The Island of Doctor Morork

Doctor Morork was undoubtedly one of the finest medi-Mekanical minds that the Greenskins worlds had known in some time. His revolutionary views regarding the untapped potential of the lowly Grot, however, had led to mockery, ridicule, and harassment. Hounded for his scientific beliefs, Dr. Morork and a select group of Mek minions sought refuge in the very fringes of the Goatronium Expansions. There they established a secret laboratory deep within a semi-active volcano on a distant jungle island, living among a local tribe of indigenous Feral Grots and continuing their various unorthodox experiments.

Usually orthodoxy is not such a big thing among Orks. However, putting forward the heretical notion that Grots should be treated as equals—and, indeed, could be the backbone of an elite fighting force—was too much for the Warbosses-that-be. There had been tales of Grot rebellions before, although no one dared speak of them openly. An Orkish Inquisitor was thus dispatched at the head of an Ork Army to put an end to the scientific heresies of Dr. Morork, and snuff out all traces of an incipient Grotshevik Revolution.

Terrain: Jungle island! Feral Grot village with idol! Secret Volcano laboratory! What more do you want?

Forces: 2,500 points each. This includes Dr. Morork’s mysterious secret weapon, controlled from deep within his hidden laboratory.

Special Scenario Rules: Grot and Feral Grrot rules here. Also, the jungle is dangerous! When dicing to move through difficult terrain, if any die shows a “1” consult the following table. Units rolling an extra die (for example, because of the Move Through Cover Special rule) may choose to reroll once on the table.

Result

Event

Effect

 2

Idol of Chorkk – Powerful mojo continues to flow from this dusty idol of a dead (?) god. Unit may re-roll failed saves in one Shooting or Assault phase.

3

Malodorous Mushrooms – Don’t eat those! Unit suffers D3 Wounds (as Power Weapons).

 4

Dead Adventurer’s Apparel – A sweet hat and a cool whip. This stuff probably belongs in a museum. For the rest of the game, when the unit would normally have to roll on this table, the unit may choose not to roll.

 5

Razor-tailed spike-skinned Terrorbeast – This savage predator uses hit-and-run tactics and kills for pleasure. Unit takes D6 hits(S6, Rending).

 6

Stranglevine – Thorny, poisonous and largely misunderstood, this plant just wants a hug.  Unit must immediately make a  Pinning Test.

7

Pygmy Headhunters – These tiny, jabbering tribals strike from the shadows with poisoned darts. Unit suffers D6+2 ranged Poison attacks (BS 4, SX, AP -).

 8

 Murder of Tikbalangs – A flock of hungry, ill-tempered scavengers descends in a mass of flapping wings and flashing talons – Run! Unit takes D6 hits (S3). Then roll a scatter die. The unit moves D3” in the indicated direction ( If the die shows ‘Hit’, the unit does not move).

 9

 A Thicket of Tangleshoot – This stuff catches on everything.  The unit’s Difficult Terrain result is halved (min. 1”), and it may not Run in the next Shooting Phase.

 10

 Wild Face-Eating Squig – Prized as pets among da Boyz, these ravenous brutes will eat the face right off your skull!  Unit takes 1 hit (S8, AP 5). If no wound is inflicted (or if the wound is saved) the unit leader gains 1 Attack Squig.

 11

A Rusty Old Bomb – Where did this come from? And why is there a family of squigs nesting beneath it? Roll 1D6.1-4: Opponent places a blast template over the unit (no scatter) and inflicts S4 AP 6 hits as normal.5+: Unit receives 1 Bomb Squig.

 12

Hunter’s Trail – Overgrown and littered with bones. Still easier than hacking through the underbrush.

Unit may move an additional D3+1” this turn.
Advertisements

Defeat at Orkandy

Despite their extensive planning, Allied Greenskin forces were comprehensively defeated at the Battle or Orkandy–leaving the continent to endure much longer under the yoke of Imperial tyranny. Ah well, as my aged Aunt Brainkleeva used to say, “someztimez youz chop ’em, and someztimez dey chop youz.”

In memory of all the Greenskins who perished on the sands of Swaaarghrd Beach, we present the following pictoral tribute (photos all courtesy of Jason, who documented the game when not slaughtering Orks).

