. Each hit scored launched, each torpedo-bomma marker may be converted into a
wired up to a prominent red button in the cockpit. Because of by heavy gunz causes double damage, meaning two hits instead str-2 torpedo salvo. Torpedo bommas in a wave may combine
this, Orks do not need to pass a Command check to use All of one. their salvoes into a single salvo, or any number of markers may
Ahead Full special orders. However, Ork drives are less launch their salvoes separately. Torpedo bommas may be taken
TORPEDO LAUNCHAS
efficient than those of other races and are often short on fuel, so by any ship equipped with launch bays for +10 points per
As with their gunz, Ork torpedo salvoes can vary wildly in their
they only travel an extra 2D6cm on All Ahead Full orders launch bay. For ships with variable launch bays, this is
effectiveness as launchers malfunction, externally-mounted
instead of 4D6cm. calculated based on the maximum number of launch bays
stores are discharged with wild abandon, etc. The strength of a
salvo from an Ork torpedo launcha is randomly generated each
BOARDING
time it is fired by rolling the dice indicated on its
Orks are ferocious close combat opponents and exceptionally
characteristics. Ork ships in skwadrons may not combine
good at boarding actions, where their brute strength and
torpedoes into larger salvoes. Capital ships equipped with
hardiness is most useful. To represent this, they get a +1 bonus
torpedo launchas may also take boarding torpedoes for +5
in boarding actions.
points (+15 points for a Space Hulk), which behave in the same
LA\UNCH CAPACITY manner as such ordnance for other races. Escorts may not use
Some ships in an Ork fleet may possess a variable launch boarding torpedoes.
capacity (as is the case with many Ork capital ships). In the
FIGHTA-BOMMAS
Ordnance phase of each Ork turn when Ork attack craft remain
Ork attack craft are known as Fighta-bommas and perform the
in play, an Ork fleet with variable launch bay Strength must
roles of both interceptor and bomber. They carry heavy bombs
roll to check its attack craft capacity. Roll the relevant dice for
and rockets for attacking at close range, but gladly pounce on
any vessel with variable launch bay Strength and add on to this
other attack craft they encounter. This hybrid approach means
the launch bay Strength for any ship with fixed Strengths to
that they function as fighters normally but can attack ships as if
find the total launch capacity for the fleet. Any excess attack
they were bombers in some circumstances. When making an
craft above this total are removed at the end of the turn as they
attack run the Fighta-bommas function exactly as bombers,
run out of fuel – use ’em or lose ’em. Torpedoes are not subject
except that they roll only a D3, not a D6, for the number of
to this rule, as they have no launch limits.
attacks they inflict. Because Ork fighta-bommas behave as both
ORK WEAPONS bombers and fighters, they add +1 attack for each marker in the
wave after attack rolls are modified by turrets, meaning each
GUNZ ordnance marker that survives against turrets will be able to
Standard Ork weapons batteries are mostly limited to fairly conduct at least one attack and will not have a minimum of
crude but efficient slug-throwers and missiles, mixed with other zero attacks.
captured weaponry salvaged from hulks and defeated ships.
ASSAULT BOATS
The effectiveness in battle of Ork firing varies wildly from
Ork assault boats behave in the same manner as such attack
moment to moment as different weapons break down or are
craft for other races.
repaired, or even improved during combat. These are referred
to as ‘gunz’ and have a random firepower which is rolled each TORPEDO-BOMMAS
time they are fired. The dice roll and modifier for different Orks will sometimes strip out all point-defence gunz from their
gunz is indicated on the Ork ship’s characteristics. fighta-bommas to sling gigantic, ship killing weapons
underneath their attack craft, all in the effort to make them
HEAVY GUNZ
more shooty. Such converted attack craft are torpedo-bommas,
In addition to more standard weapons batteries, the Orks
which lose all their maneuverability and are slowed down
commonly mount massed batteries of very powerful but short

ARMADA INDOMITUS 17
CODEX: ORKS

available, meaning the upgrade costs +40 points for Hammer- upgrades per Command re-roll the Warlord has. Each upgrade Extra Power Fields . . . . . . . . . . . . . . . . . +25 points (Not for
class battlekroozers, etc. When taken, torpedo bommas are an can only be applied once unless more are earned in a campaign. escorts) The ship’s shield value is increased by +1.
additional ordnance choice available to the karrier and do not Note: Players are actively encouraged to change their upgrades
Maniac Turrets . . . . . . . . . . . . . . . . . . . . +10 points (Not for
replace fighta-bommas. from battle to battle in typically restless Orky fashion. Each
escorts.) The ship’s turret value is replaced by D3 turrets. This
Warlord that does so at least twice over the course of a
MINES cannot be combined with Dakka Dakka.
campaign may have their first normally earned refit for free
Any Ork capital ship equipped with launch bays may trade all
instead of paying the normal +10% cost. Looted Lances . . . . . . . . . . . . . . . . . . . . . +30 points Any
their attack craft for mines for +5 points per launch bay, based
heavy gunz batteries on the ship can be replaced with a
on the maximum number of launch bays a ship has, in the same For tiddla skwardons, the point cost for clan upgrades count for
Strength 2 lance battery. Range is 15cm for escorts, 30cm for
manner this is calculated for torpedo-bommas. the whole skwadron (regardless of how large it is!), not
capital ships.
individual escorts. This also means the enemy only gets
GUBBINS additional victory points for the clan upgrade if the tiddla Looted Torpedoes . . . . . . . . . . . . . . . . . . +20 points The ship
skwadron is wiped out. If a single escort survives the battle, the may re-roll the dice for the Strength of torpedo salvoes when it
Orks are always trying to improve their ships in some fashion enemy does not get additional victory points for the clan fires.
and will do whatever they have to for either more parts or the upgrade. Not all Gubbins apply to escorts or are taken the same
teef to buy them. A warlord in particular gathers around way as capital ships, as indicated by their notes. Gubbins taken Mad Meks . . . . . . . . . . . . . . . . . . . . . . . . +25 points (Not for
himself a number of other cunning and successful leaders, each for escorts must be taken by all escorts in the skwadron (if escorts.) The ship may re-roll the dice when repairing critical
one an enterprising Mekboss or Nob in his own right. Several applicable) for their listed cost and not merely by individual damage.
warlords may band together to fight a common foe, and they escorts. Maniac Gunners . . . . . . . . . . . . . . . . . . . . . . +30 points
will each of course bring the best of their wargear to the fight,
Soopa Boostas . . . . . . . . . . . . . . . . . . . . . . . . +25 points The ship may re-roll the dice for the firepower of its gunz when
as much to demonstrate their prowess to their fellow warlords
as to bring the fight to the enemy. A vessel or escort skwadron The ship gains +5cm speed, and it rolls 4D6cm when on All it fires.
led by a Warlord may be given up to one of the following Ahead Full special orders. Mega-Armoured Boarding Parties . . . . . +15 points (Not for
escorts.) The ship has an additional +1 modifier when rolling
for boarding actions and hit and run attacks of any type.
Dakka Dakka . . . . . . . . . . . . . . . . . . . . . +20 points The ship
gains +2 Turrets (Escorts get +1 Turret).
Ram Prow . . . . . . . . . . . . . . . . . . . . . . . . +10 points (Not for
escorts.) This adds +1 bonus when rolling a leadership check to
ram and causes 1Hp before rolling to inflict damage.
Tellyporta . . . . . . . . . . . . . . . . . . . . . . . . +30 points (Not for
escorts.) Hit-and-run teleport attacks can be made to 30cm.
MORE GUBBINS
The following gubbins can be taken by any number of capital
ships in the fleet. More Gubbins are not available for escorts
(except the Grunt where indicated) and can only be added to
capital ships.
Klaws . . . . . . . . . . . . . . . . . . . . . . . . . . . . +10 points (Not for
escorts except the Grunt at +5 points per escort.) Klaws are
unaffected by special orders of any kind but cannot be used by
capital ships if they are crippled. Any time the ship moves in
base contact with any one enemy ship selected by the owning

ARMADA INDOMITUS 18
CODEX: ORKS

player during the movement phase, immediately roll two D6. Full through an asteroid field)! Additional “hits” from this
Each roll of a 4+ inflicts one hit on the target, ignoring shields weapon only add to the number of hordes that must be
but not holofields. Brace for Impact works normally against eradicated before the ship can return to conducting leadership
attacks by Klaws. checks normally. Every special order done in this manner (even
if failed) “repairs” one of these hordes as the crew works
Each ship with Klaws may only use it once per turn, regardless
furiously to shove thousands of snotlings out the nearest
of how many vessels it contacts during the Ork player’s
airlock! These can also each be repaired in the end phase
movement phase, though it does not have to be the first ship in
normally when rolling to repair critical damage.
contact. If the Klaws hit only once or not at all, the ship can
continue moving after making the attack and shoot/launch Escorts have fewer complex systems than capital ships and are
ordnance later in the turn. If both attacks hit, then the vessel has smaller overall. While multiple snotling hordes can possibly
grabbed the target with its enormous mechanical Klaws and has get into some vital system that in the end overwhelms the
latched on! Neither vessel can move if they are of the same vessel, it is just as likely they will miss vital spaces entirely.
class or smaller (such as cruiser to cruiser), but a larger class When fired at escorts, the defending squadron rolls a D6. On a
vessel may still move but only at half rate. Both ships may 4+, the closest escort gets an additional blast marker placed in
shoot at half effectiveness (nova cannon and similar special contact with it as the hordes have no effect. On a roll of 3 or
weapons cannot fire). In every End phase roll to attack again less, the nearest escort in range with no shields is destroyed
(two dice needing 4+ to hit). If both attacks hit when a vessel is (being braced works normally).
already grappled then it takes a third additional hit. Either ship
may conduct boarding actions as normal. Damage caused by Traktor Field . . . . . . . . . . . . . . . . . . . . . . . . . . . Free (Not for
Klaws cause critical hits as normal. When receiving critical escorts but required on the Grunt.) The ship upgrades to distinctive character and abilities, and an Ork will retain these
damage, Klaws count as a prow weapon. battleship base size, and it may not use Come to New Heading no matter which tribe he belongs to.
special orders. CLAN UPGRADES
Shokk-Attack Lance . . . . . . . . . . . . . . . . . . . . . Free (Not for
escorts.) A ship’s prow heavy gunz batteries can be replaced Assault Karrier . . . . . . . . . . . . . . . . . . . . . . . . . Free (Not for A Warlord and his skwadrons may only be from one clan, but
with this weapon, which cannot be used if the ship is crippled escorts.) Any ship that takes both attack craft and torpedoes can as many different clans as desired can be in a single fleet. In
or braced. It is only effective against ships with shields down in be optimized for hit and run attacks and boarding actions by fact, it is perfectly legal for every single Warlord in the fleet to
the same manner as teleporters. When used, the ship rolls to hit particularly zealous Orks. It takes boarding torpedoes for free, be of a different clan. Any skwadron can be given a clan
on a 4+, range: 30cm. Holofields and being braced both save but it may only use assault boats. It may launch +1 assault boat upgrade by paying the points cost shown, but the squadron
normally against this. If a hit is rolled, D3+1 snotling hordes marker each time it launches attack craft normally (even if must show clan colors. In case players have any smart ideas
are teleported onto the enemy ship! If a miss is rolled, place a crippled or braced, but not both). about showing all the colors on their Ork ships for maximum
blast marker in base contact with the vessel (even if shields are flexibility, a skwadron only counts as showing clan colors if
already down) for the hordes of vacuum-frozen snotlings MUSTERIN' DA CLANZ the majority of the ships in the skwadron have their clan color
bashing against the exterior of the hull. Each hit does not cause covering more than half of the model. The colors for each clan
damage. Instead, the next leadership check or special order Orks live in tribes, individual armies each led by a Warlord. is shown after the points cost for the upgrade.
made by the ship must be with an extra D6 (such as 3D6, or However, Orks are also divided into clans, ancient allegiances
to which the Orks remain loyal throughout their lives, no matter Note that although these rules refer to skwadrons, this also
even more when already using 3D6, such as when All Ahead applies to single vessels (since battleships, battlekroozers and
which tribe they fight for or against. Tribes frequently break
apart or are conquered by larger, more powerful tribes, but no kroozers can, of course, be fielded in ‘skwadrons’ of one).
matter what an Ork will retain the colors of his clan. Tribes Additionally, being from a particular clan and being painted as
usually contain Orks from several clans, but an Ork’s first such does not obligate the skwadron to take the benefits of
loyalty is always to his Warboss. Members of the same clan being from a particular clan by paying the extra points for
may well end up fighting one another if their tribes clash, them, nor are Ork vessels limited to only these paint schemes.
though this doesn’t really bother the Orks too much, who will It’s not uncommon for Ork freebooters to incorporate several
cheerfully fight anyone they can. Each clan has its own color schemes in their ships, when they bother to paint their
rust-buckets at all!

ARMADA INDOMITUS 19
CODEX: ORKS

will always be the Deathskullz who are whizzing about Using Ork Clanz: The Ork Clanz rules can be used in place of
Clan upgrades are different from Gubbins and may be taken
scrounging what they can from any wrecks left floating across the Ork Pirate Rules in the Battlefleet Gothic rulebook or the
(and paid for) in addition to Gubbins by individual skwardons.
the battlefield. Deathskullz capital ships and/or tiddla Armageddon rules in Armada. However, those rules can still be
If taken, every capital ship in the skwardon must separately
skwadrons have ‘looted’ upgrades (torpedoes and/or lances) for used instead of these, as long as all fleet list and reserve rules
take and pay for the clan upgrade, not just individual ships. Just
no additional cost. are followed. For example, if you decide to use the escort
as with Gubbins, the point cost for clan upgrades for tiddla
profiles and point values in the Battlefleet Gothic rulebook, all
skwardons count for the whole skwadron in the same manner Blood Axes . . . . . . . . . . . . . . . . . . . . . . . Free/Green
fleet list rules and restrictions from that fleet list must be used
Gubbins do in all respects. Most Orks distrust the Blood Axes, who they consider to be
as well, and Ork vessels from other fleet lists can only be taken
treacherous gits and cowards who sneak around in poncey
Goffs . . . . . . . . . . . . . . . . +20 points/Black The as reserves.
clothes to make themselves look like trees. Most of all the
Goffs are the most aggressive of the Ork clans, born fighters
Blood Axes are disliked for their dealings with humies and
amongst a race born for fighting. Goffs like it up close and
other non-Orks, from whom the Blood Axes proudly ‘acquire’
personal, and consider the other clans wimps for hanging back
various practices and even bits of equipment. The Warlord’s
and shooting. All Goff ships (including tiddla skwadrons) gain
ship may take one refit from the Imperial Navy refit table
a +1 bonus to the dice roll during boarding actions and a +1
(rolled randomly) for +20 points. A Blood Axe tiddla skwadron
Leadership bonus when attempting to ram.
of at least six escorts may include up to three Imperial Navy
Evil Sunz . . . . . . . . . . . . . . . . . . . . . +20 points/Red Evil Sunz and/or Chaos escorts from any fleet list at their listed cost.
are obsessed with speed, endlessly tinkering swith the engines These kommandeered vessels must have an Orky color scheme
of all their vehicles and ships, trying to get as much speed out and kustom-job – you can’t just borrow the ships from your
of them as possible. All Evil Sunz ships gain +5cm speed. Imperial or Chaos fleet!
Bad Moonz . . . . . . . . . . . . . . . . . +30 points/Yellow Bad Snakebites . . . . . . . . . . . . . . . . . . . . . . . Free/Brown
Moonz are the richest of the clans, using their own fast- The Snakebites are a primitive clan (even by Ork standards)
growing teeth as currency (this also has the effect of making and use technology only reluctantly. Snakebites will indulge in
Bad Moonz a valuable target for other Orks). Bad Moonz don’t space travel if it’s likely to take them to a new scrap, but are
mind being a target though, and proudly display their wealth likely to spend much of the journey clinging on to the sturdiest
through a combination of gaudy colours and all the best gizmos (and least tekky looking) thing they can find. Snakebite capital
that money can buy. All ships in a Bad Moonz skwadron gain ship skwadrons can only use space hulks or roks – no other
the Maniac Gunners upgrade. kind of capital ship skwadrons are permitted to bear the clan
colors. Snakebite skwadrons gain a special +1 bonus to
Deathskullz . . . . . . . . . . . . . . . . . . . +30 points/Blue The Command checks when attempting to Brace for Impact.
Deathskulls are the masters of salvage. After a good old scrap it

