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War of the Krork (WH40K Quest): Story-Only Thread

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It is the dawn of the 42nd millennium. The 13th Black Crusade has ground to a halt, leaving...

Red Flag

Adviser (RP & Q)
It is the dawn of the 42nd millennium. The 13th Black Crusade has ground to a halt, leaving Cadia in the Imperium's hands. However, the fortress world remains under siege, while Chaos forces lead by Abaddon have infiltrated past the blockade and gained a foothold on the worlds of Mankind.

Hive Fleet Leviathan continues its relentless push into the Octarius Empire, with the epicenter of the conflict targeted squarely on Octaria. The Tyranids are gaining the upper hand, showering the planets and filling the skies with waves of ever-evolving spawn.

Though battles still rage on the ash wastes of Armageddon, the instigator of it all is finally dead. Ghazghkull Thraka, known to the Imperium as the Beast of Armageddon, met his end at the hands of High Marshal Helbrecht, aided by the Warlord's old rival, nicknamed One-Eye Yarrick by the greenskin hordes. Though no body was recovered by the vengeful crusaders, the absence of activity is evidence enough of the megalomaniacal Ork's demise.

And yet for every Waaagh! that is beaten and scattered, two more launch themselves into the void on ramshackle ships, plunging more worlds into unending war.

"Orkz iz neva beaten in battle… we can always come back for anuvver go…"

---
First Thread.
Second Thread.
Current Thread.

Index:
- Warboss Phase [Here]
- Warlord Phase [Link]
- Overlord Phase [Link]
- Apex Phase [Link]

---
A burgeoning Warboss hurtles through the Warp, with a mob of boyz howling at his back and his Space Hulk's engines roaring in his ears, hurtling toward the greatest battles in the galaxy.

Choose a Clan Affiliation:

[ ] Bad Moons: A powerful clan whose teeth grow faster than anyone else's. Consequently, the Bad Moons are the richest of the clans and spend much of their income purchasing the most devastating kustom weapons, which they use to defend themselves from opportunists seeking "redistribute" the wealth.
- 20% more Teef income.
- All infantry have more Ranged. Veterans are effective against Super-Heavy armor, and gain the Psyker trait.
- Begin with Stompas.

[ ] Blood Axes: The Blood Axes were the first Ork clan to encounter the Imperium, and frequent interactions with humans has caused them to adopt many human tactics. Blood Axes make use of camouflage, battle plans, and will even consider retreating if faced with overwhelming odds.
- Additional slot for researching looted technology.
- All infantry have more Reliability. Veterans gain Assault and Infiltrate.
- Start with Heavy Bommer.

[ ] Deathskulls: The Deathskulls are an Ork clan with an unsavory reputation for being a pack of looters and thieves; good at "borrowing" things and bad at giving them back. Meks play an integral part in Deathskull culture, beating some life back into wrecked vehicles and assembling weapons from all the bits and gubbins that the looters keep hidden away.
- Get Teef from friendly casualties.
- Rapid Response, Armor and Walker Skwadrons have increased Reliability.
- Start with Supa-Kannon.

[ ] Evil Sunz: A clan comprised of Orks whose love for speed has affected their brains, causing them to have become addicted to the thrill of a wild ride into battle. Evil Sunz Orks are high-strung and possessed of notoriously short attention spans, and are almost irresistibly attracted to any loud and fast vehicle that they can fit themselves in.
- Speed, aircraft and carrier technologies are easier to research.
- Armor Skwadron gains +1 Melee, Fleet and can be used on Rough terrain. Rapid Response can be used in Rough and Boarding environments.
- Start with Dakkajet.

[ ] Goffs: Goffs are the biggest, meanest and most brutish of greenskin-kind, valuing close combat more than any other. A Goff will seize upon any excuse to start up a brawl, and often it takes nothing more than a misinterpreted glance to send the fists flying.
- Warbands promote to Veterans more often after battles.
- All infantry have more Melee and Toughness.
- Start with Battlefortress.

[ ] Snakebites: A backward tribe that still follows the old ways, remaining more or less feral even with access to advanced technology. Snakebites scorn complicated things like making their own vehicles and maintaining guns, preferring to put their faith in things they can trust; a sharp-edged choppa and a menagerie of ferocious squigs.
- First turn of population growth doubled when colonizing a new sector.
- Squiggoth Mob can be used in Urban and Boarding environments and has increased Toughness.
- Start with Orkeosaurus.
 
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[X] Bad Moons

---​

Commissar Garret Rogan leaned back against the wall of his prison as the entire structure of the Space Hulk rattled from the shock of its emergence into real-space. He recoiled slightly in disgust as his hand came into contact with a patch of slimy fungus and he quickly wiped it off on one of the rusting metal bars. His leg throbbed and swelled where the metal fragments from a grenade blast were embedded bone deep. Squinting his eyes in the dim light, he could just make out a tiny, gangly figure peering at him from the other side of the bars. One of the smaller Orkoid subspecies, Gretchin, they were called.

Rogan looked around. There was no way to tell how much time had passed, but he knew he was the last one left of their crew. All of the others had been taken away by the brutish greenskins, presumably to be interrogated in some other part of the Space Hulk. Cowards, the whole lot of them, or else they could've fought off the Orks and escaped, but surely even they wouldn't cave to the demands of these foul xenos.

Heavy, pounding footsteps echoed from the hallway, and the Gretchin gave a squeal of fear, scrambling away and vanishing into the shadows. The door slammed open, and a hulking figure stepped into view. Commissar Rogan stiffened reflexively at the sight. He had heard the stories of the towering brutes that lead the Orks in battle, but to see it with his own eyes was something else entirely.

Despite its hunched posture, the Ork stood nearly twice as tall as a man, with broad shoulders covered in massive slabs of muscle, and armored with thick plates of crudely beaten metal. Its breath fogged in the ship's dank air, and the curved fangs jutting from its lower lip gleamed in the dim light.

"Ya know, da only gud humie iz a dead wun." The creature spoke in its deep, throaty voice. "And the only fing betta 'an a dead humie iz a dyin' humie who just told ya where ta find 'is mates."

"Da planet Tranus soundz like a gud place ta start off me Waaagh!."


Rogan grimaced and cursed under his breath at the cowardly wretches that were once under his command. Tranus was the capital of an entire sub-sector; without it, other worlds would fall like dominoes. Did these scum feel no shame when they repudiated their oaths to the Emperor?

"The servants of the Emperor will stop you, Ork." Rogan said, staring unflinchingly into the creature's beady red eyes. "And you will die on Tranus, alone."

The Warboss's raucous laughter was deafening in volume. A casual backhand wrenched the cage bars aside, and with just two long strides, it stood before the Commissar and plucked the high-peaked cap from his head with its thick, knotted fingers. Rogan dearly wished he had a sabre or some other weapon that he could bury in its gut, but alas, he had been disarmed, his blessed weapons carted away to be fought over by the foul greenskins.

"You humies iz all da same size, but dis fancy hat means you're one of those... Commishar-type humie bosses right?" The Ork took a moment to stick its prize on one of the spikes protruding from its shoulder plates. "An' now da 'umies boss is all on 'is own?"

Rogan scowled. "The Commissar is always alone."

Again the Warboss threw its head back and laughed, and Rogan turned his head to the side as droplets of stinking saliva rained down upon him.

"And dat's why you humies iz always muckin' about." The Warboss replied, his tusked face twisting into an expression of malevolent pity. "An' when you'ze wantz ta lord it over the uvvers, ya says fings like, 'I'm very speshul so'z you lot better lissen gud.'"

"A proppa Boss must be da biggest and da 'ardest, and 'ave da shiniest choppa and da flashiest shoota uv all da boyz. Da boss iz da one dat wantz da most, sees da most, an' rouses da boyz to stomp and kill, and leads them to da best fight and wins! An' dat's why da Warboss is neva' alone, 'cause, da Boss's Waaagh! is da Waaagh! of all da Boyz 'oo follow 'im kombined!"


---
Choose a Second Clan:

[ ] Blood Axes
[ ] Deathskulls
[ ] Evil Sunz
[ ] Goffs
[ ] Snakebites
 
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[X] Blood Axes.

---
"We'ze got a humie planet on da searchy bitz boss!" A scannerboy reported as Skullkrak strode back to the Space Hulk's bridge. "Just where da dyin' humies said it would be!"

"Well, krash us down where da most humies iz at, and gather da boyz. I'ze got sumfink ta say." The Warboss replied. In the distance, the human planet was visible as a tiny speck of blue, growing larger as the Hulk's engines propelled it ever closer. The system's star blazed behind it, and beyond even that, glittered the countless stars that stretched out into the galactic disc.

"Look at dat boyz." Skullkrak spoke. "All uv dem shiny bitz in da big blackness. I sez someday, all uv dat will be..."

"...Mine."

---
Choose two of the following Characters:

[ ] Underboss Grimgul: Loyal, but not too bright even for an Ork, Grimgul has served Skullkrak since the latter was just a Nob working under another, and the Warboss's meteoric rise was mirrored by Grimgul's own rise in height and fortune. Loud and boisterous, Grimgul cheerfully fulfills his role as the hulking enforcer of Skullkrak's will.
- Waaagh! Bonus: 500 + 100 per level.
- Da Boss's Orderz: Grimgul's loudly bellowed orders compel the boyz to fight harder. Can use Waaagh! in battle to increase the effectiveness of infantry army groups. Must be in theater to use this.
- Right 'And Ork: Grimgul goes to great lengths to imitate Skullkrak's appearance, wearing what his boss wears and even copying his scars. Combined with his imposing size, the result is that most Orks simply cannot tell the two apart. Grimgul does not take a share of the experience when both he and Skullkrak are in battle; his experience and abilities are always pegged to Skullkrak's. Experience from Grimgul's own accomplishments are added to Skullkrak's total.