The Allies made careful plans, ordering low, fast Spitfungus reconnaissance aircraft to take detailed photos of key objectives…

One key objective was the gun battery at Squigville, which overlooked Swaaarghrd Beach.

The landings would face beach obstacles, a high seawall, bunkers, tank traps, trenches, barbed wire, and minefields—as well as the remarkably numerous 716th Imperial Guard.

The woods and fields of the Orkandy countryside looked deceptively quiet.

The allies hoped to capture the coastal town of Orkeham.

Although the approaches to the town (Sector Mork) were held by formidable fortifications.

The initial night-time landings by the 6th Orkborne Division went well. Heavy AA fire would mean that one unit of Stormboyz were dropped far from their intended DZ, but in the best Orkborne tradition they marched towards the sound of the dakka and arrived only a little late.

The Stormboyz and Glida Nobz assaulted the defences, destroying the guns, the bastion, and the squishy pink hummies inside. Warboss Sean and his paraNobz took point-blank fire from three Imperial Autocannon and an infantry squad without casualty, thanks to the effective work of their Painboy. Unfortunately the Stormboyz accidentally detonated a crate of ammunition while destroying the gun, suffering heavy casualties in the resulting explosion.

And as dawn rose, the 6th Orkborne were pressing on to capture the strategic Wyvern Bridge. If they could hold it, they might block any counterattack by the 21st Space marines from reaching the invasion beaches.

The initial Firestorm destroyed both the central bunker, and a house in Fungus-sur-Mer containing an Imperial commander (who escaped the barrage). Unfortunately, the landings did not go as planned: two-thirds of the first wave was sunk at sea by Imperial Guard heavy weapons fire, leaving only a limited number of Boyz to storm the beaches.

Being Boyz, however, they Waaagh-ed forward regardless, plunging headlong into the withering fire of massed Imperial Guard troops.

The second wave arrived, but more than half of its boats would be sunk too—including all the Greenskin heavy armour.

Mobz of Kommandoz and Tankbustas did make it ashore, and ran forward up the beach.

Some of the Boyz even made it up and over the wall. Bunkers were ripped apart, and those unfortunately Impies who remained in the trenches were slaughtered.

The 6th Orkborne, having captured Wyvern Bridge, waited for the inevitable counter-attacks.

They weren’t long in coming. First Imperial Guard and then Space Marine reinforcements moved against them.

The 6th Orkborne fought valiantly, but would eventually be overcome.

At Orkeham the Imperial Guard counterattacked too, trying to push the Orks back into the sea.

The Ork leadership fought to the bitter end. Here Warboss Vince and a small group of MegaNobz prepare to rip a hole in the seawall. There aren’t many surviving Orks to exit the beach, but dammit it was one of the objectives and they’re damn well going to do it.

To the East, Mad Doc Daryl would lead his rapidly dwindling group of Boyz on a destructive rampage, until finally brought down by a closing ring of Imperial steel. Warboss Rex, who never made it ashore, would wish he taken swimming lessons (or that KFF generators floated).

Operation Overwaaagh: The Landings at Orkandy

After weeks of planning, the Supreme Headquarters of the Greenskin Expeditionary Force has given the go-ahead for Operation Overwaaagh, commencing with the allied amphibious landings at Orkandy.

 

Warboss Vince was assigned the landing at Swaaarghrd Beach, with forces from the 3th Orkantry Division and the 6th Orkborne.  The area is defended by the 716th Imperial Guard, a relatively low- quality unit. These forces are well fortified, however, including three large bunkers above the beach, plus trenches, minefields, obstacles, and barbed wire. In addition, there is a battery of fortified heavy guns at Squigville (protected from bombardment by a powerful void shield) that would be able to target the main landing beaches.

Imperial reinforcements are expected from the 716th Imperial Guard (generally arriving to the north and northeast) and the formidable 21st Space Marines (generally arriving to the north and northwest). The latter in particular could pose a serious threat to Allied forces.

Greenskin forces should have complete air superiority.

Allied objectives are as follows:

  • Secure the two landing beaches (Sectors Mork and Gork), and breach the seawall so that vehicles can exit.
  • Neutralize the gun battery at Squigville, if possible.
  • Secure the towns of Fungus-sur-Mer, Orkeham, and Grotville.
  • Block any counterattack from the 21st Space Marines.
  • Having established a beach-head, push inland from the Orkandy beaches and exit forces to the north.