ORK ‘DEADNOT’ BATTLESHIPS subsequently battleship components were never known to appear in these new battlekroozers.
At the outset of the Third Armageddon War, it soon became apparent that the Orks had Fearing that a conflict on the scale of Armageddon might serve only to provide the Orks with ever
managed to manufacture ships of a previously unheard-of size. Unlike the Roks and hulks more wreckage from which to build such vessels, a policy of destroying ships who had no hope of
upon which they had previously relied for their larger vessels, the Orks now boasted ships of a escape or survival was adopted by naval command.
size comparable to the largest of Imperial cruisers, rivalling the size even of an Imperial
battleship. Being the clunky, jumbled masses of components that they are, these battlekroozers seemed also to
grow in size and firepower as new victories allowed them to plunder or salvage additional systems,
Not expecting such vessels, these battlekroozers, or ‘Deadnots’ as they came to call them, took even if the Imperium prevented them capturing complete new hulls. Like the Orks themselves,
a terrible toll on the Imperial fleet during the opening weeks of the war. They possessed a amongst the battlekroozers a few vessels grew ancient and bloated to such a degree that their sheer
typically Orkish resilience coupled with a brutal array of firepower that allowed them to stand size defied any description other than the rather imposing nomenclature of ‘battleship’. Though far
a good chance against most battlegroups active in the defence of Armageddon. too varied in design to represent a class as such, no less than four such battleship-sized vessels were
These vessels, it seemed, had been constructed from the wrecks of crippled Imperial cruisers prominent within the Orkmada during the Third Armageddon War, each carrying a uniquely deadly
and battlecruisers. Battleships apparently possessed systems unfathomable to the Orks, and assortment of bastardised systems.
subsequently battleship
ARMADA INDOMITUS 20
CODEX: ORKS

ORK SPACE HULK . . . . . . . . . . . . . . . . . . . . . . . 600 Points


Space hulks are gigantic agglomerations of ancient, wrecked ships,
asteroids, ice and other such flotsam and jetsam, that are cast
together after millennia of drifting in and out of warp space. How
and why space hulks appear from the Warp and are then drawn
back to it is unknown, although there is plentiful evidence for
some being controlled or navigated by their inhabitants or some
external force. Some space hulks are infested with alien life forms,
Chaos renegades or even worse horrors, but most are simply empty
ghost ships, plying the void for eternity. Tales of greedy
scavengers meeting horrible fates aboard space hulks are told
throughout the Imperium, but there are just as many tales of vast
fortunes made from the ancient technology they carry.
\
For the Orks, space hulks are their
primary method of travelling
between the stars. When a space
hulk appears in an Ork-held
system it is soon seized and
converted into a huge invasion
craft, with cavernous launch bays
for innumerable assault boats and
hundreds of thousands of Ork
warriors and their war machines.
Once completed, the space hulk Onceis sent back out of the system with
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS an attendant fleet of attack ships, kroozers and Roks. Once beyond
Defence/40 10cm Special 3 4+ 6 the outer reaches, the space hulk will eventually be drawn back
into the warp and, if all goes well, arrive at some point at a world
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC ripe for conquest. No Ork space hulks were reported in the Gothic
Prow gunz battery 45cm 2D6+6 Front sector during the course of the war, by their very nature, a space
Prow heavy gunz battery 15cm 8 Front hulk could appear at any place at any time. Ghazghkull Thraka had
a number of these vessels during the Third Armageddon War, and
Prow torpedoes Speed: 30cm 2D6 Front
by the onset of the Great Waagh, his vast scrapfleets had several
Dorsal lances 60cm 4 All Round dozen under his command.
Port gunz battery 45cm 2D6+6 Left
Port torpedoes Speed: 30cm 2D6 Left
Fighta-Bommerz: 25cm
“Like throwing eggs at a stone wall…”
Port launch bays D6+2 N/A
Assault Boats: 30cm
- Captain Hannish on the effectiveness of
Starboard gunz battery 45cm 2D6+6 Right
Starboard torpedoes Speed: 30cm 2D6 Right
Nova Cannons against Space Hulks
Fighta-Bommerz: 25cm
Starboard launch bays D6+2 N/A
Assault Boats: 30cm
Aft gunz battery 45cm 2D6+6 Rear

ARMADA INDOMITUS 21
CODEX: ORKS

ORK SPACE HULK SPECIAL RULES


Space Hulks are so unlike other spaceships that they require a SPECIAL ORDERS movement phase. Also, the enormous size and mass of a space
number of special rules. Any rules which are not specifically hulk means that it creates its own gravity well extending 5cm
A space hulk may not use Come to New Heading or Burn
noted as being modified below, apply in full to space hulks. from the edges of its base. This affects other ships in exactly
Retros special orders. Due to their enormous capacity, space
the same way as a planetary gravity well and means that ships,
LEADERSHIP hulks carry double the maximum amount of attack craft a ship
Roks, etc can take up a stationary orbit around the hulk.
would normally have based on its number of launch bays.
Objects orbiting the hulk are moved along with it until such
Due to their enormous size, and the strain this places on Ork time as they break orbit.
ALL AHEAD FULL
communications systems (ie, shouting loudly), a hulk is always
A space hulk may use All Ahead Full special orders in order to
Leadership 6. DAMAGE
attempt a ram, but it gains no additional distance in movement
WARLORDS for doing so. It must roll a leadership check against 3D6 to
Ork hulks are so massive that damage applies to them a little
attempt ramming against any vessel except Defences, which
differently than to other ships.
Having an Ork Warlord aboard a space hulk does not double its require 2D6.
boarding value. Also, the Warlord’s upgrades are modified as CRIPPLING
noted below: ORDNANCE Space hulks are not crippled by damage like ordinary ships.
• Looted Torpedoes and Maniac Gunners upgrades can be They are so big that they must be gradually eroded by enemy
Space Hulks may take boarding torpedoes for +15 points.
used to effect only one weapon system or torpedo battery fire.
per turn. Which system is being effected must be MOVEMENT CATASTROPHIC DAMAGE
nominated before the roll is made for its effectiveness –
the re-roll can’t be transferred elsewhere afterwards! Ork hulks must move 10cm in a straight line each turn, no When a space hulk is reduced to 0 Damage roll on the
• Extra Powerfields costs +50pts instead of +25. more, no less. Space hulks likewise do not have their speed Catastrophic Damage table. The drifting and blazing hulk
• Mad Meks enables the hulk to ignore the effects of a reduced by Blast markers or damage. results remain unchanged.
critical hit on a D6 roll of 6.
TURNING A plasma drive overload result indicates the Space Hulk is torn
• Mega-armoured Boarding Parties is unchanged. A space hulk may turn up to 45° and only in every second apart by internal explosions, no damage is scored on ships
Movement phase. The turn must be taken at the end of the nearby, instead the hulk breaks up into an asteroid field
space hulk’s 10cm movement. This can be seen more clearly in D3x5cm wide and long, centered on where the Space Hulk was
the diagram below. destroyed.
++Contact established. GRAVITY WELLS On a warp drive implosion result, the hulk is hurled back into
++Opticon reports twelve… no, thirteen wrecks If a hulk is within the gravity well of a planet or moon at the the Warp. Replace the Space Hulk with a Warp rift (celestial
making up the main body of the hulk. end of its movement it can make a single 45° turn towards the phenomena, Rulebook p45). Any ships caught in the rift are
++Augurs divine power sources emanating from planet or moon, regardless of whether it turned in its last affected immediately.
eight of the wrecks.
++No indications of guidance or active weapons.
++Moving in for a closer sweep…
++Imperator! Multiple attack craft launches, look
like Ork configurations, gun batteries powering up!
Helm! Lay in a course to get us out of here. If we
can just…”
<<<<< message ends >>>>>

ARMADA INDOMITUS 22
CODEX: ORKS

ORK SPACE HULK SPECIAL RULES


ORK SPACE HULKS IN CAMPAIGNS If a Space Hulk is moved between systems after a battle, roll an successfully navigates the warp may “drag” along with it up to
unmodified leadership check (no re-rolls allowed!). If it fails, four Roks of any type on the Ork player’s fleet list for no extra
An Ork pirate fleet may use a single Ork space hulk as their
the Hulk counts as withdrawn for the next battle. After the cost or leadership check.
pirate base in a campaign. If the pirate base comes under attack,
following battle, roll a leadership check again to recover it. If
substitute one space hulk for the target planet in a Planetary
the roll fails again, roll 2D6. On a roll of 12, the Hulk is lost in
Assault or Exterminatus mission, and the planets in the Hunter,
the warp and is stricken from the fleet list! Attempt this roll
Prey scenario (note that this does take some of the guesswork
again after every battle until the Hulk is recovered. A Hulk that
out of the scenario but does make for a very different
encounter!). The space hulk must still be purchased using the ORK HULK CRITICAL HITS
fleet and/or planetary defence points allocation for the scenario,
but the hulk itself is not considered part of the fleet registry. In Due to their massive size and lack of complex systems, do not roll for the effects of critical hits on a space hulk
these scenarios, the low orbit table will actually represent very using the Critical Damage table. Instead, the player who inflicted the critical should roll a D6 to see what happens:
close range passes on the hulk, so the normal victory conditions 1-2 “Target high energy systems!” Each critical hit using this option will reduce one of the following characteristics
remain the same as far as assault points or the Exterminator are by one point (roll a D6 for characteristic):
concerned. Also, should the space hulk be destroyed then the 1-2: -1 Turret value
attacker will automatically win. Note that it is still possible for 3-4: -1 Shield value
the Ork player to purchase low orbit defences, these simply 5-6: -1 Dorsal Lance
represent short-ranged point-defence systems studded about the
space hulk. 3-4 “Target weapons clusters!” Each critical hit using this option will reduce one of the following characteristics by
one point, affecting only the quadrant facing where the attack originated from (roll a D6 for characteristic):
Alternatively, by using the Ork Clanz or Waaagh! Fleet list, 1-2: -1 Launch bay (except prow/aft, re-roll result)
Ork players can participate fully in a campaign, conquering 3-4: -1 Torpedo strength (except aft, re-roll result)
systems and engaging in battles in the same way as Imperial 5-6: -2 Weapon Battery firepower
and Chaos fleets. The Third Armageddon War represents one
such conflict where the Orks participate as full fleets, rather 5-6 “Target thruster assemblies!” The hulk must roll higher on 1D6 than the number of thruster damage criticals it
than just raiders. At the end of every battle that a Space Hulk has suffered in order to turn.
was present and not crippled, it provides the Ork player’s fleet Note that hulks may not repair damage from critical hits during the game.
the same number of repair points as a Pirate Base.

“…F lotsam of ages past returned to contaminate the holy spheres of Man with all manner of alien foulness. These gigantic craft may bear heretics and
deviants of the worst kinds: Genestealers, renegades, pirates, Orks and worse. But, as the lowest sea creature may subsist on the filth and detritus of
the ocean bedtheand
ocean
yet carry pearls of incomparable worth, so do these harbingers of terror carry ancient secrets of worth beyond measure. Where such means are at
hand, the hulk must be boarded, cleansed of the dread taint of the alien and rendered unto the auspices of the Adeptus Mechanicus to allow proper study. Wherein
the hulk is found to be in the hands of the brutal Orks, these beasts have been found to swarm in such numbers that victory can only be won with the might of
entire Space Marine Chapters. Where such strength is lacking, the hulk must regrettably fall to the guns of the fleet, for to permit their entry to the inner spheres
is to permit invasion on a nigh unstoppable scale.”
Excerpt from De Xenos Maleficorum .
Inquisitorial tome of the Ordo Xenos.

ARMADA INDOMITUS 23
CODEX: ORKS

ORK ROKS . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Points


Ork Roks are basically large asteroids hollowed out and fitted with
gunz, engines, targeting systems, gunz, crew quarters, cavernous
holds to build and transport their wargear, and some more gunz.
Though Roks are incapable of travelling through the Warp, any
system containing Orks will quickly accumulate a growing number
of Roks, as the Orks ‘build’ them at a prodigious rate. For
example, in 147.M41 an Imperial cruiser force swept the Kaloth
system for Ork pirates and destroyed seven escort class ships and
four Roks. In 148.M41 another expedition encountered twenty-one
Roks in the same system and was forced to disengage after the
battlecruiser Stalwart Warrior suffered crippling damage and was
in danger of being overwhelmed by Ork boarding parties.

Roks can transport vast numbers of infantry, large vehicles, and


even gargants directly planetside, though landing a Rok is a
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS haphazard and risky affair. One example during the Third
Defence/8 10cm Special 1 5+ 1 Armageddon War deployed at least eight, perhaps carrying as
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC many as seventeen more. This Rok was also armed with massive
All Round weapons arrays, featuring missile launchers, las-cannons and other
Gunz battery 45cm D6+6
large scale weapons. Roks control their descent by random
Heavy gunz battery 15cm 4 All Round discharges of modified force fields. It is unknown if this
Torpedoes Speed: 30cm D6 All Round technology was developed by the Orks themselves or simply
looted from other sources. This force field, in combination with
Big Roks and Mega Roks modified traktor beams, creates enormous heat during the descent
++Pict-capture of Mega-Rok++
operation, boiling the ground beneath the Rok up to ten metres
Big Rok. A Big Rok modifies the standard profile for Roks for - Last transmission from Frigate of Michaelis Fire deep and coating it in a silicon-based layer. This silicon-bases
+30 points by adding +2Hp (10Hp total), +2 Heavy gunz (total squadron during Battle of Pelucidar, 998.M41 layer provides additional stability for the Rok, at least until its
6), and +2 torpedoes (total D6+2). support structures, consisting of thousands of automatically
adjusting spike-tipped anchors, are deployed, allowing the Rok to
Mega-Rok. A Mega Rok modifies the standard profile and disperse its cargo by a series of hydraulic ramps. While Roks used
movement rules for Roks for +70 points by adding +4Hp (12Hp in this manner cannot get back into space, each successfully landed
total), +1 Turret (2 total), +D6 Gunz (total 2D6+6), and +6 Rok becomes a bastion for the Orks, a rallying point and a ready-
torpedoes (total D6+6), and exchanging Heavy Gunz for 2x45cm made fortress.
zzap kannonz (lances). For an additional +20 points, it may
instead exchange Heavy Gunz for D3+1 launch bays following all Orks have been known to use Roks to defend planets and hold
normal Ork attack craft rules. Mega Roks must be mounted on a systems they already control, but only in the wake of the Third
large base. Due to their poorly-distributed mass, they may only Armageddon War were Roks observed being widely used in such a
make All Ahead Full special orders every other turn. Mega Roks manner. As the war progressed, larger and more dangerous Roks
are too cumbersome to successfully land on a planet surface and were encountered by Imperial and Space Marine fleets. In typical
are automatically destroyed upon doing so, for zero assault points. Ork fashion, they merely referred to these abominations as “Big
Roks” or “Mega Roks,” making up for their inability to travel
Rare Vessel. An Ork fleet may not include more Big Roks than between systems on their own by dragging them through the warp
normal Roks, and it must have less than half the number of Mega in the wake of a Space Hulk’s gravity well.
Roks as it has Big Roks.

ARMADA INDOMITUS 24
CODEX: ORKS

ORK ROK SPECIAL RULES


ALL AHEAD FULL ORK PLANETARY DEFENCES
Roks move an extra 2D6cm in any direction at the end of their
Ork Roks can be taken as planetary defences and purchased
move. If this causes them to move 10cm or more in a different
using planetary defence point allowances in scenarios that
direction to the one they are travelling in, this becomes their
allow the use of planetary defences and the Orks are the
new direction of travel. This can be seen more clearly in the
defender. When used in this manner, they follow all rules for
diagrams on this page.
planetary defences, meaning they automatically pass all
Due to their low speed and considerable momentum, Roks leadership checks they are required to make but cannot undergo
which are crippled or moving though Blast markers do not any Special Orders except Reload Ordnance and Brace For
reduce their speed. Roks in the gravity well of a planet or moon Impact, for which they are Leadership 7 (Yes, 7 and not 6!).
may make free turns like an ordinary ship (45°) and/or place Ork Roks cannot move and count as stationary in all effects
themselves in a stationary or low orbit. when purchased as defences, including all rules concerning
removal of blast markers from planetary defences. When used
ORDNANCE in this manner, roll a 2D6 after setting up each Rok. On a roll
of 12, the Rok falls 2D6cm toward the celestial phenomena it is
Ork Roks may take boarding torpedoes for +5 points. orbiting near. If the Rok makes contact with an asteroid field or
the planet edge in this manner, it is destroyed!
CRITICAL HITS
Roks lack the complex systems of true space craft, so critical ORK TRANSPORTS
hits are not rolled on the Critical table. Instead, each critical hit Ork Roks and Big Roks can be taken as transports in any
inflicts +1 point of damage. scenario that requires Orks to have transports. They are always
taken for their normal point cost, and they are not allotted ships
CATASTROPHIC DAMAGE to protect the convoy if the scenario rules provide for a certain
When a Rok is reduced to 0 Damage it breaks up. Do not roll free cost of escorts.
for Catastrophic Damage, instead the Rok is replaced by 4 Each Rok or Big Rok counts as two transports (one if crippled).
Blast markers. In a planetary assault scenario, each Rok that successfully lands
on the surface will contribute 3 assault points for each turn it is
on the target planet. It contributes
Roks are sufficiently different to both Orbital Defences and nothing for being within 30cm. It
true spaceships to require a number of special rules. However must make a leadership check before
any rules which are not specifically noted as being modified landing and is destroyed if it fails
below, apply in full to Roks. For example, Roks which lose (being Braced does not save against
half their damage are crippled just like other vessels. this), contributing zero assault
points. Roks that land successfully
MOVEMENT still count as destroyed for victory
points, but they each contribute one
Because they are basically large lumps of rock with engines ground-based Missile Silo low-orbit
studded all over them, Roks don’t move in the same way as defence (str-6 torpedoes) for the
normal ships. In their Movement phase Roks travel 10cm invaders beginning the turn after it
forward in a straight line, no more, no less. Roks may not turn lands, reloading at -1Ld from the
or use Burn Retros or Come to New Heading special orders. Rok’s starting Leadership before any
modifiers.