[ ] Skarboy Kommando Skarsnik: Looter, sneak, and Smartboy, Kommando Skarsnik boasts exceptional intelligence among Orks, with a reputation for knowing things that most Orks see no practical use for, and for using complicated words that he "looted" from other races. Though most other Orks consider his methods to be a waste of time, or even downright cowardly, few are willing to say it to his face, for the Skarboy Kommando is as big as a Nob, and ten times as kunnin'.
- Waaagh! Bonus: 250 + 50 per level.
- Klever Trikz: Rather than charging headlong into enemy lines, screaming all the while, Kommandos prefer to make use of stealth, ambushing unsuspecting enemies and sabotaging critical equipment. Can use Waaagh! in battle to execute covert operations. Must be in theater to do this.
- Readin'? Wotz Dat?: Skarsnik knows his Mark 8 Chimera from his Mark 6, and will take any excuse to lecture his fellow Orks on the subject. When present, Skarsnik can provide detailed reports of enemy assets, and estimate the difficulties (Waaagh! costs) of his own operations.

[ ] Warphead Zogstruk: Having pushed his psychic prowess to its limits, Zogstruk is now completely insane, his personality shifting at a moment's notice from manic aggression to quietly muttering about irrelevant things like "da rollz" and "kwests". One constant facet however, is his obsession with developing increasingly bizarre powers, with which to detonate his enemies in new and more interesting ways.
- Waaagh! Bonus: 250 + 50 per level.
- Soopa Kastin': Zogstruk is capable of soaking up vast quantities of the psychic energy generated by Orks in battle, channeling it into immense displays of psychic power. Can use Waaagh! in battle to achieve almost any transient effect, although un-Orky effects like stealth are less efficient. Must be present in battle to do this, cannot be used during challenges.
- Warp Double-Ten: Zogstruk's psychic power and thirst for battle is so great that his mere presence can speed up warp travel. Invasion forces that include Zogstruk can travel twice as fast, and have a decreased chance to experience a Warp Disaster.

[ ] Big Mek Orkkenheimer: Big Mek Orkkenheimer is a technical genius among Mekboyz, and unusually contemplative, often thinking about exactly how his creations will stomp and kill, rather than just creating them on a whim. Orkkenheimer dreams of one day creating something so shooty that it can destroy an entire planet, which he claims would make him "Da Destroyer uv Wurldz".
- Waaagh! Bonus: 250 + 50 per level.
- Mekboy Sekret Weapon: Orkkenheimer always has something up his sleeve, some absurd or spectacular contraption that will turn the tide. Can use Waaagh! in battle to create temporary superweapons or modifications. Must be in theater to do this.
- Praktikal Applikashun: Orkkenheimer is a Mek of practical application. Seeing enemy technology on the battlefield allows Orkkenheimer to understand them easier when he inevitably gets his hands on them. Looted Technology is easier to research if Orkkenheimer was present in battle.

[ ] "Butcher" Burrghus: Though Burrghus calls himself a "Medikork", most other Orks refer to him as "da Butcher", and go out of their way to stay as far away from him as possible. At first glance, Burrghus seems rather gentle for an Ork, a notion that is immediately dispelled when one of his insane experiments shambles from his lab.
- Waaagh! Bonus: 250 + 50 per level.
- Eksperimental Procedures: For "Butcher" Burrghus, the battlefield is a veritable buffet of fresh materials, and he doesn't even have to pay for it. Can use Waaagh! in battle to deploy additional army groups, either mobs of trained Gretchin and Squigs or shambling constructs created from Ork corpses. Additional army groups must be deployed where there are other Orks, and not from Deep Striking or boarding locations. Must be in theater to do this.
- Klassikal Konditioning: While most Orks just bellow their orders and hit their subordinates when these orders aren't carried out (and sometimes even when they are), Burrghus knows how to employ a more "reasonable" method. He explains to those under his charge what is expected of them, and those that perform well are rewarded, while only those that fail are punished. Under his patient care, slaves work more effectively, and are subjected to fewer instances of random brutality. Burrghus has been known to use this form of "konditioning" to get other Orks to do what he wants, though his attempts to use this on his betters tend to earn him a fist to the face. Slaves do 50% more work, and die off at a rate of only 20% + 20 Population per turn.
 
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[X] Underboss Grimgul.
[X] Big Mek Orkkenheimer.

---
000.M42

The eager war chants of billions of Orks echoed through the belly of the Hulk, accompanied by the clanking of countless smoke-belching engines as the planet loomed large within the viewscreens. Three continents could be identified on its surface; an uninhabited polar region, a smaller continent lying within the world's southern hemisphere, and a large central landmass, growing larger as the Hulk drew close. The Meks gazed with joy as they noted the glittering arrays of lights emanating from the humans' coastal cities; their minds straining to imagine what they could build with such a colossal hoard of materials.

The structure of the Hulk rattled as the defending fleet opened fire, Imperial Frigates darting in to strafe the massive conglomeration with their laser-based weapons batteries, while others kept back, carving into the Hulk with their prow-mounted lances. Long-ranged missiles and defense lasers lanced up from the planet's surface, shearing away some of the Hulk's outer layers, immolating entire decks and triggering internal explosions that blew apart thousands of Orks. And yet these losses were but a small fraction of the horde's numbers.

The Hulk returned fire, ramshackle cannons roaring and throwing up walls of explosive shells and dense slugs of hastily welded scrap metal. A makeshift plasma bomb exploded within the Imperial formation, reducing one escort to a burning wreck that fell toward the planet. The remaining ships accelerated out of the way as the Hulk plunged down after it, blazing with fire, thundering down into the heart of the central landmass like an avalanche of scrap metal. A blast wave blew outward, flattening the humans' farmsteads for hundreds of kilometers, and a cloud of debris erupted into the sky, shrouding the sun.

And like water leaking from a sieve, the Orks emerged, streaming down their makeshift ramps or simply blasting new holes out of the Hulk's superstructure. The darkened sky buzzed with swarms of bombers, while the rumbling footsteps of Stompas shook the ground.

"Alright ya gits!" Skullkrak bellowed to the assembled horde. "We've got our gunz, and we've got our tankz. But wot 'aven't we got? We 'aven't got anyfing for target practice iz wot!! So I'll tell you wot we'ze gonna do. We'ze gonna give da Humies a taste of da 'ot metal death!"

-Order of Battle-
Waaagh!!!Skullkrak:
- 948 Warbands, 50 Veteran Warbands
- 50 Rapid Response Skwadrons, 25 Armor Skwadrons, 20 Walker Skwadrons, 10 Squiggoth Mobs
- 5 Gargant Big Mobs
- 6 Karnage Skwadrons
Characters: Warboss Skullkrak, Underboss Grimgul, Big Mek Orkkenheimer
Waaagh! Points: 12,980

Imperial Planetary Defense Force:
- Major population centers are located at the east and western coasts of the central landmass, and the western coast of the southern continent. Several large cities on the east and western coasts are walled to resist attack.
- Imperial Defenders are setting up defensive belts in the mountainous region separating the eastern coast from central, taking advantage of the rough terrain, and on the relatively flat terrain between central and the western coast. Numbers roughly estimated to total up to several Imperial Fronts (several hundred million).
- Southern continent is concentrating on reinforcing the primary landmass with additional regiments sent through both air and sea.

[ ] Write-in.
 
[X] Da Kunnin' Plan

Hundreds of thousands of engines roared in unison as the modified Warbikes, Trakks and even Trukks took off across the sea, the Speed Freek drivers howling with joy as they raced across this new environment. Several lost control of their vehicles, slamming into rocks or crashing into one another, and a few sank into the waves as their hastily welded hulls came apart without warning.

The sea was vast, and the sea was wide, but with so many searching eyes, the Imperial transports were bound to be found. They traveled in ones and twos, only lightly defended, and utterly unprepared.

"Oi! Da boss sez dat I getz da first skrap!" Grimgul bellowed into his speaky-phone from atop a modified Trukk. "I'ze gotta make sure you gitz don't frag it all up!"

The human freighters opened fire with deck-mounted stubbers, but the boarders were undeterred, driving their vehicles straight into the ships' sides, burying their ramming spikes into their thin hulls. Grimgul was the first into the fray, his chain-choppa roaring and hacking apart the human crew left and right as more Orks streamed over the railings like a green tide. Orkkenheimer was one of the last to board, his stout belly catching on the corner of the hull as he clambered up.

"Hehe, we'ze gonna 'ave a gud round back at da lab wiv dis." The Mek chortled as he swept his eyes over the contents of the hull. Tanks, armored transports, and cannons galore. He couldn't wait to try them.

Panicked messages filtered back to the PDF headquarters in the south of Orks raiding their freighters out on the open sea. It took several exchanges, for the PDF commanders were reluctant to believe that Orks would employ such a tactic, but they finally convened and agreed to withhold their shipments, lest they arm the invaders even more.

Casualties: -none-
Waaagh! Expended: 900
Waaagh! Gained: 20
Waaagh! Points: 12,100

---
As this was going on, the main bulk of the horde swept westward across the flatlands toward the human lines. Bombers struck first, raining explosives down on the fortifications, shattering redoubts and disrupting attempts to further prepare. Human fighters were launched, dueling in the skies with the ungainly bombers, taking a heavy toll on the ramshackle Ork planes. Several crashed into the human lines below, detonating in cataclysmic blasts as their remaining explosives went off.

Battlewagons and Stompas formed up into armored spearheads, blasting their way through the human lines while Speed Freeks roared past, unloading mobs of boyz into the human rear, encircling whole divisions and overwhelming them in avalanches of violence. Some vehicles exploded when they struck minefields, while the humans quickly wrested away control of the skies, using aircraft to direct deadly accurate barrages of artillery and long-ranged missile. Mobs of Stompas dueled thunderously with platoons of heavy tanks. Some human regiments fell into disarray as Kommandos sprang from cover, stabbing leaders, burning supplies and blowing up artillery support.

The defenders began a withdrawal on all fronts, and Speed Freeks harried the retreating columns, shooting up a few targets then careening away in some other direction. Recruiting drives sprung up in the cities, scrambling to give a gun to anyone who could hold one. Karnage Skwadrons flew countless bombing runs, setting the human cities aflame, though Imperial fighters took a heavy toll on their numbers. For days, Stompas hammered the city walls, tearing great rents into their structures through which a tide of boyz poured into the streets, thriving in the roiling chaos of urban combat while the human resistance crumbled. At Skullkrak's orders, columns of captives were lead out and force-marched back toward the Hulk to be put to work manufacturing yet more weapons of war.

Casualties: 6 Warbands, 1 Veteran Warband, 1 Rapid Response Skwadron, 1 Armor Skwadron, 2 Karnage Skwadrons
Waaagh! Expended: 2200
Waaagh! Gained: 971
Waaagh! Points: 10,871

---
The invading horde turned eastward while a ramshackle fleet of modified units and looted ships sailed around the coast. Imperial mechanized divisions engaged in hit-and-run attacks, slowing down the progress of the greenskins and driving away before the slower Ork vehicles could gather to counter them. Artillery thundered from the slopes, though the forward lines of the Orks advanced with surprising speed, quickly overrunning several Imperial defensive belts before the humans could regroup. Mobs of Ork walkers and Squiggoths rampaged across the mountains, and with the terrain hindering the movements of their own armored divisions, the human lines were swiftly breached and encircled.

To the humans' surprise, a clanking wall of Stompas and armored vehicles emerged from the sea, and the handful of coastal guns were no match for such a large amphibious force. Stompas unloaded their weapons into the human cities while Kaptins screamed with joy, and what little resistance the humans could muster was quickly crushed. The remaining resistance in the mountains crumbled as their supply lines were cut off.

Having lost a considerable amount of material at sea, and with a much smaller population than the coastal regions of the primary landmass, the defenders of the southern continent were crushed like an overripe Squig when the Orks arrived from the sea in a clanking fleet of cobbled-together scrap.

Captives were put to work repairing the crashed Hulk, and within a year, the barely populated agri-worlds and feral planets of the sub-sector had fallen to greenskin control while the Imperial fleet withdrew elsewhere to re-supply.

---​

Casualties Total: 13 Warbands, 1 Veteran Warband, 2 Rapid Response Skwadrons, 1 Armor Skwadron, 2 Karnage Skwadrons
Promotions: 48 Warbands promoted to Veteran.
Territory Captured: 1 B-Class Sector
Captives: 200 Population
Looted: 14,400 Teef
Waaagh!! Level: +300. Current Level: 300 (+10% Population Growth, Reduced Warp Disaster Chance)
Experience: Skullkrak +300, Orkkenheimer +300

-Research List-
Choose 1 Research Project (and roll 1d100):

[ ] Snazzgun Blasta: A fancy modification to the Snazzgun that allows it to fire crackling energy blasts, making them even more unpredictable and dangerous to use but adding considerably more firepower.
Effect: +Ranged to Veterans
Difficulty: Medium - 50%

[ ] Mega Dread: A hulking armor-plated monster of a walker with enormous hydraulic power and deadly weapons that remains far more maneuverable than the larger Stompa.
Effect: +Melee, +Ranged, +Toughness to Dread Mob
Difficulty: Medium - 50%

[ ] Supa-Stompa: War machines larger than the standard Stompa, with more armor and guns to boot.
Effect: +Ranged, +Toughness to Gargant Big Mob
Difficulty: Medium - 50%

[ ] Squiggator: A massive six-limbed, armor-plated crocodilian that uses its muscular tail to propel itself at high speeds through water. Unfortunately, its frequently replaced teeth decay far too quickly to be of use as currency, and the Runtherds have yet to figure out how to rectify this.
Effect: +Melee, Add Amphibious to Squiggoth Mob
Difficulty: Easy - 70%

[ ] Deffkopta: A single-seat attack aircraft comprised of a Warbike frame lifted through the air by a pair of whirling rotors.
Effect: Unlocks War Skwadron
Difficulty: Easy - 70%

[X] Landa: Large Ork transport aircraft used to ferry both troops and smaller vehicles down from orbit, and from one battlefront to another. Landas are armed with numerous gun turrets capable of laying down a withering hail of fire.
Effect: Unlocks Kannibal Skwadron.
Difficulty: Easy - 70%

[ ] Brute Ramship: A particularly Orky spaceship with a large armored prow and powerful engines. The Brute Ramship is made for no purpose but to drive into position and ram an enemy ship. Even capital ships fear the damage that this attack can deal.
Effect: Unlocks Brute Ramship
Difficulty: Easy - 70%

[ ] Kill Kroozer: Workhorse ships with balanced attributes mounting a combination of guns and crude Ork torpedoes.
Effect: Unlocks Kill Kroozer
Difficulty: Medium - 50%

---​

Choose 1 Looted Project (and roll 1d100):

[ ] Beamy Deffgun: "We'ze looted sum uv da humies' 'lazkannonz' we 'ave. Dead shooty dey are, but needz ta be louder and 'ave some spiky bitz out in da front."
Effect: Warband gains effectiveness against Heavy
Difficulty: Medium - 75%

[ ] Gunwagon: A "liberated" Imperial tank that has been repaired and "kustomized", with heavy armor and heavier firepower.
Effect: +Ranged to Armor Skwadron
Difficulty: Easy - 100%

[ ] Flakka-Dakka Gun: Large auto-cannons that fire explosive flak shells to down enemy aircraft. Though lacking the Imperial logic-engine that assists the gunner in aiming, the Orks make up for this by adding more barrels.
Effect: Add Anti-Air to Rapid Response, Armor and Super-Heavy Armor Skwadrons.
Difficulty: Easy - 100%

[ ] Supa-Kannon: A heavy artillery piece designed for shelling enemy positions and fortifications from long distance. The device is crewed by Gretchin, who often go deaf from the repeated blasts and are forced to resort to a rudimentary form of "sign language".
Effect: Unlock Big Gunz Skwadron
Difficulty: Easy - 100%

[ ] Battlefortress: A super-heavy assault vehicle and mobile fortress that bristles with weapons and can transport whole mobs of boyz.
Effect: Unlock Super-Heavy Armor Skwadron
Difficulty: Medium - 75%

[X] Dakkajet: Extremely fast aircraft powered by a single massive jet engine. Dakkajets are heavily armed with numerous Supa-Shootas, because with a high enough firing rate even the most unhinged Flyboy is sure to hit something.
Effect: Unlocks Deff Skwadron
Difficulty: Easy - 100%
 
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[X] Landa - 66 = Success.

The clanging of hammers and wrenches rang out across the Orkish camps as teams of Meks worked feverishly on their latest concept. A flying transport craft, large enough to carry tanks between far-flung battlefields. One decoratively-minded Mek got the idea to place the entrance at the front, and to paint and adorn it to look like a set of jaws, and the idea soon spread to all of the work gangs. Unfortunately, this became problematic when the time came to convince the horde's Squiggoths to board, and naturally the beasts refused to enter what appeared to them to be the jaws of an even larger creature. Eventually, after a lot of prodding, whipping and more than a few stampedes, the great beasts were finally persuaded to cooperate.
- Effect: Unlocked Kannibal Skwadron.

[X] Dakkajet = Automatic Success.

Under Orkkenheimer's somewhat attentive supervision, it was a relatively easy task for the eager Meks to reconstruct the Imperial fighters to fit Orky preferences. The first thing to do was to strip out all the unnecessary parts, such as brakes and gunsights, leaving more room for important things like guns and ammunition. The turbofans and rocket boosters were removed, and replaced by a single massive rocket engine that was just as fast and approximately ten times louder. Noting that a comfortable pilot would be able to fly his machine more effectively, Orkkenheimer ordered his subordinates to rout the fuel lines through the cockpit, in case the pilot got thirsty. With a fresh lick of red paint, the first Dakkajet soared through the skies, and promptly crashed when the over-eager Speed Freek attempted to strafe a mob of panicking grots, and forgot to pull up in his excitement.
- Effect: Unlocked Deff Skwadron.

---​

000.M42
Sub-Sectors: 1 B-Class
Population / Cap: 986 / 6,000
Slave Population: 200
Teef: 28,232

[ ] Write-in build plan.

---
It is the Time of Ending, the dawn of a new millennium, and the galaxy is changing as new threats rise to challenge the Imperium's belief in its own perpetuity. Choose one:

[ ] The Siege of Deliverance.