ARMADA INDOMITUS 25
CODEX: ORKS

KILL WRECKA ORK ‘UGE SHIP . . . . . . . . . . . . . . . . . . . . 435 Points


At the height of the Third Armageddon War, Kill Wrecka first
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS appeared, the largest Ork kroozer yet encountered, the massive
Battleship/14 15cm 45° 3 6+ prow / 5+ 3 command ship of Ghazghkull Mag Uruk Thraka. At first it was
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC believed to be either Gorbag’s Revenge or Slamblasta with even
Prow gunz battery 45cm D6+6 Front more upgrades from the many Imperial vessel hulks littering the
system. Only after Gorbag’s Revenge was hulked later in the
Prow lances 45cm 2 Front conflict did the Ordo Xenos recognize this was something else
Prow torpedoes Speed: 30cm D6+2 Front entirely, something much more dangerous than the known Ork
Fighta-Bommerz: 25cm battleships already stalking the Armageddon system.
Port launch bays 2 N/A
Assault Boats: 30cm
In the later stages of the war, Ghazghkull retreated to brood in its
Fighta-Bommerz: 25cm
Starboard launch bays 2 N/A interior, bored with the conflict and drawn by visions of Gork and
Assault Boats: 30cm \ Mork to parts of the Galaxy unknown, assured that a Great
Fighta-Bommerz: 25cm
Dorsal launch bays D3+1 N/A Waaagh! was waiting for him. Leaving Armageddon aboard Kill
Assault Boats: 30cm
Wrecka, Ghazghkull was pursued by his old foes, Commissar
Port gunz battery 30cm D6+6 Port Sebastian Yarrick and High Marshal Helbrecht of the Black
Starboard gunz battery 30cm D6+6 Starboard Templars. After being crippled by superior Imperial forces during
Port heavy gunz battery 15cm 6 Port the Battle of Haunted Gulf, Kill Wrecka suddenly disappeared in a
blaze of green energy that rolled outwards, striking the enemy fleet
Starboard heavy gunz battery 15cm 6 Starboard with a tidal wave of destruction.

Notes: Kill Wrecka is a ‘Uge Ship that can only be used exactly as described in these special rules. It is of the Goff After besting Urgok the Slayer and bringing his fleet to his side,
Clan, giving it both a +1 leadership modifier when attempting to ram and an additional +1 modifier during boarding Kill Wrecka went to the Ork Empire of Octarius as Ghazghkull
actions (if Ghazghkull is embarked, his special rules replace this). It may be equipped with boarding torpedoes for went to defeat the Tyranids of Hive Fleet Leviathan, rallying many
+5pts (speed 30cm strength D6+2) and/or torpedo bommerzs for +80pts. It is equipped with a Tellyporta allowing hit other warlords to his cause. It has since left the Octarius warzone
and Run attacks to 30cm as part of its point cost, which does not affect the number of Gubbins a Warlord can accompanied by the Overfiend of Octarius Zog Steeltoof and a
upgrade this vessel with for the appropriate points if used as a Warlord’s personal ship. Due to its poorly distributed huge scrapfleet of more than a million vessels as they embark on
mass, Kill Wrecka may not use Come to New Heading special orders. Da Great WAAAGH!
Unique Vessel. No fleet may ever contain more than one example of a ship with Kill Wrecka’s profile.
Representing Kill Wrecka: Kill Wrecka can be represented by a suitably large model mounted on a large base and using the above profile, point cost and special rules. It
can be customized with as much detail as desired, using two (or several!) Imperial, Ork and/or Chaos capital ship hulls haphazardly assembled to give it a huge yet
ramshackle appearance. Kill Wrecka is used in the same manner as other Ork battleships using the rules available in this list.

“A
s soon as the thing came into range, we recognised it. For all the “Perhaps worse still, I grieved, for I alone amongst my crew knew of
grotesque parodies of His blessed technology with which the the great and vaunted treasure which the Asclepion held within its steel
Greenskins had festooned it, there could be no doubt that confines, or at least had held before the sorry demise of the valiant
Captained Alterias. After some time with my master-at-arms, it became
fdkjkjhfdkjlhfjklhfdjkhfglkjhfdljkhfdg

beneath that hideous crust of rusted bolts and ill-fitting weaponry lay the
noble hull of the Asclepion. It filled me with grief to think that her clear there was no hope of salvage, and so it was with a heavy heart
unfortunate crew might labour away still under Orkish whips in the engine that I ordered our guns be turned on Asclepion until the point of her
rooms, and worse, to think of that ancient vessel enslaved by those brutes.” utter destruction, Emperor forgive us.”

ARMADA INDOMITUS 26
CODEX: ORKS

GORBAG’S REVENGE ORK BATTLESHIP . . . . . . . . . . . . . . . . 310 Points


Gorbag’s Revenge was the most active Ork battleship encountered
throughout the Third Armageddon War, participating as it did in
the invasions of both Chosin and Armageddon. The original vessel
was captured by Gorbag himself, when he overran an Imperial
Dictator class cruiser in the Gothic sector, enslaving its crew to
refit the vessel, using its systems and weaponry as the basis for the
soon-to be (and brutally aptly named) Gorbag’s Revenge.
Gorbag’s Revenge proved the ideal vessel for large scale planetary
assaults with its large launch capacity allowing it to deliver huge
numbers of Orky Fighta-Bommerz to the surface. For much of the
Ork fleet this tactic would prove unwise and left them vulnerable
to Imperial attack craft, but the sheer size and firepower of
Gorbag’s Revenge prevented it suffering too badly from the threat.
Gorbag’s Revenge remained a constant element of the fleet
bombarding Armageddon throughout the course of the war.
Though overtaken and hulked by a large Imperial fleet late in the
war, its vast hull was not completely destroyed before the fleet was
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS forced to retreat. If nothing else, Orks are masters of salvage, and
Battleship/12 15cm 45° 3 6+ prow / 5+ 3 Imperial tacticians fear it will only be a matter of time before
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC Gorbag’s Revenge once again proves to be a grave threat.
Prow gunz battery 45cm D6+6 Front
Prow torpedoes Speed: 30cm D6+2 Front
Fighta-Bommerz: 25cm
Port launch bays 2 N/A
Assault Boats: 30cm
Fighta-Bommerz: 25cm
Starboard launch bays 2 N/A
Assault Boats: 30cm
Fighta-Bommerz: 25cm
Dorsal launch bays D3+1 N/A
Assault Boats: 30cm
Port gunz battery 30cm D6+2 Port
Starboard gunz battery 30cm D6+2 Starboard
Port heavy gunz battery 15cm 6 Port
Starboard heavy gunz battery 15cm 6 Starboard

Notes: Gorbag’s Revenge may be equipped with boarding torpedoes for +5pts (speed 20cm strength D6+2) and/or
torpedo bommerzs for +80pts. Due to its poorly distributed mass, Gorbag’s Revenge may not use Come to New
Heading special orders.
When Leadership values are generated for the Ork fleet, Gorbag’s Revenge can opt to swap Leadership ratings with
a Kill kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel.
Unique Vessel. No fleet may ever contain more than one example of a ship with Gorbag’s Revenge’s profile.

ARMADA INDOMITUS 27
CODEX: ORKS

SLAMBLASTA ORK BATTLESHIP . . . . . . . . . . . . . . . . . . . 295 Points


Like many large Ork vessels, the Slamblasta has been identified as
having been constructed in the large part from the wreckage of
crippled Imperial vessels – in Slamblasta’s case, the Imperial
Gothic class cruiser Pallas Imperious. Unable to properly regulate
the massive energy circuitry required to power the Gothic class’
broadside lance batteries, the Meks who constructed the
Slamblasta instead pillaged the systems in an attempt to build two
much larger lance type weapons. Ork technology being what it is,
the weapon ended up much larger in size than in power, but
nonetheless the Slamblasta remains an impressive achievement in
providing the Orks with a lance-armed vessel.

In the Third Armageddon War, Slamblasta played a crucial role as


part of the advance raiding parties sent ahead of the main Ork
invasionary fleet, where its powerful prow lances proved
particularly suited to the Orks’ goal of crippling any monitoring
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS stations, system defences or Imperial outposts on the fringes of the
Battleship/12 15cm 45° 3 6+ prow / 5+ 3 Armageddon system.
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC
Prow gunz battery 45cm D6+6 Front Notes: Slamblasta may be equipped with torpedo bommerzs
Prow lances 45cm 2 Front for +40pts. Due to its poorly distributed mass, Slamblasta
Fighta-Bommerz: 25cm may not use Come to New Heading special orders.
Dorsal launch bays D3+1 N/A When Leadership values are generated for the Ork fleet,
Assault Boats: 30cm
Slamblasta can opt to swap Leadership ratings with a Kill
Port gunz battery 30cm D6+6 Port
kroozer or Terror ship to represent the warlord dragooning the
Starboard gunz battery 30cm D6+6 Starboard best crew in the fleet aboard his vessel.
Port heavy gunz battery 15cm 6 Port Unique Vessel. No fleet may ever contain more than one
example of a ship with Slamblasta’s profile.
Starboard gunz battery 15cm 6 Starboard

ARMADA INDOMITUS 28
CODEX: ORKS

DETHDEALA ORK BATTLESHIP . . . . . . . . . . . . . . . . . . . . 275 Points


Dethdeala is thought to be one of the oldest vessels of its size in
existence, having first been encountered some 30 years before the
Third Armageddon War. Originally the flagship of Warlord Urgutz
Dregrak, the Dethdeala appears to have suffered a recent change of
kaptain and krew alike and faded from prominence in the later part
of the war.
Dregrak was a fiery and objectionable Ork, one known for great
overconfidence in his own abilities and overoptimistic view of his
own destiny. Dregrak was present in one of the last large waves of
Orks to reach Armageddon, and chose to haphazardly bombard the
planet ahead of his own landing, claiming to be clearing the way
for an assault, but in all likelihood doing far more harm to his Ork
rivals than his Imperial enemies. That Dregrak chose to most
heavily bombard regions where Ghazghkull’s own warbands were
operating is unlikely to be
simple coincidence.

TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS When Dregrak did finally venture to the planet’s surface, his
Battleship/12 15cm 45° 3 6+ prow / 5+ 3 campaign was shortlived as rival Dethskulls, allied to the defecting
Imperial Governor Herman Von Strab, teleported aboard the
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC Dethdeala and massacred most of its crew in the midst of their
Prow gunz battery 45cm D6+6 Front planetary assault. Stranded on the surface with most of his forces
Prow bombardment cannon 30cm 6 Front dead or marooned aboard the Dethdeala, Dregrak vanished very
rapidly. Whether the fatal blow was struck by man or Ork is
Fighta-Bommerz: 25cm
Dorsal launch bays D3+1 N/A unlikely to ever be known for certain, but either way it is unlikely
Assault Boats: 30cm
that Ghazghkull would have had many regrets over the loss of the
Port gunz battery 30cm D6+4 Port troublesome and untrustworthy Urgutz Dregrak…
Starboard gunz battery 30cm D6+4 Starboard
Port heavy gunz battery 15cm 6 Port
Starboard heavy gunz battery 15cm 6 Starboard

Notes: Dethdeala may be equipped with torpedo bommerzs for +40pts. Due to its poorly distributed mass,
Slamblasta may not use Come to New Heading special orders.
When Leadership values are generated for the Ork fleet, Deathdeala can opt to swap Leadership ratings with a Kill
kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel.
All Ahead Full: Dethdeala is equipped with powerful ‘Soopa Enginez’ and may roll 4D6 when making an All
Ahead Full special order, as opposed to the 2D6 normally rolled by Ork vessels.
Unique Vessel. No fleet may ever contain more than one example of a ship with Dethdeala’s profile.

ARMADA INDOMITUS 29
CODEX: ORKS

KROOLBOY ORK BATTLESHIP . . . . . . . . . . . . . . . . . . . . 270 Points


Kroolboy had a long history of tormenting Armageddon well
before Ghazghkull’s monstrous onslaught of the Third
Armageddon War, having been observed on frequent pirate raids
around the fringes of the system. Whether by accident or design,
this familiarity with Kroolboy caused monitor station Mannheim to
pay less than adequate attention to the vessel’s later raids,
assuming them to be typical piracy, when in fact it was at the head
of the coming Waaagh! By the time reports of invasion filtered
through from other monitoring stations, the commanders of
Mannheim station had already paid the cost for their apathy.

As the Waaagh! receded from Armageddon following


Ghazghkull’s apparent departure from the planet, Kroolboy again
returned to piracy in many systems across the Armageddon sector,
most recently having become involved in the civil war on
Monglor.

TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS Notes: Kroolboy may be equipped with torpedo bommerzs
Battleship/12 15cm 45° 3 6+ prow / 5+ 3 for +40pts. Due to its poorly distributed mass, Kroolboy may
not use Come to New Heading special orders.
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC
When Leadership values are generated for the Ork fleet,
Prow gunz battery 45cm D6+6 Front Kroolboy can opt to swap Leadership ratings with a Kill
Prow heavy gunz 15cm 6 Front kroozer or Terror ship to represent the warlord dragooning
Fighta-Bommerz: 25cm the best crew in the fleet aboard his vessel.
Dorsal launch bays D3+1 N/A All Ahead Full: Kroolboy is equipped with powerful ‘Soopa
Assault Boats: 30cm
Enginez’ and may roll 4D6 when making an All Ahead Full
Port gunz battery 30cm D6+2 Port
special order, as opposed to the 2D6 normally rolled by Ork
Starboard gunz battery 30cm D6+2 Starboard vessels.
Port heavy gunz battery 15cm 6 Port Unique Vessel. No fleet may ever contain more than one
example of a ship with Kroolboy’s profile.
Starboard heavy gunz battery 15cm 6 Starboard

ARMADA INDOMITUS 30
CODEX: ORKS

HAMMER BATTLEKROOZER . . . . . . . . . . . . . . . . . . . . . 245 Points


The great mass of Ork ships assailing Armageddon comprise
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS vessels of every conceivable weight and type. As well as the
Cruiser/10 20cm 45° 2 6+ prow / 5+ 2 familiar Kill kroozers and Terror ships, a new class of
battlekroozer, designated as the Hammer class, has been
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC encountered. First seen during the early days of the Third
Prow gunz battery 45cm D6+6 Front Armageddon War, these vessels have participated in no less than
Prow torpedoes or Speed: 30cm D6+2 fifteen engagements in that conflict. Intelligence reports indicate
Front
Prow bombardment cannon 30cm 6 that Hammer class battlekroozers are built on the hulks of wrecked
Fighta-Bommerz: 25cm Imperial capital ships, most specifically those which were armed
Dorsal launch bays D3+1 N/A with nova cannon in their previous incarnations.
Assault Boats: 30cm
Port gunz battery 30cm D6+2 Port Hammer class battlekroozers are greatly favoured by powerful Ork
Port heavy gunz 15cm 6 Port warlords as their personal command ships, most notably those
from the empire of Great Despot of Dregruk which seems to have
Starboard gunz battery 30cm D6+2 Starboard
produced a large quantity of these vessels for their invasion fleet.
Starboard heavy gunz 15cm 6 Starboard The high status of the Hammers’ commanders ensure that they are
equipped with the best weapons and krews in the Ork fleet, making
Notes: Battlekroozers may upgrade its turrets from two to three for +10pts. It may be equipped with boarding them formidable opponents. Most worrying of all, given the Orks
torpedoes for +5pts (speed 30cm strength D6+2) and torpedo bommerzs for +40pts. Due to its poorly distributed predilection for making rapid (if crude) refits of damaged vessels,
mass, battlekroozers may not use Come to New Heading special orders. is the fact that the number of battlekroozers of increasingly varied
Leadership: When Leadership values are generated for the Ork fleet, battlekroozers can opt to swap Leadership configurations appears to be on the increase as the Orks gain
ratings with a Kill kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his access to numerous hulks left from the fighting in-system.
vessel.
Special Rules: The prow launchas commonly seen on the Hammer were originally invented to satisfy the insane
desire of the Tyrant Uzog Armripper to have both torpedoes and big gunz on the front of his ship. Mekaniak
Garzog’s ingenious solution was to rig up parts of the nova cannon conduits to big tubular launchas that could either
fire torpedoes or heavy bombardment shells. The upshot of this is that a Hammer Klass cruiser can either fire
torpedoes or use bombardment kannon in a turn if the launchas are loaded at the time, but the launchas can only be
used if they are loaded using the Reload Ordnance special order after each shot. Garzog thus got it half right and
Tyrant Uzog only ripped one of his arms off!