[ ] The Eclipos Incident.

[ ] The Despoiler's Gambit.

[ ] Who kares 'bout dose uvver gitz. Back to da Waaagh! (Skips the interlude)
 
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Interlude 1 - The Despoiler's Gambit
[X] The Despoiler's Gambit.

The Cadian Gate, the only consistently stable path out of the Eye of Terror, that dread maelstrom where reality and insanity collided, formed by the keening birth cries of a god. It was the site of countless clashes between the armies and fleets of the Imperium and those of the Traitor Legions. Even now, fleets of ships drifted through the void, warp currents streaming and snapping around them, carrying with them the broken remains of past battles. For now, the forces under the command of Lord Admiral Quarren still hold sway over Cadia's skies, unleashing withering bombardments against the Despoiler's trapped armies. But even with so many forces arrayed to protect it, Cadia is a fading beacon of the Emperor's light, surviving each time by a razor thin margin.

And the Imperium wasn't the only power in the region.

Located at the edges of the vortex to the galactic north were the twin Ork empires of Dregruk and Gathrog, lead respectively by their Great Despot and Arch-Dictator. For centuries the two had warred against one another, and whole generations of greenskins rose and were into the neverending meat-grinder of battle. And this suited the Imperium just fine, for if one side ever gained ascendancy and absorbed the other, the resulting Waaagh!!! would devastate the Cadian sector. More than once, Imperial assassins or strike teams of Space Marines had been dispatched to ensure that the war between the rivals would continue.

And so did a current of panic find its way into the spines of the various Generals and Admirals in charge of the Cadian sector when the banner of the Great Despot was identified on the ash-wastes of Armageddon. The Arch-Dictator seemed to sense his rival's absence as well, and the forces of Gathrog pressed forward, and wherever the Arch-Dictator's guttural warcries were heard, his forces would attack with renewed vigor, driving back the Orks of Dregruk and seizing world after world.

With Ghazghkull's death, the War for Armageddon began to wind down, and as Imperial reinforcements poured in, the Great Despot gathered up his surviving forces and wisely withdrew. The forces committed to Armageddon and Cadia had left hundreds of sectors nearly undefended, and the Great Despot ordered his battered fleet to raid the defenseless systems on the way back home, the better to replenish their numbers.

And so did the Ork fleet emerge from the Warp near another Imperial-held system, when they were met by another fleet of equal size. They resembled the vessels of the Imperium, but distorted and corrupt, adorned with grisly trophies and covered in daemonic growths. A massive stellar vessel sat at the heart of the fleet, the Planet Killer.

The Great Despot gave the order to attack, and the fleets dove past one another, exchanging salvos of weapons fire. Dreadclaws and Ork Assault Boats crashed through hulls, and battles erupted across the fleet's decks. The dirty orange flames of Burna Boyz were met by the arcane blue of Tzeentchian Horrors, while Power Klaws clashed crackling against the Hellblades wielded by packs of Bloodletters.

As the Despot's flagship Space Hulk 'Da Gutrippa' made contact, careening through the Chaos formation, the Planet Killer lined up its barrels, and its dark core pulsed with corrupt energies. A blazing bolt of Warp fire lanced out, annihilating the Hulk, sending the Great Despot and his attendants to oblivion in an instant. Before the glow had even faded from the scattered debris, the Ork ships had already devolved to infighting, as Nobs and Kaptins struggled to assert their dominance over the horde.

"I am the Arch-Fiend, the Despoiler of Worlds." Abaddon proclaimed. "By my hand, the Imperium shall fall, and the broken corpse-emperor shall be toppled from his 'Golden Throne'!"
 
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[X] Fillin' the Holes

010.M42, Turn 2

*Population increased by 275.
*Waaagh!! level of 300 grants +10% increased population growth and reduced Warp Disaster chance.
*Slave Population reduced to 100.


-Places of Interest-
*All listed regions lie within 10,000 Light Years of Skullkrak's Core Worlds. Each character may lead an attack against up to one target this turn.
North:
- Rhone Clusters Sector: A dense star cluster with many potentially inhabitable worlds, though most of them are hostile to unprotected humans due to high background radiation. Contains several Hive and Forge Worlds of note. 2000 LY.
- Somonor Sub-Sector: A Necron-held region, with many primitive human planets under the sway of the Necron Lord Szaron, a vassal of the Sautekh Dynasty. 4000 LY.
- Asperity Sub-Sector: A region that was, until recently, shrouded in violent Warp Storms, which scoured its planets bare. Most planets within the area are not very suitable for sustaining life, but the rich mineral deposits exposed by the storms have attracted colonists to the area. 6000 LY.
- Pranagar Sub-Sector: A region with many inhabited and well-developed planets, centered around Pranagar, the homeworld of the Sky Sentinels Space Marine Chapter. 8000 LY
- Jurn Sub-Sector: Centered around Jurn, an Ice World that is nonetheless heavily developed due to its valuable natural resources. 8000 LY.
- Dreska Sub-Sector: Centered around Dreska, a planet heavily garrisoned by the Imperial Guard that acts as a staging area. 10,000 LY.

East:
- Reductus Sector: Notable worlds in the Sector include Mortant, a Civilized World known for the Mortant "Headhunters" regiments who are proficient Ork hunters, Phobian, the Homeworld of the Dark Hunters Chapter, and Rapture, a Knight World and former paradise. The sector is currently recovering from the devastation inflicted by a tendril of Leviathan. 2000 LY.
- Badlanding Sub-Sector: An Ork-held region of space, taken by Arch-Arsonist Snagrod of Charadon as a lead-up to his invasion of Rynn's World. Though the Arch-Arsonist was defeated on Rynn's World and forced to withdraw, the Badlanding Sub-Sector remains in his hands to this day. 4000 LY
- Rynnstar Sub-Sector: Centered around Rynn's World, an agri-world and the homeworld of the Crimson Fists Chapter. Currently recovering from the damage inflicted by an Ork invasion. 4000 LY.
- Necris Sub-Sector: Centered around Necris, a Hive World and homeworld of the Marines Exemplar Chapter. 6000 LY.
- Gellephera Sub-Sector: Centered around Gellephera, a Hive World. As the sub-sector is beyond the borders of the Segmentum, where the light of the Astronomican grows dim, it is somewhat isolated from the rest of the Imperium. 8000 LY.

West:
- Praetoria Sub-Sector. Centered around the Hive World of Praetoria, known for its squalor, degradation and draconian rationing policies. Imperial Guard regiments raised on Praetoria are known for their discipline and orderliness. 2000 LY.
- Bakka Sub-Sector: Centered around the Forge World of Bakka, which also serves as the Imperium's Segmentum Naval Fortress for Battlefleet Tempestus. 4000 LY.
- Calderia Sub-Sector: Centered around Calderia, a Hive World that manufactures much of the basic equipment for the Imperium's forces in the region. 6000 LY.
- Lyriax: There is an enormous megastructure here, a Dyson Sphere that envelops an entire stellar system, harvesting the energies of the star at its center. What could it be? 8000 LY.
- Forsarr Sector: A sector devastated by Waaagh!!! Garaghak, though the greenskin horde was decapitated during the Siege of Deliverance by the gathered forces of the Imperium. Currently the Imperium is working to recover the worlds it had lost from the enclaves of Feral Orks that remain. 8,000 LY
- Orpheus Sector: A sector currently embroiled in a three-way war between Imperial defenders, the Necrons of the Maynarkh Dynasty, and raiding warbands serving the Ruinous Powers. 8000 LY.
- Pleuric Sub-Sector: A recently appeared sub-sector with many inhabitable planets. Currently being fought over by multiple Rogue Trader houses. 10,000 LY.

[ ] Decide what you want to do. If you assemble an invasion force and attack a target, then more details will be given when you arrive.
 
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[X] Attack the Rhone Clusters Sector with all forces and characters, except for 63 Warbands left behind to keep the slaves in line.

At Skullkrak's command, the assembled hordes streamed into the Hulk; rank upon rank of footsloggers filing in through the conglomerate's porous surface, while Trukks and Battlewagons roared past, each with Orks and equipment wedged into every corner and crawlspace. Meks worked feverishly to restore the Hulk's engines to working order, and with a low rumble, the massive voidcraft lurched up from its crater and launched itself into the night sky. Onslaughts fell in line around the Hulk, while a massive harpoon rocket buried itself into the surface of the Rok, and with a high-pitched whine, the Space Hulk engaged its Warp Engines, and shifted into the Immaterium.

*1d100 = 32. No Warp Disaster.

Sudden jolts alerted the crew that the Space Hulk was slowing down. The churning, kaleidoscopic currents of the Immaterium pulled away, revealing the Rhone Cluster, comprised of dozens of stars arranged in a tight bundle. Some of them were aging giants, their surfaces glowing a dull red, while others blazed bright blue, burning fast and furious in the prime of their lives. Aboard the Hulk, speakers blared with Skullkrak's booming voice, ordering every greenskin present to prepare for battle.