BATTLEKROOZER VARIANT: HAMMER ‘SMAKA’: 265 Points


Meks seeking to avoid the fate of Urzog Armripper’s wrath attempted to impress their warlords by devising a way to
couple salvaged lance batteries to their prow power relays, giving up bombardment kannonz for longer-ranged but
less powerful zzap kannonz. Hammer battlekroozers may be upgraded to a ‘Smaka’ by adding 2x45cm front-firing
zzap kannonz (lances), reducing starting torpedo strength to D3+1. Battlekroozers with this upgrade do not have the
ability to transition betwen torpedo launchas and bombardment kannonz, but they do not need to reload ordnance to
fire their zzap kannons and may use both zzap kannons and torpedo launchas in a single turn.
Rare Vessel. The combined number of variant battlekroozers in the fleet must be less than half the number of
standard-configuration Hammer-class battlekroozers.

ARMADA INDOMITUS 31
CODEX: ORKS

HAMMER ‘STOMPA’ BATTLEKROOZER . . . . . . . . . . . . . . . . 270 Points


TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS Gazgrim, the Great Despot of Degruk, allied his forces with
Cruiser/10 20cm 45° 2 6+ prow / 5+ 2 Ghazghkull early on during the Third War for Armageddon,
having seen an opportunity to gain an edge over his old foe, the
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC great warlord over the Ork Empire of Gathrog near the Eye of
Prow gunz battery 45cm D6+6 Front Terror. Gazgrim was a particularly dangerous ally for Ghazghkull,
Prow torpedoes Speed: 30cm D6+2 Front as his fleet has an unusually large percentage of battlekroozers, no
Fighta-Bommerz: 25cm doubt due to the many Chaos and Imperial cruiser hulks resulting
Port launch bays 2 N/A from Abaddon’s 12th and 13th Black Crusades.
Assault Boats: 30cm
Fighta-Bommerz: 25cm The onset of Da Great Waagh did much to settle grievances
Starboard launch bays 2 N/A
Assault Boats: 30cm between Gazgrim and his old foe, as neither warlord wanted to
Fighta-Bommerz: 25cm miss out on the chance to participate in getting all the loot, gubbins
Dorsal launch bays D3+1 N/A
Assault Boats: 30cm and hulks that would come from war on such a massive scale. As
Port gunz battery 30cm D6+2 Port one and then the other warlord devoted their huge resources to the
cause, Ghazghkull wasted no time distributing the many
Starboard gunz battery 30cm D6+2 Starboard
battlekroozers of their scrapfleets throughout his vast Orkmada,
Notes: A Hammer ‘Stompa’ battlekroozer may upgrade its turrets from 2 to 3 for +10 points. ‘Stompa’ each one led by subordinate warlords eager to get their ships, gunz,
Battlekroozers may take boarding torpedoes for +5pts (speed 30cm strength D6+2) and/or torpedo bommerzs for kannonz and assorted ordnance into the fight.
+80pts. Due to its poorly distributed mass, they may not use Come to New Heading special orders. The vast assortment of wrecked heavy weaponry left behind by
Leadership: When Leadership values are generated for the Ork fleet, battlekroozers can opt to swap Leadership millennia of interstellar combat near the Eye of Terror left rich
ratings with a Kill kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his leavings for both Gazgrim and his Ork foes to scavenge from.
vessel. Legions of creative Meks wasted no time hammering this detritus
into new and ever-larger warships. Ghazghkull has no care
Rare Vessel. The combined number of variant battlekroozers in the fleet must be less than half the number of whether his opponents be Imperial or Chaos, all are merely foes to
standard-configuration Hammer-class battlekroozers. be conquered in the fires of Da Great Waaagh!

T
he scene on the Ork bridge was chaotic. Debris and globules of bright blood Just as the stars started to shift in the view ports they were hit again - flares of
pirouetted lazily through the compartment to dash themselves against rusty orange fire blotted out the stars, the ship bucked and shook and sparks flew from
bulkheads. Warlord Urluk shook his head to clear it and shouted angrily at the the panels, badly burning one of the Mekz. Urluk ignored the resulting
the OrksOrks
and Gretchin slaves to get a move on. Out of the thick, armoured ports he could pandemonium and slammed his fist down on the big red button on the arm of his
see a distorted string of flashes ahead where the Chaos boyz were pounding at his ships. throne. An instant later everything not secured hurtled to the back of the bridge as
The Mekz were in the middle of a mass of wires, twisting and soldering for all they were the ship lurched forward. The fires in the view ports disappeared as they hurtled
worth, but the spottin’ screen was still blank blank and dead-looking. “Doesn’t matter,” forward through the maelstrom . One of the distant Chaos ships swelled to fill the
Urluk thought to himself, “we know where they are an’ they know where we are.” He pulled port and Urluk felt the ship shudder again as the front gunz opened up, explosions
the squawkin’ box from the side of his throne, thumbed the lever and was faintly surprised blossoming across their enemies’ hull as the gunboyz got the range.
to hear an obedient crackle of static - something still worked then. He shouted for gunz
down the fist-sized box, and got a response on the third shout. He told them to get ready Urluk grinned a big, fang-filled grin as he realised that they were going to get a
and got onto enginz and told them to start going right. chance to ram…

ARMADA INDOMITUS 32
CODEX: ORKS

ZUKOV'S KLAW ASSAULT KROOZER . . . . . . . . . . . . . . . . . 210 Points


In the confusion prevalent in the latter stages of the Third
Armageddon War, a number of new Ork ship classes never before
encountered were codified by the Ordo Xenos. Though a
protracted war still rages across the surface, careful analysis of the
ships encountered in the years since the fleets of Ghazghkull
Thraka began to disperse indicate that while there was a great deal
of differences between individual capital ships, they still fit into a
small number of broad categories in a similar manner to Imperial
ship classes.
Like Ork battleships such as the Kroolboy and Gorbag’s Revenge,
the Zukov’s Klaw at first defied conventional analysis and was
presumed to be an entirely new ship class. While observed on
several occasions vomiting forth prodigious numbers of assault
boats, when faced by concerted bomber attacks it was found
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS wanting and depended on nearby Terror Ships for assistance. At
6+ front/ 5+ sides/ first believed to be some kind of specialized assault ship, it was
Cruiser/10 20cm 45° 1 1 revealed to be little more than another Terror Ship with several
4+ rear
unique upgrades rather than a ship purpose-built to assault enemy
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC
vessels. This actually comes as little surprise to Imperial Navy
Port gunz 30cm D6 Left tacticians, as all Ork capital ships are merely refitted cruiser hulks
Port launch bays Assault Boats: 30cm 2/Special N/A in any case, and it is quite common to find these vessels
customized by their crews to at least some extent.
Starboard gunz 30cm D6 Right
Starboard launch bays Assault Boats: 30cm 2/Special N/A “A more ramshackle, inefficient and downright ugly fleet is
Prow gunz 45cm D6+2 Front hard to imagine.”
Prow torpedoes Speed: 30cm D6+2 Front Admiral Sartus at Platea

Notes: Zukov’s Klaw is a Terror Ship variant that can only be used exactly as described in these special rules. It is of the Goff Clan, giving it both a +1 leadership modifier when attempting to
ram and an additional +1 modifier during boarding actions. It is upgraded to be an Assault Karrier with boarding torpedoes and may launch one additional assault boat during the ordnance
phase any time it launches assault boats normally (even if crippled or braced, but not both), but it may not use any other types of attack
Yes, it’s craft.
namedIt after
is also equipped
Zhukov with
on the SGKlaws and a Traktor Field
forum!!
as part of its point cost, which does not affect the number of Gubbins a Warlord can upgrade this vessel with for the appropriate points if used as a Warlord’s personal ship. Zukov’s Klaw must
be mounted on a large base and cannot use Come To New Heading special orders. - Nate
Representing Zukov’s Klaw: Zukov’s Klaw can be represented as easily as mounting a Terror Ship on a large base and using the above profile, point cost and special rules, painted
appropriately with lots of black to represent the Goff Clan! Alternatively, you can customize it with as much detail as you want, or even use a suitably salvaged and refitted Imperial cruiser hull if
desired (preferably a Dictator) to do the job, again painted appropriately with extra bitz to give it Klaws and a cobbled-together appearance.
Zukov’s Klaw is nothing more than a highly modified Terror Ship and represents just one of any number of specialized character vessels that can be made from the current range of Ork capital
ship profiles simply by applying the special rules available in Ork Clanz list. This is not restricted to Kroozers and Terror Ships; special-character battlekroozers can be made from these rules as
well. While there is no restriction preventing these rules from also being applied to one or more of the named Ork battleships, those vessels are already quite special (and expensive) in their basic
forms and already represent highly modified battlekroozers. Ideally an Ork fleet should be led by only a few highly-customized character vessels followed by a larger number of their more
generic variants, but there is no reason why an Ork fleet can’t consist largely (or even exclusively) of highly customized “flash gitz” capital ships followed by just enough ‘tiddla skwadrons to
fulfill the requirements of this list.

ARMADA INDOMITUS 33
CODEX: ORKS

ORK TERROR SHIP . . . . . . . . . . . . . . . . . . . . . . . . . . 185 Points


A variant of the standard kroozer, Ork Terror ships in the Gothic
Sector have been associated primarily with raids made in the
Cyclops Cluster against lightly defended outposts and augur
stations. Terror ships deliver packs of Ork attack craft into combat
and act as parent vessels for refuelling and rearming their ferocious
progeny. Most Terror ships appear to be built around salvaged
hulks, it being comparatively easy to open up large launch bays by
the simple expedient of chopping big sections out of the flanks of
the wreck. Terror ships carry a mixture of Ork fighter bombers and
large numbers of assault boats. Fighter bombers are equipped not
only to intercept enemy ordnance but also carry bombs and
missiles capable of damaging a warship. Ork assault boats are
basic armoured shells with an engine at one end and a piercing
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS beak at the other, more akin to giant boarding torpedoes than the
6+ front/ 5+ sides/ more sophisticated craft employed by other races.
Cruiser/10 20cm 45° 1 1
4+ rear
A typical example of Ork brutality was the attack on Mirrobel, a
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC small resupply base used by long range patrols. Two Terror ships
Port gunz 30cm D6 Left appeared in-system with half a dozen escort ships. Taking up orbit
Fighta-Bommers:25cm around Mirrobel’s moon, the Terror ships sent waves of assault
Port launch bays 2 N/A boats packed with Ork warriors to overwhelm the small garrison.
Assault Boats: 30cm
Starboard gunz 30cm D6 Right Even as the base was being overrun, a scouting patrol comprising
the Dauntless light cruisers Abdiel and Uziel together with four
Fighta-Bommers:25cm
Starboard launch bays 2 N/A Firestorm class frigates arrived in the vicinity for resupply and
Assault Boats: 30cm
were set upon by the Terror ships. Even though the Terror ships’
Prow gunz 45cm D6+2 Front squadrons were busy on the planet’s surface their crude gunpower
Prow heavy gunz 15cm 6 Front was still enough to drive off the scouting patrol with Abdiel
crippled and one frigate lost.
Terror Ships are capable force multipliers when used in force, but
typically their Kaptains have used them haphazardly during major
engagements, mainly relying on them for cover against Imperial
attack craft or to quickly board enemy vessels while still at range.
It was only during the Third Armageddon War that the Imperial
Navy first saw the used in a coordinated manner in large fleet
engagements. More concerningly, this behavior has been observed
with more and more frequency in warzones against the Orks in the
wider galaxy. It is unknown what effect this will have now that
Ghazghkull has begun his Great Waaagh! in earnest.

Notes: An Ork Terror Ship may replace its prow heavy gunz
battery with a torpedo launcha (Speed: 30cm, Strength D6+2)
at no extra cost. If fitted with a torpedo launcha, it may carry
boarding torpedoes for +5 points.

ARMADA INDOMITUS 34
CODEX: ORKS

ORK KILL KROOZER . . . . . . . . . . . . . . . . . . . . . . . . . 155 Points


Heavy Ork warships were always a terror to merchant vessels
throughout the Imperium in times of peace. During the Gothic
War, the number of sightings reported increased notably,
presumably due to the number of hulks the Orks managed to
salvage from battles between Imperial and Chaos forces. The
commonest style of Ork kroozer mounts a bristling array of heavy
guns and weapons batteries, mostly concentrated in powerful prow
batteries. Only one Ork kroozer, dubbed the Butcher by Naval
intelligence, was consistently identified in action throughout the
Gothic War, though others may have been concealed by the
constant patching and rebuilding Ork ships undergo. The Butcher
attacked six convoys in the Quinrox Sound over the course of the
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS war, destroying a total of fifteen badly needed transport ships,
6+ front/ 5+ sides/ seven escorts and one cruiser, the Admiral Lenox. The Butcher is
Cruiser/10 20cm 45° 1 1 also believed to have led the force which looted Bralutha station
4+ rear
and escaped before relief forces arrived.
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC
Port gunz 30cm D6 Left Kill Kroozers have been encountered throughout the galaxy to
some extent since at least the War of the Beast in M32, but they
Port heavy gunz 15cm 4 N/A were uncommon and usually functioned as a pirate fleet’s
Starboard gunz 30cm D6 Right command ship or the flagship of a Warboss of some renown. It
Starboard heavy gunz 15cm 4 N/A was only during the onset of the Gothic War that these ships
became a commonly encountered foe. By the Third Armageddon
Prow gunz 45cm D6+2 Front War, these ships have become so prevalent in warzones throughout
Prow heavy gunz 15cm 6 Front the galaxy that the Imperial Navy has been stretched thin trying to
keep the merchant lanes open whilst the Emperor’s foes seemingly
Notes: An Ork Kill Kroozer may replace its prow heavy gunz battery with a torpedo launcha (Speed: 30cm, Strength assail the Imperium from all sides.
D6+2) at no extra cost. If fitted with a torpedo launcha, it may carry boarding torpedoes for +5 points.

‘E
re we go, ’ere we go, ’ere we go,
’Ere we go, ’ere we go, throo da cosmos.
‘Ere we go, ’ere we go, ’ere we go,
’Ere we go, ’ere we go, throo infinity.
’Ere we go, ’ere we go, ’ere we go,
’Ere we go, Don’t know where ’til we get there.
Orkish space chant,
intoned when hitching onto space hulks

ARMADA INDOMITUS 35
CODEX: ORKS

ORK LITE KROOZER . . . . . . . . . . . . . . . . . . . . . . . . . 90 Points


While encountered on occasion wherever the Orks carried their
incessant Waaghs! into Imperial space, it was only during the
Third War for Armageddon that Ork Lite Kroozers were seen in
any numbers. While many have postulated why this is so, the
general consensus among tacticians is that like everything else
about Orks, bigger is always better. Orks will rarely stop at
improving or adding to their vessels until it reaches a point where
it is beyond the resources of technical abilities of most Ork
warbosses to make them any larger. In this respect the Lite
Kroozers encountered may quite often be works in progress,
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS vessels ramshackle even by Ork standards and rushed into battle
6+ prow/ 5+ sides/ by their reckless Kaptains while still gathering the teef and gubbins
Cruiser/6 20cm 45° 1 1 to fully outfit their vessel in an Orky fashion!
4+ rear
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC Ork Lite Kroozers were seen in a wide variety of forms during the
Port gunz 30cm D3+1 Left Third Armageddon War, including several extreme variants super-
Starboard gunz 30cm D3+1 Right customized almost exclusively for ramming and boarding actions.
They were weakly armed when compared to other Ork capital
Prow gunz 30cm 2 Front
ships, but they have proven to be dangerous opponents for their
Prow heavy gunz 15cm 4 Front size and appearance. While some appeared to be constructed from
captured Dauntless or Endeavor light cruiser hulls, some took
Lite Kroozer Variants more bizarre forms and defied any classification whatsoever. The
Gouga in particular was a relatively rare Ork vessel, but a single
Special Rules: Ork Lite Kroozers are in many cases capital ships rushed into battle incomplete and as-is. For no ship was capable of immense damage against any opposing fleet.
change in cost, they may exchange their prow heavy gunz for an additional D6 gunz (for D6+2 in total). Its main armament comprised of two huge klaws and a boarding
drill mounted in the prow. The klaws are used to snare an enemy
‘Basha’ Lite Kroozer. By cutting holes in their ship prows for makeshift launchas or simply welding gigantic rails
ship as the boarding drill extends and bores deep into the target.
to the outside of their hulls, enterprising Kaptains made use of torpedoes easily looted from the large number of
The drill then splits open and hundreds of prepared Orks rush out
Imperial cruiser hulks in the Armageddon system later in the war. For no change in cost, Lite Kroozers may
into the heart of the enemy vessel to create immense devastation.
exchange their prow heavy gunz for D6 torpedoes. Such ships may also take boarding torpedoes for +5 points.
‘Gouga’ Lite Kroozer. Bizarre even by Ork standards, these ships are extensively modified and upgraded to
specialize in brutal, close-quarters combat. This enables the Gouga to destroy ships much larger than itself as
thousands of prepared Orks rush out into the heart of the enemy vessel. For +10 points, Gouga Lite Kroozers
exchange their prow gunz (not heavy gunz) for a Ram Prow, Klaws and Traktor Fields as part of its point cost, which
does not affect the number of Gubbins a Warlord can upgrade this vessel with for the appropriate points if used as a
Warlord’s personal ship. It gains a +1 modifier when rolling for boarding actions, it must be mounted on a large
base, and it cannot use Come To New Heading special orders.
Representing Lite Kroozers: By their very nature, Ork Lite Kroozers come in a wide array of forms. They may
represent a captured or salvaged Imperial light cruiser or heavy transport hull instead of the larger Imperial or
Chaos cruisers Orks more typically build their Kill Kroozers and Terror Ships from. Conversely, they may have
originated from an enterprising Ork Kaptain that cut apart and bolted together several escorts he captured, salvaged
or even re-appropriated from his own skwadron! Like all Ork capital ships, each one is a never-ending work in
progress so feel free to represent it any way you like, painted appropriately of course.

ARMADA INDOMITUS 36
CODEX: ORKS

RAVAGER ATTACK SHIP . . . . . . . . . . . . . . . . . . . . . . . . 40 Points


Ork torpedo attacks tend towards an opportunistic approach rather
than being used as a major tactic, as in the Imperial fleet. In part,
this is doubtless due to the quality of their crews, which seem to be
unreliable at reloading ordnance in the heat of battle.
Consequently, Ravager attack ships are more commonly seen in
the company of Onslaughts and Savages than in dedicated
squadrons like Imperial Cobra destroyers. However, Ravagers
mount a vast number of torpedo racks and when they succeed in
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS launching salvoes of torpedoes, they can be worryingly large.
Fortunately a large proportion of Ork torpedoes go astray due to
Escort/1 20cm 45° 1 6+ prow/4+ 2
guidance or engine failures, which is why Orks use captured
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC torpedoes at every opportunity.
Torpedoes Speed: 30cm D6 Front
Gunz Battery 30cm 2 Front

ONSLAUGHT ATTACK SHIP . . . . . . . . . . . . . . . . . . . . 35 Points


The Onslaught attack ship is ugly, difficult to manoeuvre and
lightly armoured along its flanks and rear. It is only suitable for
head-on attacks. However, as discovered by Admiral Sartus aboard
the doomed Laertes, a swarm of Onslaughts can lay down a
fearsome hail of fire from their multiple forward gun batteries.
This is combined with thick frontal armour and shielding to protect
them during their initial attack run. Like all Ork attack ships,
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS Onslaughts are capable of landing on planets as part of an invasion
Escort/1 20cm 45° 1 6+ prow/4+ 1 force and can carry a large Ork warband plus their vehicles and
artillery.
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC
Gunz Battery 30cm D6 Front

“…W herein the bestial Orks shall appear within the orrery of worlds beneath your protection. At first they will assay a thrust upon the inhabited spheres,
committing greater forces against the weaker while withdrawing from the stronger. Should all such thrusts be parried with success the Ork Warlords will retreat
to the outer reaches and emplace
dsiojsdoijfs;ihfvivfijfdver hidden strongholds upon uninhabited worlds and asteroids beyond the reach of righteous retribution. There they will breed and spread in

the manner of a contagion, each Warlord directing his minions to mine for metals and build more vessels. Ork ships will prey upon passing vessels and plunder them
without mercy. Thus picket ships need to be set to guard battlefields to prevent the Orks stealing forth to capture hulks and debris for their fleet. Without an aggressive and
effective xenocidal campaign in time the beasts will grow to such numbers that they return and overwhelm the inner spheres.”
Excerpted from De Xenos Maleficorum
Inquisitorial tome of the Ordo Xenos .

ARMADA INDOMITUS 37
CODEX: ORKS

SAVAGE GUNSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Points


More extreme than even the Onslaught, the Ork gunships known
as Savages mount only short-ranged forward heavy gun batteries.
There has been speculation as to whether Savages are simple refits
of Onslaughts, or vice versa. The Ork race are masters of crude
improvisation and salvage, so both ideas probably hold true. In
open battle, Savages are less of a threat than the longer ranged
Onslaughts, as they can be outmanoeuvred and destroyed from a
distance. But in an ambush situation, where Orks are lurking in
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS wait amongst asteroids or debris, Savages make for a highly
Escort/1 25cm 45° 1 6+ prow/4+ 1 dangerous foe, with their ability to storm forward and smother an
opposing vessel with heavy fire.
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC
Heavy Gunz 15cm 4 Front

GRUNT ASSAULT SHIP . . . . . . . . . . . . . . . . . . . . . . . . 30 Points


TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS Orks are masters of crude improvisation and salvage, and nowhere
is this more apparent than the Grunt assault ship. Easily mistaken
Escort/1 20cm 45° 1 6+ prow/5+ 2 for the Brute ramship visually, it is in fact fitted with a huge tractor
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC field generator, giving it the graviometric imprint of a battleship
Gunz Battery 30cm 2 Left/ Front/ Right class vessel. It carries a heavily Armoured piercing prow as well as
boarding chambers for a mass of Orkish warriors ready to rush
Notes: Grunt assault ships embark huge crews of Ork boarding parties and are equipped with tractor fields, powerful aboard in a green tide. If not for the poorly distributed mass of the
boarding drills, etc. It rolls 2 dice to damage an opposing ship when it rams and count as 2Hp when determining Grunt, it would make a truly fearsome opponent against other
their boarding value (before other modifiers). These ships are equipped with a Traktor Field and must be mounted on escorts, though its lumbering approach run is well-suited against
a large base, and due to their poorly distributed mass cannot use Come To New Heading special orders. Grunt assault capital ships.
ships can be equipped with Klaws for +5 points each vessel, not per skwadron.

ARMADA INDOMITUS 38
CODEX: ORKS

BRUTE RAMSHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Points


The Brute is a curious vessel and characteristically Orkish in its
concept. It is fitted with superior engines and manoeuvring
thrusters, compared to most Ork vessels, but these are not intended
to make the ship handier in a fight. The true purpose of the Brute is
betrayed by its armoured beak, festooned with rotary blades and
drills, which is deadly when it rams enemy vessels at maximum
thrust. In combat, Brutes manoeuvre to try to reach a position
where they can charge an enemy ship and burst it apart with a
single impact. The Brute is so heavily built that it can badly
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS damage even a capital ship.
Escort/1 25cm 90° 1 6+ prow/4+ 1
Notes: The Brute ram ship is built for smashing into an enemy
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC vessel at top speed, hence it rolls 4 dice to damage an
Gunz Battery 30cm 2 Left/ Front/ Right opposing ship when it rams.

ORK TRANSPORT . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Points


TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS Long before Ghazghkull’s name became the bane of the entire
Imperium it is presently, he and the millions of Orks that followed
Escort/1 15cm 45° 1 6+ prow/4+ 1 him first evacuated from the dying planet of Urk using whatever
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC barely-spaceworthy craft they could bang together. Typically Orks
Gunz Battery 15cm 2 Left/ Front/ Right will not bring a spacecraft into battle until it has been properly
fitted with an appropriate amount of gunz, shooty gubbins, gunz,
Notes: Ork transports are never free, even in scenarios that call for transports at no set point cost. They may be armour, extra enginez and more gunz. However, in the Orks’
added to tiddla skwadrons with other Ork escorts in any mix desired, including in scenarios that do not call for the frenzied, headlong rush to be the first to land at the planet they
use of Ork transports. Like all Ork ships, it may make All Ahead Full special orders for free, moving +2D6cm when called Armour-geddem, they once again resorted to whatever
doing so. For no change in cost, Ork transports may be Armour 5+ all-around. spacecraft would get them there, regardless of its condition. To this
end they frequently relied on captured Imperial transports,
In a planetary assault scenario, each Ork transport that successfully lands on the surface will contribute 2 points for damaged escorts after only minimal repairs, and in some cases on
each turn it is on the target planet. It contributes nothing for being within 30cm. scarcely functional near-wrecks capable of little more than crash-
landing on the surface upon arrival.

“Ensign! Ensign! Why is that asteroid


shooting at us?

Captain Alamander encounters
Ork Roks for the first time

ARMADA INDOMITUS 39
CODEX: ORKS

Ghazghkull Mag Uruk Thraka . . . . . . . . . . 160 points


ORDO XENOS DOSSIER: Since Ghazghkull's rise to power, he has led endless campaigns
An Ork fleet 1,500 points or greater may be led by Ghazghkull
Ghazghkull Mag Uruk Thraka - 160 points of destruction. He has crushed Aeldari war hosts, banished
Thraka. He has 2 re-rolls and must always be placed on a
tides of Daemons, and smashed phalanxes of Necrons to so
space hulk or battleship, though it not necessarily be the most
much sparking scrap. Yet his greatest battles have always been
expensive vessel present.
fought against the Imperium of Man. Ghazghkull's unstoppable
brutality has left countless worlds blazing in his wake and Killy. Ghazgull’s ship automatically passes a leadership check
reduced the mighty Hive World of Armageddon, during the when attempting to ram.
Second and Third War for Armageddon, to a never-ending Mega-armoured Boarding Parties. Ghazghkull has a retinue
cauldron of bloody battle. of Goff “Bully Boyz” Nobz, each of which are among the
strongest and toughest Orks ever encountered. His ship adds +2
Yet Ghazghkull is not satisfied. The Ork gods Gork and Mork
in rolls for boarding actions or teleport attacks.
have greater plans for their prophet, plans they see fit to deliver
Proffit uv Da Waaagh! A huge mob of wierdboyz have
amid agonising visions of a galaxy ablaze with green fire. At
gathered to Ghazgull, convinced he is the personified voice of
their behest, Ghazghkull is gathering Da Great WAAAGH! of
Gork and Mork. They are willing to sacrifice themselves to tear
Gork and Mork themselves, to drown the galaxy in a war so
a hole in realspace to ensure their prophet can escape to fight
great that the Greenskin gods themselves will tear their way out
again. If his ship is reduced to 2Hp or less but not destroyed,
of the Warp to join the fight.
his ship automatically disengages in the next Ork turn, replaced
by a warp rift (rolled normally), affecting all ships (friend or
foe!) in contact.
Ultimate Warlord. Even seasoned warlords clamor to be
aboard his ship, sure he will be in the thick of the fiercest
fighting. After dragooning the best Orks to his side by
swapping leadership with another skwadron, he then adds +1
Leadership to his ship.
For beings not renowned for regarding either their past or
future, Ghazghkull scrutinizes both when making his war plans.
I iz more cunnin' than a grot an' more killy than a dread, da He is so confident in his leadership that he is unafraid to
boyz dat follow me can't be beat. On Pissenah we jumped da delegate major objectives, fleets and even entire theaters of war
marine-boyz an' our bosspoles was covered in da helmets we to subordinate warlords that share his vision of setting the
took from da dead 'uns. We burned dere port an' killed dere entire galaxy on fire in Da Great WAAAGH!
bosses an' left nothin' but ruins behind. I'm Warlord
Ghazghkull Mag Uruk Thraka an' I speak wiv da word of da Not since The Beast in M32 has a single Ork been such a threat
gods. We iz gonna stomp da 'ooniverse flat an' kill anyfing that to the entire Imperium. Ghazghkull has proven to be a master
fights back. We iz gonna do this coz' we're Orks an’ we was strategist, the greatest of his kind. He outmanoeuvres his
made ta fight an' win! enemies, steamrolling over their assaults and sidestepping their
- Ghazghkull Thraka carefully laid traps as if anticipating them in advance.
Ghazghkull has shown to be a masterful organiser whose
Ghazghkull Mag Uruk Thraka (known to most as Ghazghkull prepared assaults rival the meticulous battle plans of the Astra
Thraka) is an Ork warlord of the Goff klan and a mighty Militarum. He now leads the largest force of greenskins seen in
prophet of the WAAAGH!. He is the single most influential millennia. This Great WAAAGH! is poised not just to ravage a
Ork in the galaxy in the 41st Millennium, and billions of few planets or trample a star system or two; it is on a course to
Greenskins march to war in his name. conquer the entire galaxy!

ARMADA INDOMITUS 40
CODEX: ORKS

ORDO XENOS DOSSIER: continued until the formation of the Great Rift brought the Ark
BATTLEKROOZER VARIANT:
Nazdreg Ug Urdgrub - 80 points of Omen Unhallowed and its accompanying Balefleet, dooming ‘URD UNKI: 260 Points
the entire system.
Unlike most Ork battlekroozers encountered by the
Nazdreg Ug Urdgrub . . . . . . . . . .. . . . . . . . . . 80 points Imperium, almost nothing is known about the ship ‘Urd
An Ork fleet 750 points or greater may have Nazdreg as one of Unki. Even its name is uncertain, as records indicate a
its warlords. He has 2 re-rolls and must always be placed on a ship fitting its general description called itself
capital ship, though it not necessarily be the most expensive OrdzGargDaka. Its atypically reticent Kaptain has done
vessel present. little to give away his identity, but he has demonstrated
access to exceptional resources and skilled Meks, as the
Maniac Gunners. Nazdreg is the greatest member of the Bad
ship has exhibited widely varying characteristics each
Moons clan that ever lived. His ship may re-roll the dice for the
time it has been encountered. Some Imperial tacticians
firepower of its gunz when it fires.
speculate it may not be a single vessel but several
In many ways Nazdreg is a typical Bad Moon Warlord - rich, Mad Meks. The ship may re-roll the dice when repairing
Freebooter Kaptains acting in concert. Others have
ostentatious, over indulgent and overweight. However Nazdreg critical damage.
presented evidence of it being Nazdreg attempting to
is remarkable for one reason - he is easily one of the most Telly-Fragga. Nazdreg’s ship may replace one of its prow
master the former battleship Terra’s Defiance, but in
intelligent and cunning battlefield commanders to be found in weapons with a Telly-Fragga, an unstable but very powerful
truth little about it is known, except for the great danger
all of Orkdom. It is fortunate for the Imperium that Nazdreg is weapon which combines tellyporta and force field technology
it represents to Imperial shipping.
primarily concerned with wealth - for if he ever worked up the to cause extensive damage to enemy vessels. During the
energy to lead a Waaagh! he would prove to be every bit as shooting phase, roll a D6 against one vessel 30cm away or less Notes: The ‘Urd Unki must embark a Warboss. It may
formidable a foe as Ghazghkull Thraka. that has already lost shields due to any combination of effects upgrade its turrets from two to three for +10pts. If
(holofields work normally against this). On a 4+, the target ship equipped with torpedoes, it may be equipped with
Prior to the Third War for Armageddon, Nazdreg allied himself takes D6 hits (being braced works normally against this). If boarding torpedoes for +5pts (speed 30cm strength
with the dreaded Goff Warlord, Ghazghkull Thraka. The world instead the telly-fragga rolls a 1, Nazdreg’s ship takes D3 prow D6+2). It Due to its poorly distributed mass, ‘Urd Unki
of Piscina IV suffered a grievous strike from the two allied critical damage as the weapon catastrophically malfunctions, must be mounted on a large base and may not use Come
greenskins, despite assistance from the Dark Angels, though though it may be repaired normally. to New Heading special orders.
their alliance soon fractured due to their race's naturally
aggressive nature. Nazdreg continued to operate throughout the Special Rules: The ‘Urd Unki is 10Hp and follows all
war from his Space Hulk Ognazdreg Gargdurslagulk. Named standard rules for Hammer battlekroozers regarding
Scylla by Imperial tacticians, it was presumed destroyed during movement, turning, shields, turrets, and refits. However,
the war but only finally met its end during the Battle of Medusa before each game, roll a D6 to determine its weapon
V. As warp storms fissured into the Materium ever closer to the profile and special rules against the following table:
system, Nazdreg and as many of his forces as he could gather 1 - Hammer battlekroozer
evacuated the planet in the bulk transport Minnow. Using the 2-3 - Kroolboy battleship
surviving human crew to trick the Imperial battleship Terra’s 4-5 - Dethdeala battleship
Defiance into rendering aid, Nazdreg managed to succeed in 6 - Slamblasta battleship
boarding and overrunning the ship.
This does not affect the number of Gubbins and
While it is known that Orks are not capable of effectively upgrades a Warlord can upgrade this vessel with for the
maintaining the extraordinarily complex systems of an Imperial appropriate points if used as a Warlord’s personal ship.
battleship, it is believed he achieved some measure of success,
as reports indicate he and his forces were later found at the Unique Vessel. No fleet may ever contain more than
head of the War of Dakka allied with a number of Ork one example of a ship with ‘Urd Unki’s special rules,
Freebooterz against the T’au Farsight Enclaves, which unless a second, similar vessel is earned in a campaign
………………………………………………………….
through the Power of the Waaagh!