---
Waaagh!!! Skullkrak:
-
1100 Warbands, 97 Veteran Warbands, 1 Cybork Warband, 100 Krash Kapsul Sets
- 62 Rapid Response Skwadrons, 30 Armor Skwadrons, 26 Dread Mobs, 10 Squiggoth Mobs
- 5 Gargant Big Mobs
- 12 Deff Skwadrons, 6 Kannibal Skwadrons, 10 Karnage Skwadrons
- 1 Space Hulk (20,000), 12 Onslaught Attack Ships, 1 Rok
Characters: Warboss Skullkrak, Underboss Grimgul, Big Mek Orkkenheimer

-Rhone Clusters Sector-
Choose one Sub-Sector to invade:
[ ] Chaonus Sub-Sector: Located at the edge of the Rhone Clusters, where the region's fierce radiation storms wane with distance, the Chaonus Sub-Sector is the most hospitable of the Cluster's partitions. The planet Chaonus is a Fortress World, its surface dotted with bastions and well-garrisoned by the forces of the Imperial Guard. Orbiting shipyards allow the planet to act as a staging area for the ships produced and the armies of men recruited from the worlds further inside. The Chaonus Sub-Sector also hosts a pair of agri-worlds, whose production of basic human essentials helps to keep the populations deeper within alive to continue serving the Imperium.
- Critical Targets: Chaonus (Fortress World)

[ ] Cheuvis Sub-Sector: The Cheuvis sub-sector supplies most of the manpower needs of the region, with the densely populated Cheuvis Hive World at its center. Several sparsely populated mining worlds orbit around its fringes, where workers toil in bulky radiation suits under the many suns and deadly ion storms. The entire region is heavily dependent on shipping to import needed supplies and export its products, and the bulk of the Sector's fleets are located here.
- Critical Targets: Cheuvis (Hive World)

[ ] Astorix Sub-Sector: Astorix and Sceiatis, both orbiting the same star, are a pair crucial Forge Worlds for the region and those beyond, maintaining contracts with hundreds of Imperial armies and a dozen Space Marine chapters. Astorix maintains a vast starship complex in low orbit, protected by a network of defensive emplacements, while Sceiatis specializes in exotic field-based technology, such as void shields and stasis weapons. Sceiatis is a large world, and its laborers are hulking and muscular, closer to Ogryns than normal humans.
- Critical Targets: Astorix (Forge World), Sceiatis (Forge World)

[ ] Iostillon Sub-Sector: Orbiting its parent star at a fair distance, the Forge World of Iostillon was fortunately able to escape destruction when the star expanded into its red giant stage. However, the red giant's thin outer layers are easily perturbed by the gravitational pulls of other nearby bodies, and whenever Iostillon's companion star orbited too closely, the system would be wracked by deadly radiation storms. While the planet's magnetic field offered some protection, enough that the inhabitants could protect themselves and their infrastructure by pulling up armored domes, spacecraft caught in these storms would be buffeted and often severely damaged, while exposed personnel would be killed in mere moments. And so, despite its relatively light defensive fleet - which evacuates whenever a storm is imminent - Iostillon remains well protected from hostile attack.

Located in another stellar system nearby, Ieslezov has yet to be colonized by humanity, for every human who has set foot on that world has died. Adapting to the intense background radiation, the many lifeforms of that world have evolved to be almost pitch black in coloration, able to convert ionizing radiation into chemical energy for growth. Ieslesov is a jungle-covered hellhole, with carnivorous plants, monstrous predators and parasitic arthropods capable of implanting a victim with its young that can hatch in mere moments. An race of intelligent beings has been identified as well, reptilian humanoids that move about on a muscular snake-like "foot", capable of enduring extreme temperature variations and with an asexual reproductive capability that nearly rivals that of the Orks themselves.
- Critical Targets: Iostillon (Forge World), Ieslezov (Death / Xenos World)
 
[X] Chaonus Sub-Sector

The Hulk rumbled forward toward the Chaonus-Stellar system, which revolved around a bright yellow star at the edge of the cluster.

"We'ze got some humie ships on our searchy gubbinz boss!" A scannerboy reported. "I kounted about eight attack shipz and two kroozas around dat planet! Don't look like dey wantz ta come out an' 'ave a skrap though."

"Really?"
Skullkrak mused. "Den I guess we'ze gotta take da Waaagh! ta dem."

"Ooh! Maybe if ya calls dem a bunch uv snivelin' grotz, dat'll make da humies come ta us!" The scannerboy suggested.

"I'm gonna call dat Plan: Stupid." Skullkrak replied. "I named it after ya."

-Order of Battle-​

Waaagh!!! Skullkrak:
-
1100 Warbands, 97 Veteran Warbands, 1 Cybork Warband, 100 Krash Kapsul Sets
- 62 Rapid Response Skwadrons, 30 Armor Skwadrons, 26 Dread Mobs, 10 Squiggoth Mobs
- 5 Gargant Big Mobs
- 12 Deff Skwadrons, 6 Kannibal Skwadrons, 10 Karnage Skwadrons
- 1 Space Hulk (20,000), 12 Onslaught Attack Ships, 1 Rok
Characters: Warboss Skullkrak, Underboss Grimgul, Big Mek Orkkenheimer
Waaagh! Points: 14,980

Imperial Navy:
- The Imperial Navy force consists of two Cruisers and eight Escorts, along with an unknown number of Strikecraft.
- The Imperial ships have opted to remain relatively close to Chaonus, so as to be in a position to intercept any attempted landings and defend their shipyards, with which they can dock to get some quick repairs after taking battle damage. They have arranged themselves in a standard defensive formation with Escorts on the outside and Cruisers further in, allowing the Escorts to screen for the Cruisers and protect them from Strikecraft.

Imperial Guard:
- Chaonus' surface is primarily flat desert, with a long mountain range running down its meridian. Large dust storms periodically sweep across the land.
- The desert areas are dotted with multiple fortresses, with weapon batteries, trenches, and each containing an Imperial Guard force. These fortresses are linked by rail systems, allowing multiple divisions to converge quickly on one location.
- A pair of super-fortresses sit atop the central mountain range, located on opposite sides of the planet, armed with Defense Lasers capable of lighting up targets in orbit. The super-fortresses frequently exchange dropships with the shipyards, making them responsible for supplying the ground-level garrisons by air. The mountainous terrain makes it hard to move armored vehicles, and gives the defenders the advantage of elevation.

[ ] Write-in battle plan.
 
[X] Plan: Come 'Ere, Or I'ze come ta you'ze: Only somewhat crazy edition

Deploying onto the far side of the Chaonus' most distant moon, the Orks set to work, laboring feverishly according to Orkkenheimer's grand visions. Mobs of Burnaboyz roamed the twisting halls of the Godsquisha, slicing off "unessential" parts with their cutting torches, to be collected and beaten together into something greater. Soon towering rockets rose from the moon's surface, tethered to slabs of excavated rock by lengths of thick, rusting chain. Afterburners flashed, and the makeshift impactors lifted off, trailing streams of glowing exhaust as they circled around the moon. Onslaughts and Strikecraft fell into a loose formation behind them, while the Godsquisha hung back to watch.

"Oi, iz dis fing on?"
Skullkrak tapped his crude vox-caster with a thick, knotted finger. The response from the device was a loud burst of static, and, satisfied, the Warboss settled back in his seat for his broadcast.

"Dis 'ere iz a message for da humie bosses an' their boyz." Skullkrak began. "So wot I've figured from fightin' you humiez, iz dat you lot iz a lot like a pack uv snivelin' Grotz. Now I knows wot you'ze wants ta say. You'ze gonna say dat you're a bit bigga an' a lot pinker dan Grotz, so how'z dat work?"

"Well wheneva da Orkz is goin' on da big Waaagh!!!, you lot just hidez in yer little holez, an' don't wanna come out. An' datz when da Runtherdz sic da Squighounds on ya. An' I'ze got yer Squighoundz right 'ere."

Skullkrak paused for a moment when no response came, realizing that there was no way to actually tell whether the humans had heard him or not.

The Imperial Fleet turned, maneuvering to aim their forward-facing weapons at the oncoming asteroids. Lances shot out from one of the Cruisers, searing through the crudely welded plates attached to the closest impactor, and in a blinding flash the rock was shattered into a spread of smaller meteors. Some of the fragments flew past, becoming burning streaks as they plunged through the planet's atmosphere, and the Escorts did their best to intercept the remainder. Despite their efforts a few made it through, slamming into the ships and the orbiting yards, detonating in bursts of flame as they smashed through hulls and ruptured the underlying fuel lines.

The second Cruiser opened fire, flaring its engines to compensate for the recoil of its massive spinal gun. The projectile collided with the oncoming rock and detonated in a storm of bright blue plasma, vaporizing a couple of fighter wings that had followed too closely. The asteroid vanished into the blast, never to be seen again.

Taking advantage of the distraction, the Onslaughts closed to attack range, exchanging fire with the Imperial Escorts, flashes of laser and plasma fire answered by torrents of solid slugs. The Imperial Cruisers demonstrated their fearsome broadside power, swiftly crippling three of the Onslaughts even as explosions blossomed on their hulls from the swarms of bombers buzzing around them. One Imperial Escort succumbed to an attack by multiple Onslaughts, its hull torn to ragged shreds by their combined weight of fire. Speed Freeks cackled with joy as they pursued Imperial torpedoes and shot apart Assault Boats, and were annihilated in turn by bursts of point-defense fire from the Escorts. Landas trailed impatiently, firing their guns at whatever came within range searching for hull breaches that they could use to board. They made little headway, their clumsy boarding attempts resulted in many Orks drifting off into space and very few making it onto enemy decks, where they were quickly isolated and overwhelmed by the more numerous Naval Armsmen. In the maelstrom of battle, the two remaining asteroids were forgotten by the defending fleet.