ARMADA INDOMITUS 41
CODEX: ORKS

ORK FREEBOOTERZ IN ARMADA INDOMITUS


A Freebooter (pl. Freebooterz) is a piratical Ork who exists on and more wealth for prestige among their kind. Freebooter 4. Weird Dakka: The vessel increases the strength of its
the fringe of Ork kultur. Freebooterz are Greenskin bandits and Orks rarely organise above the level of a single starship. turrets by +1.
sell-swords belonging to no specific tribe or clan but who will However, small fleets can form around a particularly 5. Even More Boostas!: The vessel adds +5cm to its speed
work with any tribe as well as stand against any other if the charismatic or successful Ork leader, known as a kaptin. To the as well as +1D6 when undergoing All Ahead Full special
price is right. Freebooter warbands are composed of an mind of an Ork Freebooter, two things are uppermost: battle orders.
amalgam of Ork mobs from several different warbands or Orks lust and greed. 6. Soopa Turny: The vessel can double the maximum rate
who have separated themselves from their former clan or tribe of its normal turn.
by choice or through exile. These roving bands are composed ORK FREEBOOTERZ SPECIAL RULES CAMPAIGNS
of renegades, bandits, pirates and other outcasts. Some of these
Ork Freebooterz are skilled raiders and can complete
Orks are fugitives, eccentrics and the remnants of shattered All rules that apply to Ork Clanz also apply to Freebooterz
objectives, but warbands seeking to fight enemies and steal loot
Greenskin tribes and clanz, so it is hardly surprising that many except as described below.
are not well suited for capturing and holding systems. By their
Freebooterz have very treacherous and unpleasant characters
CLAN UPGRADES very nature, even Freebooterz powerful enough to command a
indeed - even by Ork standards. Following the ravages of war
Ork Freebooterz typically have long ago abandoned or been Space Hulk will hide where they keep their loot and repair their
or some other disastrous disruption of their lives, some Orks
exiled from the clanz they originated from, and some may not ships rather than risk taking their pirate base into battle.
abandon what is left of their tribe and join one of these roving
bands. even remember a life outside their pirate warband. Freebooterz
A fleet list with at least three Freebooter Kaptains may have an
may not take any clan upgrades.
immobile Space Hulk as a hidden Pirate Base, which provides
Most Freebooter mobz hire themselves out as mercenaries, or
GUBBINS the same number of Repair Points as a Hive World. This may
else they can be persuaded to join in a battle with promises of
Freebooterz are by their very nature resourceful and greedy, be “discovered” by an enemy player following campaign rules.
loot. Some of these Orks prefer to remain anonymous, but most
have simply forgotten who they were. Forsaking their former and successful Kaptains will always seek out and keep the best
ALLIES, SUBJECTS AND MERCERNARIES
clanz's distinctive apparel, Freebooterz wear styles of dress loot, gubbins and salvage for themelves and their ships. As a
Ork Freebooterz are not above associating with other races on a
intended to emphasise their mercenary status, decorating result, Freebooter ships tend to gather an eclectic assortment of
temporary basis in order to take on a valuable and well-
themselves in flamboyant clothing and piercings such as ear unusual upgrades.
defended objective. In almost all cases these are merely
and nose rings. Having long since abandoned any tribal or clan A Freebooter Kaptain will always be on the most expensive alliances of convenience, and they will as often as not turn on
loyalties, they have adopted highly personalised insignia in ship he leads, to avoid being one-upped by one of the cutthroats each other as soon as their goal is achieved and it’s time to
place of their former clan or tribal symbol. Often they will in his warband! In addition to the number of Gubbins a divide the spoils. It is however not unheard of for Ork
employ what the Imperium has named the "Jolly Ork" skull and Warlord Kaptain can purchase for its own ship based on its re- warbands to establish longer-term acquaintances with human
crossbones icon, a universal symbol of all Freebooterz. These rolls, for +25 points it may also roll a D6 for one refit from the pirates, Eldar reavers, and the like, with the infamous pirate
mercenary Orks are known to use this sigil to adorn their following table, which can be combined with existing Gubbins confederations of Costa Barbarus and the Quinrox Sound
banners, clothes and vehicles. The band is usually led by a as desired (re-roll if not applicable): during the Gothic War being only two of many examples.
hardened warboss who prefers the title "kaptin." These
individuals are the biggest, strongest and most cunning 1. Far Seein’ Scopes: The vessel adds +1 to its base A Freebooterz Kaptain with two or more rerolls may exchange
cutthroat Orks within these mercenary warbands. They dress leadership (max of Ld9). one of their required ‘Tiddla skwadrons for a single squadron
even more flamboyantly than their fellow Ork Freebooterz, 2. Targeta Fing: The vessel counts all targets as closing of up to six Imperial, Chaos, Eldar, Dark Eldar, or Rogue
often sporting large tricorne hats and thick greatcoats that can when using the gunnery table within 30cm and ignores Trader (including Minor Xenos) escorts, in any mix desired.
conceal numerous weapons. right-shift modifiers for shooting greater than 30cm. The escort squadron does not benefit from Eldar leadership
3. Even More Power Fields!: The vessel increases the attributes unless it is made up of exclusively Eldar and/or Dark
Ork Freebooterz want more of everything: more weapons to strength of its shields by +1. Eldar escorts, and it does not benefit from any of the Warboss’s
grow stronger, more salvage to build ships and war machines, re-rolls.

ARMADA INDOMITUS 42
CODEX: ORKS

DA WURLDBREAKA BATTLEKROOZER . . . . . . . . . . . . . . . . . 255 Points


Nobody is entirely sure where Da Wurldbreaka came from, nor
how old the vessel is. It is an ancient vessel, the product of
successive Freebooter Kaptains deciding that more gunz was more
important than better Armour because their likely opponent as
often as not would be other Orks! Orks themselves talk of it as a
vessel that has grown like the legend that surrounds it, commanded
by dozens of would-be Warlords over the years, taken as the spoils
of war and rebuilt bigger and deadlier than ever each time. The
oldest of tales, told by the oldest of the ship’s Mekboyz, tell that it
has existed for thousands of years and has fought in the biggest of
wars, ravaging worlds across the galaxy. Whether or not this is
true, the Meks enjoy telling the story and their audiences enjoy
hearing it, so it continues to be told.
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS
6+ front/ 5+ sides/ Now owned by Morgaash Kulgraz, Da Wurldbreaka has grown in
Battleship/12 20cm 45° 3 3 size again with even more bizarre and improvised weaponry,
4+ rear
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC optimized for brutal, close-ranged combat. Weirdboy Towers high
above the upper decks make the entire vessel flicker and crackle
Prow heavy gunz battery 15cm 6 Front with unconstrained power. Scores of Mekboyz labour eagerly all
Prow lances 45cm 2 Front across the vessel, even in the midst of a battle, rebuilding and
Fighta-Bommerz: 25cm replacing systems with their own inventions with a manic fervour
Dorsal launch bays D3 N/A that seems almost religious, granting the ship a capacity for
Assault Boats: 30cm
Dorsal Pulsa Rokkitz 30cm 1 (Special) All Around destruction that seems limitless because its weapons grow and
change with every conflict.
Dorsal Lance 15cm 1 Left/Front/Right
Port gunz battery 30cm D6+6 Port
Starboard gunz battery 30cm D6+6 Starboard
Port heavy gunz battery 15cm 6 Port
Starboard heavy gunz battery 15cm 6 Starboard
Editor’s note: the book Rogue Trader (2009) has an illustration of Slamblasta as Da Wurldbreaka. The above image is
used in its place as being more representative of this ship’s profile.

Notes: Da Wurldbreaka may be equipped with torpedo bommerzs for +30pts. It is equipped with the following upgrades as part of its point cost, which does not affect
the number of Gubbins a Warlord can upgrade this vessel with for the appropriate points if used as a Warlord’s personal ship.
Dorsal Pulsa Rokkitz Battery. These bizarre rockets generate concussive shockwaves that disrupt enemy vessels. Roll 1D6 to hit a ship or ordnance wave on 4+,
placing a blast marker and/or removing an ordnance wave if successful. It fires during the ordnance phase and requires a successful Reload Ordnance roll to use again.
Da Face of Gork. A huge Ork-like visage dominates the ship’s prow. The immense maw of the face is hinged and can be opened as the ship approaches a victim,
only to close down over it. This functions as Klaws in all respects.
Weirdboy Tower. The upper decks swell with the towers and cells of enslaved Weirdboyz, who strain and thrash in the proximity of more than a quarter of a million
greenskins eager for bloodshed and plunder. This functions as a 15cm dorsal lance as shown in Da Wurldbreaka’s profile.
Unique Vessel. No fleet may ever contain more than one example of a ship with Da Wurldbreaka’s profile. It must be mounted on a large base and cannot use Come
To New Heading special orders.

ARMADA INDOMITUS 43
CODEX: ORKS

DA BLACKTOOF KILL KROOZER . . . . . . . . . . . . . . . . . . . 225 Points


Unlike many Freebooterz that have gained their vessels by guile
and subterfuge, which for Orks typically means killing the
previous Kaptain, it is widely believed the history of Badrukk and
his Kill Kroozer Da Blacktoof have been closely linked for many
decades. Fighting alongside the fleet of Warlord Garaghak,
Badrukk blunted a tendril of the Tyranid Hive Fleet Kraken with a
daring raid on the Norn Queen at its heart. During the War of
Dakka, his warriors Bout-shot a Tau Hunter Cadre, and some even
claim that the ship and its Kaptain have personally slain a void-
whale.
Badrukk, his ship, and his Flash Gitz are armed and equipped to an
incredible degree with plenty of exotic weaponry, due not only to
TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS their great wealth but also because of the many gifts presented to
them by grateful (or fearful) Warlords. Badrukk's Flash Gitz have
Cruiser/10 20cm 45° 2 6+ front/ 5+ 3
become so successful that they have accumulated vast wealth, and
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC there are rumours that they have left great chests of teef buried on
Prow heavy gunz battery 15cm 6 Front wasted worlds and barren asteroids. Much of this wealth can be
attributed to Badrukk's exceptional cunning, which he has used to
Prow gunz battery 45cm D6+6 Front
double-cross or intimidate many of his employers out of their
Port gunz battery 30cm D6+2 Port rightful share of the loot.
Starboard gunz battery 30cm D6+2 Starboard After saving the Big Mek Badmek Mogrok on the Knight World of
Port heavy gunz battery 15cm 6 Port Alaric Prime, Da Blacktoof has taken on significant upgrades, and
Starboard heavy gunz battery 15cm 6 Starboard the ship has proven to be a considerably more powerful opponent
than is typical for warships of this class.
Notes: Da Blacktoof has the following upgrades as part of its point cost, which does not affect the number of
Gubbins a Warlord can upgrade this vessel with for the appropriate points if used as a Warlord’s personal ship.
Tellyporta. Big Mek Badmek Mogrok modified the tellyportas to increase their range. Hit-and-run teleport attacks
can be made to 30cm.
Dakka Central. The Mekboys have been able to rig all of the ships weapons through the Dakka Central. This allows
the Orks to still fire with enthusiasm while the ship is performing special manoeuvres and still hit. While on special
orders, the ships firepower is reduced by 25% (rounded up) rather than halved.
Unique Vessel. No fleet may ever contain more than one example of a ship with Da Blacktoof’s profile.

"OI! Lissen ta me wen I'z talkin' to ya! We'z gonna go on 'dere ship, we'z gonna smash it up an'
kill anyfing dat gets in our way, an' den we'z gonna get back on da boat an' go home. Dat'll show
'em. Do you lot of 'umie runts unnastand dat? Good. Now, wiv me: WAAAGH!"
— Kaptin Gorgal 'Edkicka

ARMADA INDOMITUS 44
CODEX: ORKS

\\\
teef, Badrukk is an excellent strategist and will act as an
XENOS DOSSIER: advisor for any Warlord who can afford his fees. Since his
Badrukk - 60 points exile, the Kaptin’s attacks have become especially daring and
spectacular in recent years, making use of tellyporta strikes to
drop his Flash Gitz precisely where they need to be. He has
gained a significant technological boost after saving the Big
Mek Badmek Mogrok from Alaric Prime. Badrukk and his
boyz have a reputation as fearsome fighters and often get hired
for the most lucrative and difficult jobs.
Badrukk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 points
An Ork fleet of any size may have Badrukk as one of its
warlords. He has 2 re-rolls and may purchase one more for
+40 points. He must always be placed on Da Blacktoof. None
of the ships in his skwadrons may have a higher points value
than his own ship.
Freebooter. Formerly of the Bad Moons, Badrukk has no
allegiance to any one clan. His ship cannot take any clan-
specific upgrades.
Mega-armoured Boarding Parties. He has a retinue of the
best flash-git Nobz that teef can buy. His ship adds +1 in rolls
for boarding actions or teleport attacks.
Maniac Gunners. The ship may re-roll the dice for the
firepower of its gunz when it fires.
Loudhailer and Big Stick. Once per battle, Badrukk may
automatically pass a command check or leadership test without
rolling any dice.

Kaptin Badrukk is the greatest Ork Freebooter of his age, a


monstrous, roaring Greenskin privateer bedecked in barbarous
finery. Badrukk's Flash Gitz carry enough firepower into battle
to level a well-defended hab-block, and the Kaptin totes the
most fearsome firearm of the lot. Badrukk and his villainous
crew are legends among their own cutthroat Ork subculture,
thundering through space in their oversized Kill Kroozer Da
Blacktoof, and they have fought at the side of every major
warboss worth following in recent history. Wherever the
Kaptin and his Boyz make planetfall, misery and destruction
are sure to follow, for Badrukk's Flash Gitz are superlative
reavers who live to commit murder and cause mayhem, stealing
everything they can get their claws on.
Chased out of the Bad Moons clan for having too many
……………………………

ARMADA INDOMITUS 45
CODEX: ORKS

XENOS DOSSIER:
is plotting the downfall of Snaga Morbad, whom he sees as the
Morgaash Kulgraz - 60 points main opposition to his ultimate goal, power over the Ork world
of Tusk and its vast resources.
Morgaash is known to be a towering monster of an Ork, larger
than most and physically imposing enough to back up his
claims. Few accurate records exist of Morgaash himself from
the Imperial vessels he has assaulted—by the time Morgaash
himself boards, the battle is normally won and all hope of
escape lost. However, occasional survivors' reports claim that
the Warlord is some three and a half metres tall and may weigh
as much as half a tonne. Worse, Morgaash is a bold and daring
leader, particularly during ship-to-ship combat, and more than a
few enemies have underestimated what the Orks are capable of
under his leadership. He is highly skilled in warfare and deadly
close combat. He is known to be a masterful pilot and navigator
and is able to speak Low Gothic in addition to the Ork
Language. There is considerable concern should Morgaash
somehow manage to unite the various warring Ork factions of
‘Undred-‘Undred Teef under his banner.
Morgaash Kulgraz . . . . . . . . . . . . . . . . . . . . . . . . . . 60 points
An Ork fleet of any size may have Morgaash as one of its
warlords. He has 2 re-rolls and may purchase one more for
+40 points. He must always be placed on Da Wurldbreaka.
None of the ships in his skwadrons may have a higher points
value than his own ship.
Freebooter. Morgaash has cut all ties to his former clan so
long ago, he doesn’t remember what it was. His ship cannot
take any clan-specific upgrades.
Kaptin Morgaash is one of the most powerful Ork Freebooter Mega-armoured Boarding Parties. Morgaash’s ship adds +1
Warlords of the Calixis Sector and Koronus Expanse. He in rolls for boarding actions or teleport attacks.
refers to himself as the biggest and baddest Warlord of Maniac Gunners. Morgaash’s ship may re-roll the dice for the
‘Undred-‘Undred Teef, but Orks are far from being united firepower of its gunz when it fires.
under him, as he has several strong rivals. Demonstrating fierce Bigger Hammers. Morgaash has aboard his ship some of the
ambition and ruthless cunning of a kind seen only in very few most skilled Meks in ‘Uhnded-‘Undred Teef, many of whom
Orks across the galaxy, Morgaash has slain and subjugated care more for Da Wurldbreaka than their warboss. In each end
every Ork in his path, growing increasingly massive as other phase, Morgaash’s ship may automatically repair 1 repairable
Freebooter Kaptins challenge him. The last two decades of critical damage.
M41 have been particularly prosperous, with Morgaash ripping
Uzrek Mag Nazdakka limb from limb in brutal unarmed
combat and claiming Uzrek’s old ship, Da Wurldbreaka as his
prize. Morgaash spends most of his time on the ship, where he
……………….

ARMADA INDOMITUS 46
CODEX: ORKS

ORK PLANETARY AND LOW ORBIT DEFENCES


In a campaign with Orks playing the defender, the Orks have access to all the same planetary defences as other fleets, as described on pages 140-146 of the rulebook, except modified as
described below. Orks do not have an equivalent to a Blackstone Fortress or Ramilies Star Fort. However, a Space Hulk may be used, following all normal rules for Space Hulks except they
may not move or turn during the course of the game, and it must be placed following normal rules for planetary defences. 1Hp defences described on p.141 of the rulebook may be represented
as captured Imperial defences or small asteroids with weapons mounted on them, etc. A Space Hulk being used as a pirate base as the defender counts as a Forge World for defences and make
take orbital defences normally as described here. Planetary defences may only attempt Brace For Impact or Reload Ordnance special orders against a nominal Leadership of 7.
In addition to Ork Roks used as defences, an Ork Rok that successfully lands during a planetary assault may function as a missile silo for the attacker, though it still counts as destroyed.

MEGA ORBITAL ROK . . . . . . . . . . . . . . . . . . . . . . . . . 150 Points


TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS
Notes: In lieu of a Space Station as listed in the rulebook, an Ork
Defence/12 0cm 0° 1 5+ 3 Mega-Rok may exchange its profile for the profile and cost listed
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC here to function in the same manner Space Stations do for other
Gunz Battery 45cm 2D6+6 All Around fleets. It may also use its normal profile and point cost, but it may
not move if used as planetary defences. Which profile it is using
Torpedoes Speed=30cm D6+6 All Around must be decided before the start of the game and cannot be
Fighta-Bommerz: 25cm changed during the game.
Launch bays D3+1 N/A
Assault Boats: 30cm

ORBITAL ROK . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Points


TYPE /HITS SPEED TURNS SHIELDS ARMOUR TURRETS Notes: In lieu of an Orbital Dock as listed in the rulebook, an Ork
Defence/8 0cm 0° 1 5+ 2 Rok may exchange its profile for the profile and cost listed here to
function in the same manner Orbital Docks do for other fleets. It
ARMANENT RANGE FIREPOWER/STRENGTH FIRE ARC may also use its normal profile and point cost, but it may not move
Gunz battery 45cm D6+6 All Round if used as planetary defences. Which profile it is using must be
Fighta-Bommerz: 25cm decided before the start of the game and cannot be changed during
Launch bays D3+1 N/A the game.
Assault Boats: 30cm

ARMADA INDOMITUS 47
CODEX: ORKS

CHOOZIN’ YER FLEET – DA ORK CLANZ FLEET LIST


This fleet list represents an Ork fleet in the later stages of a major Ork Waaagh! to which warbands from other Clanz along with pirate Freebooterz of every stripe have come along to pile in
on a good scrap! It may be used for planetary assaults and fleet actions instead of the Armageddon Fleet List on the following page or the Ork pirate fleet list of the Battlefleet Gothic rulebook.
WARLORD BIG SHIP SKWADRON USING SKWADRONS
1-2 Kroozers, chosen from the following list:
There is no restriction for what kinds or how many of what
Ork fleets always include one Warlord for every 500 points, or Da Blacktoof (only one) . . . . . . . . . . . . . . . . . . . . 225 points
type of skwadrons are in the fleet as long as no Warlord may
part, that the fleet is worth – no more, no less. Ork Terror Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 points
have more than one ‘Uge Ship, which counts as a skwadron by
Ork Warlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Free Ork Kill Kroozer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 points
itself. Each skwadron must be fielded with the number of ships
A Warlord adds +2 to one boarding dice roll per game. A Ork Lite Kroozer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 points
. chosen for it in this list; you can’t split up skwadrons or add
Warlord has one re-roll, and may purchase one or two more for TIDDLA SKWADRON more ships to them. However, no more than one battleship may
the points cost shown below. 3-10 Escorts, chosen from the following list in any mix desired: be taken in the fleet for every two kroozers, and a Space Hulk
One extra re-roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 points Ork Ravager Attack Ship . . . . . . . . . . . . . . . . . . . . 40 points may only be taken by a fleet of no less than 1500 points. This,
Two extra re-rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 points Ork Onslaught Attack Ship . . . . . . . . . . . . . . . . . . . 35 points however, applies to the fleet as a whole, not to individual
A Warlord may choose for his own ship or escort skwadron one Ork Savage Gunship . . . . . . . . . . . . . . . . . . . . . . . . 30 points skwadrons. While there must be at least one Warlord for every
upgrade from the Gubbins list for every re-roll he has at its Ork Grunt Assault Ship . . . . . . . . . . . . . . . . . . . . . 30 points 500 points in the fleet or portion thereof, not all Warlords are
listed cost. He must be embarked on the most expensive ship Ork Brute Ram Ship . . . . . . . . . . . . . . . . . . . . . . . . . 25 points created equal! The smallest fleet a single Warlord with only the
under his own command (as opposed to the whole fleet), even Ork Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 points one free re-roll may command is two tiddla skwadrons, each
….

if it is an escort - annotate which one it is. A Warlord’s re-rolls ROK SKWADRON with three escorts. The largest fleet a single Warlord with two
only count for the skwadrons under his command and not for 1-4 Roks: extra re-rolls (for a total of three) can command is one ‘Uge
the whole fleet. Ork Mega Rok . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 points ship, two skwadrons of two kroozers each and three skwadrons
Ork Big Rok . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 points of up to ten escorts each. How many points each Warlord is put
SKWADRONS Ork Rok . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 points in charge of can be mixed and matched in any way desired. A
…….………. Warlord must have two kroozers in order to take a “Uge ship,
The Warlord must be in command of one tiddla skwadron of at SPACE HULK meaning the Warlord must have at least one extra re-roll to do
least three escorts and one other skwadron type for each re-roll An Ork fleet with at least three Warlords may include one so. A Warlord leading a Space Hulk may only lead it and no
he has. This means for every re-roll a Warlord has (including Space Hulk per 1,500 points. Fleets larger than 1,500 points other ships, but he is not required to take any extra re-rolls to
the first one for free), the Warlord must take one tiddla with only Space Hulk may then take a second one, etc. One of do so if it is not desired.
skwadron of up to three escorts, and any one other skwadron your Warlords must be embarked on each Space Hulk, which
type. He may also swap leadership with any one ship or escort by itself counts as all the skwadrons that Warlord can have In campaigns, nominate one Warlord to command the fleet.
squadron under his command. (including a tiddla skwadron), regardless of how many re-rolls This is essentially “you” and must be on the most expensive
the Warlord has. Space Hulks so led can take upgrades from ship in the fleet, even if it is a Space Hulk. The fleet
BATTLEKROOZER OR BATTLESHIP SKWADRON commander still starts with one re-roll and may purchase up to
With the exception of Hammer Battlekroozers, no more than the list of Gubbins for double the listed cost. Upgrades that
increase its boarding value or speed may not be taken. one more at the start of the campaign, earning more (along with
one example of each of the named Ork ships listed below may more skwadrons) over the course of the campaign. This means
be added to the fleet. Ork Space Hulk . . . . . . . . . . . . . . . . . . . . . . . . . . . 600 points
……………. the fleet commander personally starts with no more than one
1 Battlekroozer, chosen from the following list:
Kill Wrecka ‘Uge Ship . . . . . . . . . . . . . . . . . 435 Points
ORK ORDNANCE tiddla squadron of up to ten escorts and one other skwadron (or
Ork attack craft carriers use fighta-bommas and assault boats. two each if a second re-roll is purchased at the start of the
Gorbag’s Revenge Ork Battleship . . . . . . . 310 points campaign), which may be taken in any manner desired. Fleet
Slamblasta Ork Battleship . . . . . . . . . . . . . 295 points They may take torpedo bommas for +10 points per launch bay,
counting maximum number of launch bays a ship has. Ork commander re-rolls can only be used by his or her own
Dethdeala Ork Battleship . . . . . . . . . . . . . . 275 points skwadrons. The fleet commander cannot earn more re-rolls
Kroolboy Ork Battleship . . . . . . . . . . . . . . . . . . . . 270 points capital ships that use torpedoes may use boarding torpedoes for
+5 points. Ork ships with launch bays may exchange all their than would be allowed by p.153 of the Rulebook, even if a
Da Wurldbreaka Battlekroozer . . . . . . . . . . . . . 255 points second re-roll was purchased at the start of the campaign,
Hammer Class Battlekroozer . . . . . . . . . . . . . . . . . . . . . Varies attack craft for mines for +5 points per launch bay, based on
test
the maximum number of launch bays a ship has. though that re-roll becomes “free” for points.

ARMADA INDOMITUS 48
CODEX: ORKS

THIRD ARMAGEDDON WAR, ORK WAAAGH! FLEET LIST


This fleet list represents an Ork fleet either conducting, or preparing for, an Ork Waaagh! and may be used instead of the Ork pirate fleet list in the Battlefleet Gothic rulebook. It is
particularly appropriate for using with Ork fleets which are fighting battle scenarios, planetary assaults, and fleet actions, such as those conducted throughout the Third Armageddon War.
WARLORD You may include up to one Ork Space Hulk in your fleet per ORK ROKS
1,500 points. You can include any number of Ork Roks in your fleet. Ork
Up to 1 Warlord per 500 pts
Ork Space Hulk . . . . . . . . . . . . . . . . . . . . . . . . . . . 600 points Roks may also be purchased with points for planetary defences,
You may include 1 or more Warlord in your fleet, each of …………….
in scenarios where these are used. Ork Roks may be
whom must be assigned to a ship or squadron. If the fleet is BATTLESHIPS & BATTLEKROOZERS
squadroned with up to three other Roks (total squadron size of
worth 500 points or more, it must include at least 1 Warlord to During the Third Armageddon War, four particularly
four), but not with any other vessels.
lead it. monstrous Ork vessels earned the appellation ‘battleship’ even
Ork Mega Rok . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 points
if such distinct classes are unknown to the Orks themselves,
Ork Warlord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 points Ork Big Rok . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110 points
who refer to these four, and most similar vessels, as
Warlords get one re-roll. They can have up to two more re-rolls Ork Rok . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 points
battleroozers.
for the additional cost noted below. …….……….

For every two kroozers included in your fleet, you may pick one ORK ORDNANCE
One extra re-roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 points
Battlekroozer, chosen from the following list:
Two extra re-rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 points Ork attack craft carriers use fighta-bommas and assault boats.
*Kill Wrecka ‘Uge Ship . . . . . . . . . . . . . . . . . 435 Points
They may take torpedo bommas for +10 points per launch bay,
A vessel carrying a Warlord doubles its boarding value and *Gorbag’s Revenge Ork Battleship . . . . . . . 310 points
counting maximum number of launch bays a ship has. Ork
may include up to one of the upgrades shown below, at the *Slamblasta Ork Battleship . . . . . . . . . . . . . 295 points
capital ships that use torpedoes may use boarding torpedoes for
additional cost indicated. *Dethdeala Ork Battleship . . . . . . . . . . . . . . 275 points
+5 points. Ork ships with launch bays may exchange all their
Maniac Gunners . . . . . . . . . . . . . . . . . . . . . . . . . +35 points *Kroolboy Ork Battleship . . . . . . . . . . . . . . . . . . . . 270 points
attack craft for mines for +5 points per launch bay, based on
The ship may re-roll the dice for the firepower of its gunz when *Da Wurldbreaka Battlekroozer . . . . . . . . . . . . . 255 points
the maximum number of launch bays a ship has.
it fires. Hammer Class Battlekroozer . . . . . . . . . . . . . . . . . . . . . Varies
*These ships are unique, and no fleet may ever contain more USING THE WAAAGH! FLEET LIST
Mad Meks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . +25 points than one example of each of these ships. You may, however,
The ship may re-roll the dice for damage control. include as many of these different ships as the size of your fleet In campaigns, nominate one Warlord to command the fleet.
Extra Power Fields . . . . . . . . . . . . . . . . . . . . . . . +25 points permits. test This is essentially “you” and must be on the most expensive
The ship’s shield value is increased by +1. ship in the fleet, even if it is a Space Hulk. The fleet
KROOZERS
commander still starts with one re-roll and may purchase up to
Mega-armoured Boarding Parties . . . . . . . . . . . . +15 points Da Blacktoof is unique, and no fleet may ever contain more
one more at the start of the campaign, earning more over the
+1 modifier on boarding. than one example. You may include up to eight Kroozers,
course of the campaign. The fleet commander cannot earn more
chosen from the following list:
Looted Torpedoes . . . . . . . . . . . . . . . . . . . . . . . . +20 points re-rolls than would be allowed by p.153 of the Rulebook, even
Da Blacktoof . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225 points
The ship may re-roll the dice for the strength of torpedo salvoes if more re-rolls were purchased at the start of the campaign,
Ork Terror Ship . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185 points
when it fires. though purchased re-rolls as applicable become “free” for
Ork Kill Kroozer . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155 points
points.
An Ork fleet can include a maximum of one Warlord per 500 Ork Lite Kroozer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 points
.
points. So if the fleet is worth up to 500 points, it may have one ESCORTS As agreed by both players, either this fleet list or the Ork Clanz
Warlord. If it is worth 500-1,000 points, two Warlords may be 3-10 Escorts, chosen from the following list in any mix desired: fleet list may be used in a campaign. However, the rules cannot
included, etc. Ork Ravager Attack Ship . . . . . . . . . . . . . . . . . . . . 40 points be mixed and matched to suit either player. Either the Waaagh!
Ork Onslaught Attack Ship . . . . . . . . . . . . . . . . . . . 35 points fleet list is used in its entirety, or the Clanz fleet list is used.
SPACE HULKS
An Ork fleet can include a maximum of one space hulk per Ork Savage Gunship . . . . . . . . . . . . . . . . . . . . . . . . 30 points
1,500 points. So if the fleet is worth up to 1,500 points, it may Ork Grunt Assault Ship . . . . . . . . . . . . . . . . . . . . . 30 points
include one Space hulk. If it is worth more than 1,500 points Ork Brute Ram Ship . . . . . . . . . . . . . . . . . . . . . . . . . 25 points
with only one space hulk, then a second may be taken, etc. A Ork Transport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 points
….
Space Hulk must be assigned an Ork Warlord to command it.

ARMADA INDOMITUS 49
CODEX: ORKS

ORK REFIT TABLES


The ship’s engines are fitted with additional systems or improvements have been made to the power generators and energy relays. Roll a D6 on the following table:
D6 Engine Refit
ENGINE REFIT

1 Improved Engines. The Mekaniaks have improved the efficiency of the ship’s engines to an astonishing degree. The ship rolls an extra 2D6 when on All Ahead Full special orders.
A Bigger Red Button. The Mekaniaks have installed a switch next to the Red button. This channels a short burst of extra power to the engines. Once per game when you use the All Ahead Full special orders,
2 you may double the result of the dice roll to see how far you go. You must travel this FULL distance.
3 More Thrusters. Additional thrusters have been placed all over the ship, enabling the ship make an additional turn after travelling the minimum distance (i.e. 45o/90o).
4 Silent Running. The Mekaniaks on board have installed special relays (hammers) to shut down the engines quickly (knock-out the Gretchin). When rolling to disengage add +2 to the Leadership value.
Kustom Force Field. The Mekboys have managed to improve the shielding systems with a little tinkering. A ship with this refit may ignore the movement penalty for Blast Markers in contact with its base,
5 or it travels though (including gas clouds and other celestial phenomena).
6 Painted Red. While the ship was being repaired the Meks decided the engine rooms needed a new coat of paint. Due to the Ork belief red makes ships go faster, increase the ships speed by +5cm.