The fortress Defense Laser opened fire, striking an Onslaught on its rear and slicing through two of its engines. Its next shot slammed one of the impactors, carving a deep, glowing fissure across its center, causing the rock to fragment as it entered the planet's atmosphere. From the point of view of the fortress's defenders, it must have resembled an apocalyptic scene, as burning chunks of rock rained down from the tortured sky, a constant, thudding bombardment that pounded the mountainsides. When the dust finally settled, the fortress was left cratered, but still intact, though the formidable Defense Laser at its summit had been reduced to a pile of scrap by the impacts.

The final impactor was poorly aimed, veering off-target as it entered the upper atmosphere, striking the desert surface and eradicating a pair of Imperial garrisons unlucky enough to be caught in the resultant blast wave.

The battle wasn't going well, Skullkrak could tell that much. Though every Imperial ship had been damaged to some extent, and the two lightly armored torpedo vessels in the fleet had been reduced to harmless, drifting wrecks, the Ork fleet was taking far more casualties due to the sheer weight of fire from the humie ships that the Ork attack force just couldn't match.

"Not 'nuff dakka."


Casualties: 1 Veteran Warband, 4 Karnage Skwadrons, 3 Deff Skwadrons, 1 Kannibal Skwadron, 6 Onslaughts
Waaagh! Expended: 4000
Waaagh! Gained: 10
Waaagh! Points: 10,990

Imperial Ships Remaining: 5 Escorts, 2 Cruisers, Orbiting Shipyards

[ ] Write-in battle plan.
 
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[X] Bring in the Godstompa and the Rok, both blasting anything within range that isn't Orky, mainly the Cruisers.
[X] While Da Godstompa approaches, the Onslaughts will focus fire on the Escorts, keep them occupied so that our Bommas have a clear path to the Imperial Cruisers.
-[X] Karnage Skwadrons will launch bombing runs on the Imperial Cruisers. Have Dakkajets form an Orky shield around them to protect the Bommas from the Imperial PD fire. Then those Dakkajets keep the Cruisers harassed, strafe the Macrobattery broadsides if you have to! Or ram them, so long as they're occupied and being damaged!
--[X] Our Kannibal Skwadrons will launch a boarding action on the Imperial Shipyards. Once again, have any spare Dakkajets escort them and take any hits for them. Have Orkkenheimer go with them once the PD is clear to take a look at the gubbinz.
---[X] Once the Imperial Cruisers are no longer an issue, the Rok will drop onto the Superfortress with 10 Dread Mobs, 10 Squiggoth Warbands, and as many Veteran Warbands as the Squiggoths can carry led by Grimgul alongside all our Krash Kapsul Warbands and Veteran Warbands.

"Shoot dat wun ya gitz! No! Dat uvver wun!" Skullkrak roared into his speaky-box as the fleet battle raged ahead. He slammed a fist against a wall when one of the Karnage Skwadrons somehow mistook an Onslaught for an enemy vessel, unleashing a bombardment that crippled several of the Escort's heavy gun batteries before realizing their mistake.

"Ah, zoggit." Skullkrak said at last. "Bring da Godsquisha in an' show deze gitz 'ow itz done."

The Godsquisha's engines clanked and creaked, belching clouds of oily black smoke as they powered up and sent the Hulk lurching forward. The harpoon tether was cut, allowing the Rok to drift free and move of its own accord.

The Onslaughts turned, focusing their forward-facing weapons on the more lightly armored Imperial Escorts, doing their best to corral them away and break their protective envelope. One Imperial Cruiser sputtered to a halt as an Ork fighter wing found its way into the ship's already battered engines, the resultant blast blowing the exhaust port clean off and causing the ship's shields to flicker and fade. So crippled, it was unable to maneuver away when the Godsquisha barreled through the engagement with guns blazing, smashing into the Cruiser head-on and crunching it against the Hulk's side.

Unable to use its Nova Cannon at such short range, the remaining Cruiser moved to pursue, unleashing a two-sided storm of plasma from its broadsides, one of which slammed into the Godsquisha while the other reduced an Onslaught to a glowing, fused wreck. Internal eruptions blasted through the unstable conglomerate, shearing off entire sections to drift away into space. The Rok flew past next, raking the Cruiser with a fusillade from its close-ranged cannons.

Kannibal Skwadrons broke from the engagement, sprinting for the Imperial shipyard while fighter wings dueled with the station's sparse defensive batteries. Though boarding mishaps claimed more than their share of victims, mobs of hulking Orks were able to debark successfully, barging through the shipyard's docking sections and massacring the human workers. Black armored security troopers formed firing lines at the ends of hallways, engaging squads of Lootas and Flash Gitz in deafening gun battles. Several sections of the shipyards lost power as Kommandos crawled through vents and blew up vital power stations, allowing even more Landas to make it through the station's defenses. Orkkenheimer arrived with a retinue of Meks, following just behind the front waves.

The superstructure of the Godsquisha creaked as it turned ponderously around, passing the Imperial Cruiser and exchanging another round of gunfire. This time the Hulk came off relatively well, taking the hits to a few mostly empty sections while the Cruiser lost several decks to the Hulk's massive scrap-metal slugs. A third pass left the Cruiser crippled, and the surviving Imperial Escorts sounded the retreat, pursued by the victorious Ork fleet.

Unoccupied Landas were called back, and soon the Rok's halls echoed with the sounds of stomping Squiggoths and clanking mecha. As the Godsquisha settled into the planet's orbit, the Rok was sent hurtling downward, smashing into the mountains just beside the Imperial fortress and collapsing its southern wall with the resultant blast. The ground trembled as the landing forces poured out, streaming toward the gap in the bastion's defenses.

"Get'em boyz! Dakka dakka dakka!" Grimgul roared from atop a Squiggoth as the first line opened fire on the human workers trying desperately to set up defenses.

The Hulk passed overhead, and the sky filled with contrails as countless Krash Kapsuls poured down as thick as rain. Anti-aircraft batteries opened fire, blowing some of the transports out of the air, but it was as futile as trying to dam the ocean. The teeming Ork armies massed in the valleys and on the mountain slopes, pouring through the gaps in the walls, roaring like savage seas, overrunning Imperial positions through sheer weight of numbers. Mobs of Deff Dreads spearheaded the assaults, crashing through fortifications and decapitating entire squads with their whirring saw blades, before being countered by tank platoons in the narrow streets. Soon, Ork Tankbustas were stalking the Imperial armor, firing at them from behind windows and walls, sending crude rokkits corkscrewing into the human tanks. One by one, the Imperial pennants were smashed and burned, replaced by crude Ork banners flown from burning towers and crumbling spires.

"We'ze taken da humies fortress boss!" Grimgul reported back.

Casualties: 16 Warbands, 5 Veteran Warbands, 1 Krash Kapsul Set, 1 Rapid Response Skwadron, 1 Armor Skwadron, 1 Dread Mob, 2 Deff Skwadrons, 1 Karnage Skwadron, 3 Onslaughts
Waaagh! Expended: 0
Waaagh! Gained: 200
Waaagh! Points: 11,190

[ ] Write-in battle plans.

---
Within the halls of the Imperial shipyards, the Orks' momentum slowed as Imperial resistance began to stiffen. Though the humans were still being driven back, Ork casualties were high as ambushes awaited them around every corner, at every juncture and behind every door. Where the security troopers would once have fled after a few had been splattered by the half-dozen barrels of Orkkenheimer's kustomized kombi-weapon, now they were accompanied by Commissars in fancy coats and hats, whose stern glares and even sterner aim compelled the soldiers to fight to the death.

Leading a motley crew of boarders on a meandering path around the station, more to sample all the delectable technologies than for any strategic benefit, Orkkenheimer stopped when he noticed a human squad blocking his path. These were no ordinary humans, for they were tall and broad of shoulder; by his own reckoning, a few of them might have even been bigger than the Big Mek himself. A Commissar marched at the squad's head, dressed in a red and black coat like some of the others that the Big Mek had seen, with one eye replaced by a gleaming red lens that the Big Mek coveted greatly. Brandishing a sabre that crackled with disruptive energy, the Commissar charged with his squad, eyes fixed on Orkkenheimer himself as he roared out a challenge.

[ ] No puny humie getz da betta uv Orkkenheimer! - Accept the Lord Commissar's challenge, and see if he likes the taste of killsaw. (Roll 5d6)
- A character who wins challenges gets more experience, and earns more Waaagh! for the army. However, a character is likely to be killed if he loses a challenge, and can be seriously wounded even if he wins, forcing him to sit out the rest of the battle, resulting in loss of access to his Waaagh! abilities.

[ ] Urrr... Orkkenheimer 'az betta fings ta do than gettin' into a scrap wiv a puny humie 'ooz gunna die anyway. - Make an excuse and run away!
- A character who flees from a challenge may cause the horde to lose the character's Waaagh! bonus. However, as Orkkenheimer is not the primary commander of this invasion, and is not granting his personal Waaagh! bonus, that will not happen this time.
 
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[X] No puny humie getz da betta uv Orkkenheimer!

With a roar of "Waaagh!!!" the Orks counter-charged, chain-axes roaring while guns blazed from both sides. Ripper Guns hammered out an intimidating racket, ripping apart Orks in sprays of blood and bone, while Ogryns dropped dead to the ground as Snazzguns tore through their ranks and explosions blossomed around them. A shimmering energy barrier rippled into being around the Commissar, allowing him to advance untouched, deflecting even a Zzap beam from Orkkenheimer's kustom shoota.

The two lines crashed together with a resounding boom, meeting in bloody combat, the air filled with the roars of Ogryns and the bellowing of Orks. Bodies thudded to the floor left and right as the Lord Commissar waded into battle, decapitating an Ork that had attempted to fight him, clearing the path to the Big Mek himself. The Commissar attacked with a downward swing, slicing a sizzling groove down Orkkenheimer's chest plate but failing to bite through to the green flesh below. The Big Mek grinned and brought his killsaw to bear, and only a last minute evasion prevented the Commissar from being split in half as the whirling saw blade cut through his armored vest, carving a long, ragged gouge down the man's chest.

The Commissar staggered back, blood flowing freely from his chest and chin. His bionic eye flashed, discharging a laser pulse into the gap in Orkkenheimer's armor, blowing apart the Big Mek's chest in a spray of vapor and shrapnel. Switching to a two-handed grip, the Commissar lunged into the fray, his sword a blur of blue, pushing Orkkenheimer back, weaving through the Big Mek's defenses and hacking off his left arm at the elbow.

Snarling, Orkkenheimer kicked out with an armored boot, slamming it into the Commissar's knees and sending the man sprawling. Raising his killsaw, the Big Mek brought it down on the man's neck, and with a satisfying squelch the Commissar's head was severed, his limp body collapsing into a heap. The Ogryns paused as their leader was killed, and their lines buckled as burly Nobs pushed their advantage, hewing wildly at the abhumans' lines.

Orkkenheimer paid little heed to the proceedings of the battle, his attentions drifting immediately to the Commissar's severed head. The Big Mek grinned. An evil eye like that would definitely have the Nobs lining up at his shop, all clamoring to get one (or maybe two).

Orkkenheimer stooped down to pick up the severed head. Nothing happened, and the Big Mek remembered that his left arm had been severed. He stared dumbly at the still sizzling stump for a moment, then looked down at his ruined chest, which was still oozing thick blood mixed with bits of green fungal matter.

"Ahh, zoggit." He muttered glumly. "Guess I'll 'ave ta look at dis fing later."

*Orkkenheimer is too injured to participate further in this battle.

---​

[X] Settin' up Shop, Fast and Loud

The skies above the Chaonus were filled with vapor trails as Onslaughts and Landas descended from orbit, depositing the Ork armies into the foothills beside the planet's central mountain range. They were followed by swarms of buzzing fighters and swooping bombers, and mobs of Orks worked to fortify the captured bastion and construct landing strips so the aircraft could be ready for battle more quickly. One of the last landings delivered Underboss Grimgul into the fray, and at his command, three spearheads punched out, kicking up clouds of dust that rivaled the planet's periodic sandstorms. Columns of Speed Freeks wove between the human forts, cutting off their lines of transportation and blazing red ruin at the light relief forces that sallied out to meet them. Heavier units followed, assaulting the humans' isolated positions, Karnage Skwadrons pounding the Imperial redoubts to rubble while armor and infantry overwhelmed the outnumbered defenders. The front line surged eastward toward the second mountain fortress, quickly crossing the halfway point.

The human defenders reacted by pre-emptively massing their forces ahead of the penetrating salients, armor regiments meeting the Speed Freeks on open ground and smashing their lighter vehicles in pitched battles. The Speed Freeks resorted to hit and run raids, which the humans countered by pursuing the fleeing Orks with fighter wings deployed by their remaining fortress. Lightning and Thunderbolt roared through the skies, racking up immense kill counts against the helpless Warbikes and Trukks. Squadrons of Sentinels and Chimera transports struck at the Orks force's rear, destroying supplies, wiping out warbands then fleeing before any organized resistance could be mustered. The most daring raiders even struck at the Ork airfields, destroying returning aircraft as they landed to rearm and refuel. The rate of advance slowed to a bare crawl.

Planetside Forces: 733 Warbands, 92 Veteran Warbands, 48 Rapid Response Skwadrons, 28 Armor Skwadrons, 10 Dread Mobs, 10 Squiggoth Mobs, 5 Gargant Big Mobs, 6 Deff Skwadrons, 5 Kannibal Skwadrons, 4 Karnage Skwadrons.

Casualties: 20 Warbands, 13 Rapid Response Skwadrons, 1 Armor Skwadron, 1 Deff Skwadron, 1 Karnage Skwadron
Waaagh! Expended: 2500
Waaagh! Gained: 1720
Waaagh! Points: 10,410

[ ] Write-in battle plan.
 
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[X] Armor Skwadrons loaded with Veteran Warbands and Gargants move to the front to face Imperial armour, while Rapid Response Skwadronz loaded with Veterans move to the rear to take out Imperial raiders. Continue advancing until we reach the Super-Fortress.
-[X] 2 Karnage Skwadronz heavily escorted by 4 Deff Skwadronz will bomb Imperial rail-lines and fortresses, to try to force the Imperial fighters to respond. The other 2 Deff Skwadronz will run Combat Air Patrol against any Imperials planning to hit our ground forces while the remaining Karnage Skwadronz hit any Imperial forces that attack us on the open field.
--[X] Kannibal Skwadronz will be loaded with Dread Mobs and Squiggoth Mobs to deploy at the rear of any Imperial assault should they try to face our forces head to head.
-[X] All Veteran Warbands are to be given "Swamp Em!" and "Shoot'em Gud"

[X] Seeing how Orkkenheimer is too wounded to make a speshul device, we must resort to Plan "Woteva Letta Comez Afta A". Get all the Warbands in Da Godsquisha as far away from the front of the Hulk as possible, then send the thing on a crash course right into the second Super-Fortress. All Warbands will be given the Orders of "Use Yer Choppas!".

With alarming suddenness, the columns of Speed Freeks turned and retreated, kicking up clouds of dust that vanished over the horizon. What cheer the Imperial defenders derived from this were dispelled when the roaring of Warbike engines was replaced by the grinding sound of heavy treads on the sand, and the booming footsteps of Stompas.

The Imperials had a secret weapon. A company of Deathstrike Missile Launchers were prepped and launched, the ballistic missiles falling amidst the Ork lines and erupting into raging fireballs that annihilated entire armies and reduced the desert surface to a surreal landscape of spiraling glass.

And yet it was not enough. The gap formed by the Deathstrikes was swiftly closed, while bombers flew overhead, cratering the Imperial trench-lines and disrupting troop movements. Anti-aircraft guns downed some of the aircraft, while Lightning and Thunderbolt fighters arrived, throwing themselves into furious duels with Ork Dakkajets, filling the skies with criss-crossing bullet tracers. Marauder bombers flew bombing runs over Ork lines whenever they were able, slowing down several pushes in exchange for taking heavy casualties from pursuing Deff Skwadrons. Imperial raiders striking at the back lines found themselves countered and pursued by mobs of Speed Freeks, the impulsive Orks howling gleefully, finally having something to fight.

Stompas and Battlewagons crashed into the defenders, disgorging mobs of hulking, battle-hardened Orks that swept through gaps in the Imperial lines, guns blazing. Imperial forces counterattacked, opening with a thudding cannonade from their artillery batteries, followed by attacks from armored spearheads lead by companies of Baneblade tanks, which tore through lighter Ork forces and clashed thunderously with mobs of Stompas. Several advances stalled when they struck minefields, and the front devolved into a grinding stalemate.

With Imperial fighters occupied, Landas deposited mobs of Deff Dreads and monstrous Squiggoths at the Imperials' rear, cutting off supply lines and encircling their armies. The Imperial armies began to fragment as the flankers infiltrated their defensive belts, and fleeing regiments were massacred almost to a man by the howling Orks. The front line began to push forward once again, while escorted bombers leveled the remaining bastions in their path, advancing toward the remaining meridional fortress.

The sky above was tinged red with flame as the Godsquisha entered the atmosphere, and the fortress Defense Laser fired, carving off entire decks from the body of the massive Hulk. The conglomerate slammed into the foothills beside the mountain range, throwing up a plume of superheated ejecta, and sending tremors shivering through the planet that could be felt thousands of kilometers away.

Bombers roared overhead, dropping thousands of tons of explosives on the human fortress, taking heavy casualties from defensive gun emplacements. A tide of Orks surged in through the gaps, carving their own entrances at times using the cutting torches of the Burna Boyz, while Dakkajets buzzed low, strafing human defenders caught out in the open. Orks died in heaps as they rushed the human firing lines, and still more poured in. Anti-aircraft emplacements were silenced as Kommandos slew their crews and planted booby traps to blow up the unlucky replacements. Deff Dreads carved through the blast doors of the central command room, and the entire place was set alight, the flames signalling the citadel and the planet's fall.

With the collapse of the second meridional fortress, the unsupplied and demoralized defenders were easily overrun, and with the central Fortress World taken, the surrounding planets fell into Ork hands in short order. Orkkenheimer recovered swiftly, and could be found eagerly looking over the captured technologies, helped by his new arm, acquired from a Nob "donor" who was "overcome with generosity".