The structure of the ship is improved in some way or new equipment is installed. Roll a D6 on the following table:
D6 Ship Refit
Improved Tellyportas. Orks are the undisputed masters of Tellyporta Teknologee, and have been able to improve this ship’s Tellyporta to carry extra boyz. Add +1 to all hit-and-run attacks made by the
1
SHIP REFIT

Tellyporta.
2 Extra Armour Plating. The Mekboys have been to work welding extra metal plates all over the ship. This has had the effect of increasing the ship’s damage by 25%, but decreasing its speed by 5cm.
Fire Grots. Due to an efficient and terrifying (for the Grots) training regime, a group of Gretchin have been taught how to fight fires with maximum efficiency. Fires are extinguished on a 5 or 6 roll to repair
3 in the end phase, but normal damage is still repaired on a 6.
4 Extra Power Fields. If one is good two must be better, the Mekaniaks have added a shield to this ship.
5 Ram Spike. At the Kaptins order, the Mekaniaks have welded a huge ramming spike to the front of the ship. Due to the extra confidence this spike gives the Krew add +1 to leadership when rolling to ram.
Overloading the Shield Generators. Mekaniaks on board have put in switches, buttons, and lots of flashing lights, which somehow allow them to enhance the shield output. For each hit against the shield's
6 roll 1D6, on a 6 the increased shielding absorbs the hit and it is ignored, place no blast marker. On a 1 roll a further 1D6, on a 6 take a critical hit. As the power meant for the shields overloads another system.
The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness. Roll a D6 on the following table:
D6 Weapons Refit
WEAPONS REFIT

Weirdboy Tower. During the last battle, the power of the Waagh was too much for one of the boyz on board and he manifested strange powers. Always inventive, they have chained the new Weirdboy up
1 and are using him as a weapon. The Weirdboy is the equivalent of a Strength 1 Lance, with a range of 15cm.
Kans. The Kaptin ordered the Mekboyz to build Kans to aid in the loading of torpedoes and the readying of attack craft. The ship adds +1 to its leadership when attempting Reload Ordnance special orders
2 (re-roll this if the ship has no ordnance).
Dakka Central. The Mekboys have been able to rig all of the ships weapons through the Dakka Central. This allows the Orks to still fire with enthusiasm while the ship is performing special manoeuvres and
3 still hit. While on special orders, the ships firepower is reduced by 25% (rounded up) rather than halved.
Mad Bombers. The particularly foolhardy Ork pilots from this ship push their Fighta-bommas past the known limits of Ork Technology. Rather than rolling D3 for the number of hits against ships, these
4 Bombers may roll 1D6 (re-roll this if the ship has no fighta-bommerz).
Grot Targeters. The Mekaniaks have installed display screens which show the enemy ships as Grots. As Orks have practiced from a very early age how to hit Grots, all of the firing by weapons batteries now
5 benefits from a left column shift on the Gunnery Table (before any other modifiers for blast markers or range).
6 More Dakka. The Mekaniaks have been adding guns all over the ship, increase the Turrets value by 1.

Ork Refits must always be rolled for randomly in a campaign and add +10% to the point value of the ship. They may be taken in any combination with Gubbins or Clan upgrades unless they don’t
apply, such as ordnance upgrades for ships without ordnance, etc. Upgrades from these tables can’t be transferred to another vessel and are lost if the ship is destroyed.

ARMADA INDOMITUS 50
CODEX: ORKS

ORK CREW SKILLS TABLE POWER OF THE WAAAGH! TABLE


D6 Result 2D6 Result
Shooty Boyz. These boyz are always attempting to aim their Look wot I did Boss – changed yoor Kroozer! Over-eager Meks
weapons. When the Ship attempts Lock-on special orders you may changed your flagship into the one with the profile of ‘Urd Unki, even
1
roll 3D6 and discard the highest roll before comparing it to the if it was a battleship! Any refits are retained, and the Meks add a new
2
ship’s leadership. one (rolled randomly). However, your crew doesn’t know what to do
Bigger Hammers. Mekboys can get nearly anything working yet and loses 1 Ld for the next battle only. Keep this result even if your
again, when they believe they are employing the correct tools and fleet already includes the ‘Urd Unki.
2 this ship has just received a new supply of hammers. The Ork ship Pillagin’. You may add up to 1 kroozer or skwadron of up to 6 escorts
may always repair at least one critical hit per turn, excepting those to your roster for each system you control, following all requirements
that may not be repaired. Note: escorts must re-roll this result. 3 for ratio of Tiddla skwadrons to kroozers. Each unit you add forces you
Well Trained Grots. The Slavers responsible for Gretchin to reduce the grade of a systems as follows: Forge becomes Mining,
reloaders have trained them well. If the ship/squadron attempts to Civilised becomes Agri, all others become Uninhabited.
3
Reload Ordnance, you may roll 3D6 and discard the highest die. Lootin’. For each hulk you captured last scenario you may give one of
4
Note: Ships/Squadrons without ordnance must re-roll this result. your capital ships Looted Torpedoes or Extra Power Fields.
Asteroid Pilots. These particularly foolhardy Ork pilots believe Oddboyz. For each civilised system or hive world you control you may
they can pilot their ships anywhere, including asteroid fields. Using 5 give one of your kroozers any warlord upgrade except Looted
this skill, ships travelling through Asteroid fields on All Ahead Full Torpedoes or Extra Power Fields.
4
special orders, roll 3D6 and pick the two lowest. Escorts still get to Dis is my ship! A new warlord takes over one of the kroozers and
re-roll this as usual. If the test is failed while using this skill, the 6 swears allegiance to you. You may add a warlord to your registry, even
ship takes 1D6+1impact hits from Asteroids (ignoring shields). if you do not have the required points to field another one.
Loyal Krew. The Orks on board this ship look to the Take us wiv ya. A mob of boyz piles aboard one of your ships, which
5 ship’s/squadron’s Kaptin with unusual loyalty. Once per game you 7
receives a +1 boarding modifier.
may re-roll a failed Leadership or Command check.
We iz gonna protect ya. An entire Stormboy Korps decides to be your
Loudhailer and Big Stick. Due to the effectiveness of the Kaptin’s 8 bodyguards. Your flagship gains a +2 boarding modifier for the rest of
training methods, the Krew is able to work together with unrivalled the campaign.
6
efficiency. Once per battle the ship may automatically pass a
‘Ere we go, ‘ere we go, ‘ere we go! Thousands of extra boyz join the
Leadership test or Command check without rolling any dice.
9 fleet. Assign them to two vessels, which receive a +1 boarding
Ork Crew Skills are earned in the same manner as those for other fleets, by modifier for the rest of the campaign.
ships in a campaign that gain experience as described in the rulebook. The We iz da best! The boyz are filled with the spirit of the Waaagh! You
Power of the WAAAGH! table may be applied with an Appeal roll of 5+ on a 10 win any dice rolls which (after modifiers) are drawn during your next
D6, in the same manner “Other” appeals are applied to fleet lists in the campaign turn and battle.
rulebook. Upgrades from these tables are free, but those applied to ships can’t We iz gonna liv ’ere. One uninhabited system you own becomes an
be transferred to another vessel and are lost if the ship is destroyed. 11
agri-world.
Waaagh! The next time you are the attacker in a battle you may
nominate two systems to be attacked. The battle will be 1,500 to 2,000
12
points. If you win you can claim both systems. If your opponent wins,
they can claim one neutral system.

ARMADA INDOMITUS 51
CODEX: ORKS

The screaming of engines and shrieking of the wind around the fighta- battlewagons! And they were huge, bigger even than the Kult’s gunwagons ‘Eat dis!’ he yelled triumphantly, pushing with his thumb on the big red
bomma’scanopy was music to Krukfang’s ears. With a massive grin and Gutspar’s own bosswagon. Behind the massive Eldar tanks were button atop the control column.
splitting his face, he banked the aircraft over, enjoying the feeling of raw squadrons of other vehicles, smaller than those at the front, but each easily
power as the control stick juddered wildly in his grasp. Gazing out of the bigger than a buggy or trukk. Nothing happened.
scratched and cracked glass, his heart raced at the sight of the carnage being ‘Zoggin’ useless fing!’ cursed Krukfang, reaching behind his seat with one
wrought below. Burning fields and woods spread across the horizon, Krukfang realised he was now craning his neck to see and decided to level
hand to pull out a battered wrench. He tapped it gently two times on the
torched by the Orks as they had advanced across this fertile world in search up and check on the position of Gutspar and the rest of the boyz as they
ammo feed that ran between his legs, and then delivered a monumental
of battle. Warboss Gutspar’s plan had worked perfectly. As his Speed raced through the woods. They had no idea what was waiting for them, and
whack with the wrench. The cannons burst into fiery life, unleashing a hail
Kultists razed everything in their path, the Eldar had tried numerous he had no way of warning them either. The Ork pilot shook with guttural
of bullets towards the jetbikes. Krukfang waggled his plane left and right
counter-attacks, but without much success. Pushing the throttle to full speed, laughter as he imagined the look on Gutspar’s face when the blasts and
with the rudder pedals, the cannon shells cutting a visible zig-zag across the
Krukfang nosed the fighta down for a closer look. explosions started tearing his proud Speed Freeks apart.
grass before ripping across the front two jetbikes. The lead one lost a
Down amongst the trees, billowing clouds of oily smoke heralded the stabilising fin and veered off uncontrollably into the sky before stalling and
The Gutspar’s Speedas were closing in on the pointy-heads’ village – a
advance of the Kult. Diving once more, Krukfang could make out the plummeting down to crash nose-first into the ground. The second burst into
small gathering of towers and domes amongst a large swathe of forest
blocky shapes of the bikes and buggies as they hared at breakneck speed flames and pinwheeled forward, eventually ploughing into the thick trunk of
thatran the length of the mountain valley Krukfang was currently speeding
along the winding trails, each driver attempting to outdo the others in daring a tree and exploding in a gratifying fireball.
along. The woods were thin though, plenty of room for buggies and
battlewagons to race towards their target. The pointies were not making for skids and jumps. Behind them clanked the battlewagons, packed full of ‘Dat’s more like it!’ Krukfang laughed, remembering to release the trigger
good sport though, part of Krukfang’s speed-crazed mind lamented. A few cheering and shouting Orks, who clung on for life as their vehicle swerved before he used up all of his ammo. Groundfire began to spring up towards
boyz on big lizards, dashing in and out, not staying to fight properly. Still, around trees and bounced over holes and over leaf-strewn slopes. him, the flashes of lasers criss-crossing to his left and right as Eldar tried to
he concluded, a fight’s a fight, and if you’re gonna win, who cares? Gunwagons were mixed amongst them, their cannons occasionally blasting track his rapid progress towards them. He spotted a battery of guns in the
away on the move, uprooting trees and carving great craters into the soft courtyard of one of the buildings and rolled Deffblasta towards them, firing
The ground was hurtling up towards the pilot now, the deep green leaves of earth. Heart swelling with Orky pride, Krukfang banked around once again again. Shrapnel exploded from the wall into the pointy-ear gunners, a
the forest getting closer and closer. Krukfang didn’t care, he was the best to start his attack on the pointy-heads. handful of them flung away from the blast, their arms flailing. Krukfang
pilot in all of Gutspar’s Speedas and his fighta, Deffblaza, was the best too. pulled back out of his attack run and banked up into the skies to come
As he continued to pick up speed, the plane starting to shake violently all As he made another low pass over the village, two of the vehicles opened
fire. Strange looking guns pointed themselves skywards and unleashed what around for another go.
around him, the wings dipping him erratically from side to side in the
gusting wind, Krukfang dared himself to pull up as late as possible. His looked at first to be elongated black shells. However, as the wind caught the Fire from the gunwagons was now falling on the settlement. Shells and
plummeting descent continued, the Ork’s grin turned into a chuckle, and projectiles, they opened up, gradually unfurling into a web of fine wire, missiles exploded in the streets and hurled fragments of pale stone from the
then a guffaw and then a screeching laugh as the sheer exhilaration of the which expanded and expanded until it was just a shimmering mist drifting elegant architecture. Bright green and orange bolts from the zap guns began
diving attack throbbed through his veins. Now, he thought, but left it down into the trees. Bikers and buggy drivers tried to wrench their machines to spit forth from the approaching kult, scoring livid scars across the white
another few heartbeats before pulling back sharply on the stick, wrenching out of the descending cloud, many were too late, their crews diced by the and green tanks of the Eldar. Krukfang watched another grot bomb as its
the aircraft out of its near-suicidal plunge. The whole of Deffblaza was deadly monofilament mesh. pilot steered it around the shallow curve of a tree-lined boulevard before
fighting against him and his laughs turned to a maddened roar as the descent crashing it into the rear of one of the Eldar tanks, causing it to explode
levelled, his wingtips stripping leaves from the topmost branches of the Then with a dazzling blast of light the foremost of the giant Eldar tanks
outwards. Its curved turret flew into the air and its passengers came tottering
trees and the afterburners setting a trail of fire in his wake. fired, a huge bolt of energy screamed into the woods and a moment later
out of the wreckage, dazed and shocked. They were a perfect target.
Krukfang saw the flaming remnants of a guntrukk being hurled through the
‘Waaaaaaaarrrrrrgh!’ Krukfang screamed, barely hearing his own voice branches, setting small fires in its burning wake. In reply, half a dozen grot Checking how much ammo he had left, Krukfang reckoned he had enough
abovethe rattling, clanking and roaring of Deffblasta around him. bomb launchers screeched to a halt just inside the treeline. An erratic salvo bullets for one last attack run before he’d have to head back to the dirt
followed, the piloted missiles hurled into the air on smoking trails, their airstrip the grots had cleared for him a couple of days ago. Today had been a
As he flew over the treetops, Krukfang realised something was different. He diminutive pilots wrestling with the controls as they veered and spiralled good day; plenty of firing, plenty of speed. Angling Deffblasta towards the
had made a couple of sorties over the pointy-head’s settlement before,to down towards the pointy-heads. One of the grot bombs exploded in mid-air, wreckage of the Eldar transport, a sudden thought occurred to the Ork pilot.
soften them up, and something didn’t seem right. Pulling Deffblasta up a showering debris down onto the village, Another impacted without Where had all the pointy ears come from? They couldn’t have hidden those
few hundred feet for a better view, he banked to his right to circle the exploding, ricocheting and skidding along the ground until it slewed to a massive battlewagons in the settlement. As he pondered this, a movement in
village before starting his attack run. Peering through the canopy, his elation mangled halt at the base of one of the Eldar buildings. Theothers detonated the periphery of his vision caught his attention. Glancing to his right he saw
momentarily quieted, he noticed several large shapes within the wide across the line of Eldar super-heavy tanks, punching through armour and a dark shape emerge from the clouds just above and behind him. It came in
clearing around the Eldar community. They were big, even from high above sending pieces of shattered hull spinning through the air. fast. Really fast, thought Krukfang, ‘I wish I had one of dem.’ Krukfang
Krukfang could make out their long-barrelled cannons, pointed out into the barely had time to register the blue bolts of energy that were now zipping
woods in the direction of Gutspar’s approaching force. Once more, Krukfang pushed the control stick forward and steered just behind him, he tried to evade, but the next salvo caught the engines
Deffblasta down into a strafing run. The words of Gobstikk came back to square on. Fire engulfed Deffblasta and the ammo exploded around him.
For a while Krukfang was confused. How had the pointies built three him, from when the Mekaniak had been teaching the young Krukfang how
bunkers since his last attack yesterday? He was soon answered when one of to fly. Long, uncontrolled bursts, the clever Mek had taught him. Peering Ignoring the burns across his body, Krukfang watched the Eldar fighter
the supposed bunkers rose up off the ground and began to glide forwards, its through the crosshairs painted onto the front of his canopy, Krukfang lined zoom past. Krukfang had a moment of realisation. ‘Dere’s always someone
turret swivelling effortlessly to track its as yet unseen target. Realisation up on a row of jetbikes sweeping towards the left flank of Gutspar’s attack. fasta dan yoo,’ he told himself just before Deffblasta exploded into the
struck Krukfang like a slugga shell between the eyes. They were ground and hurled his corpse through the shattered canopy.

ARMADA INDOMITUS 52

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