Victory:
Casualties Total: 72 Warbands, 16 Veteran Warbands, 14 Rapid Response Skwadrons, 8 Armor Skwadrons, 4 Dread Mobs, 1 Squiggoth Mob, 1 Gargant Big Mob, 8 Deff Skwadrons, 1 Kannibal Skwadron, 5 Karnage Skwadrons, 9 Onslaughts
Promotions: 98 Warbands promoted to Veteran.
Territory Captured: 1 B-Class Sector
Captives: 20 Population
Looted: 19,100 Teef
Waaagh!! Level: -230, +500. Current Level: 570 (+20% Population Growth, Markedly Reduced Warp Disaster Chance, +20% Waaagh! in Battle)
Experience: Skullkrak +1000, Orkkenheimer +1000, +300

---​

Big Mek Orkkenheimer has Leveled Up.
- Personal Waaagh! Points Bonus +50.
- Gained 'Better Gubbinz'. Equipment upgraded to Power Klaw, Kustom Mega Blasta, Kustom Forcefield: +2 Melee, +1+ Ranged, +1+Toughness
- Experience to Next Level: 600 / 2000

Underboss Grimgul has Leveled Up.
- Gained +Melee, +Toughness.
- Personal Waaagh! Points Bonus +100.
- Experience to Next Level: 300 / 2000

Warboss Skullkrak has Leveled Up.
- Gained +Melee, +Toughness. Population limits and growth rate increased.
- Personal Waaagh! Points Bonus +100.
- Experience to Next Level: 300 / 2000
- Choose One of the Following:

[ ] Waaagh-Mongerer: Grand speeches and more than a few punches to the face serve to "convince" the boyz that good things come to those who wait a little longer. Effect: Waaagh!! decay rate per turn is reduced by 40 points.

[ ] Better Gubbinz: The boss must have the shiniest choppa and flashiest shoota of all the boyz. Upgrades Skullkrak's (and Grimgul's) equipment to a Power Klaw, Enhanced Kustom Shoota and Mega Armor. Effect: +1+Melee, +1+Ranged, +2 Toughness

[ ] Skullkrak's Own: Gain one more character, who will start at Level 1.

- [ ] Skarboy Kommando Skarsnik: Looter, sneak, and Smartboy, Kommando Skarsnik boasts exceptional intelligence among Orks, with a reputation for knowing things that most Orks see no practical use for, and for using complicated words that he "looted" from other races. Though most other Orks consider his methods to be a waste of time, or even downright cowardly, few are willing to say it to his face, for the Skarboy Kommando is as big as a Nob, and ten times as kunnin'.

- [ ] Warphead Zogstruk: Having pushed his psychic prowess to its limits, Zogstruk is now completely insane, his personality shifting at a moment's notice from manic aggression to quietly muttering about irrelevant things like "da rollz" and "kwests". One constant facet however, is his obsession with developing increasingly bizarre powers, with which to detonate his enemies in new and more interesting ways.

- [ ] "Butcher" Burrghus: Though Burrghus calls himself a "Medikork", most other Orks refer to him as "da Butcher", and go out of their way to stay as far away from him as possible. At first glance, Burrghus seems rather gentle for an Ork, a notion that is immediately dispelled when one of his insane experiments shambles from his lab.
 
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[X] Skarboy Kommando Skarsnik: Looter, sneak, and Smartboy, Kommando Skarsnik boasts exceptional intelligence among Orks, with a reputation for knowing things that most Orks see no practical use for, and for using complicated words that he "looted" from other races. Though most other Orks consider his methods to be a waste of time, or even downright cowardly, few are willing to say it to his face, for the Skarboy Kommando is as big as a Nob, and ten times as kunnin'.
- As a Level One Character, Skarsnik's personal Waaagh! Points Bonus is increased by 50, and gains Better Gubbinz, upgrading his equipment to Da Cutta, Spechul-Kombi Shoota, Tellyporta. Stats: 7+ Melee, 6+ Ranged, 5+ Toughness

-Research List-
Choose 1 Research Project (and roll 1d100). This project slot can instead be used to choose an item from Looted, and the bonus to success will be retained.

[ ] Snazzgun Blasta: A fancy modification to the Snazzgun that allows it to fire crackling energy blasts, making them even more unpredictable and dangerous to use but adding considerably more firepower.
Effect: +Ranged to Veterans
Difficulty: Medium - 50%

[ ] Mega Armor: A suit of massively thick and heavy Ork armor, built around a powered exoskeleton. Mega Armor incorporates fearsome weapons, such as a Power Klaw and Kombi-Shoota.
Effect: +Melee, +Toughness to Veterans
Difficulty: Medium - 50%

[ ] Mega Dread: A hulking armor-plated monster of a walker with enormous hydraulic power and deadly weapons that remains far more maneuverable than the larger Stompa.
Effect: +Melee, +Ranged, +Toughness to Dread Mob
Difficulty: Medium - 50%

[ ] Squiggator: A massive six-limbed, armor-plated crocodilian that uses its muscular tail to propel itself at high speeds through water. Unfortunately, its frequently replaced teeth decay far too quickly to be of use as currency, and the Runtherds have yet to figure out how to rectify this.
Effect: +Melee, Add Amphibious to Squiggoth Mob
Difficulty: Easy - 70%

[ ] Supa-Stompa: War machines larger than the standard Stompa, with more armor and guns to boot.
Effect: +Ranged, +Toughness to Gargant Big Mob
Difficulty: Medium - 50%

[ ] Deffkopta: A single-seat attack aircraft comprised of a Warbike frame lifted through the air by a pair of whirling rotors.
Effect: Unlocks War Skwadron
Difficulty: Easy - 70%

[ ] Fighta-Bommer: Kit-bashed affairs that fly despite their ungainly, brutish construction, Fighta-Bommers mount an assortment of heavy weaponry, with as many guns, rokkits and engines bolted on as possible.
Effect: +Ranged and Effectiveness against Heavy for Deff Skwadrons.
Difficulty: Easy - 70%

[ ] Burna Bommer: For some Flyboyz, guns might not be as fun as flamethrowers, and a Burna Bommer is a Bommer variant equipped with incendiary bombs and missiles to satisfy these desires. Burna Bommers make attack runs from as low an altitude as possible, and predictably, this is a very dangerous technique, and not just for the target.
Effect: Effectiveness against Infantry and Light for Karnage Skwadrons.
Difficulty: Easy - 70%

[ ] Brute Ramship: A particularly Orky spaceship with a large armored prow and powerful engines. The Brute Ramship is made for no purpose but to drive into position and ram an enemy ship. Even capital ships fear the damage that this attack can deal.
Effect: Unlocks Brute Ramship
Difficulty: Easy - 70%

---​

Choose 1 Looted Project (and roll 1d100):

[ ] Beamy Deffgun: "We'ze looted sum uv da humies' 'lazkannonz' we 'ave. Dead shooty dey are, but needz ta be louder and 'ave some spiky bitz out in da front."
Effect: Warband gains effectiveness against Heavy
Difficulty: Medium - 75%

[ ] Gunwagon: A "liberated" Imperial tank that has been repaired and "kustomized", with heavy armor and heavier firepower.
Effect: +Ranged to Armor Skwadron
Difficulty: Easy - 100%

[ ] Big Zzappa: A heavier and more potent version of the Zzap gun, with a lot more custom 'gubbinz'. Fires a concentrated beam of energy at long range.
Effect: +Ranged to Armor, Super-Heavy Armor and Big Gunz Skwadrons.
Difficulty: Medium - 75%

[ ] Flakka-Dakka Gun: Large auto-cannons that fire explosive flak shells to bring down enemy aircraft. Though lacking the Imperial logic-engine that assists the gunner in aiming, the Orks make up for this by adding more barrels.
Effect: +Ranged for Rapid Response. Anti-Air for Rapid Response, Armor and Super-Heavy Armor Skwadrons.
Difficulty: Easy - 100%

[ ] Supa-Kannon: A heavy artillery piece designed for shelling enemy positions and fortifications from long distance. The device is crewed by Gretchin, who often go deaf from the repeated blasts and are forced to resort to a rudimentary form of "sign language".
Effect: Unlock Big Gunz Skwadron
Difficulty: Easy - 100%

[ ] Battlefortress: A super-heavy assault vehicle and mobile fortress that bristles with weapons and can transport whole mobs of boyz.
Effect: Unlock Super-Heavy Armor Skwadron
Difficulty: Medium - 75%

[ ] Gaze of Mork: An enormous and unpredictable energy beam generator, mounted on the heads of Stompas and Gargants. Attending Meks can divert energy from the walker's roaring engines, allowing the beam to be fired with enormous power.
Effect: +1 Ranged, Effectiveness vs Titans for Gargant Big Mob
Difficulty: Hard - 45%

[ ] Power Fields: Overlapping energy fields used to protect everything from Stompas to starships, originating from generators that tend to be covered in crackling electricity and billowing black smoke. Orks quickly learn to stand far away from these temperamental devices, particularly when under attack, as random energy discharges may vaporize anyone standing too close.
Effect: +1 Toughness for Gargant Big Mob. Change Armor Type for Gargant Big Mob to Titan. +Toughness for all spaceships other than Strikecraft.
Difficulty: Hard - 45%

[ ] Ravager Attack Ship: An Ork torpedo boat that makes up for the unreliability of its crew by having more launchers, allowing it to fire large salvos of torpedoes over long distances.
Effect: Unlocks Ravager Attack Ship
Difficulty: Easy - 100%

[ ] Kill Kroozer: Workhorse ships with balanced attributes mounting a combination of guns and crude Ork torpedoes.
Effect: Unlocks Kill Kroozer
Difficulty: Medium - 75%

[ ] Hammer Battlekroozer: Particularly large and dangerous Kroozers, built around a central Nova Cannon suitable for doing enormous damage to planetary installations and large space-borne vehicles.
Effect: Unlocks Hammer Battlekroozer
Difficulty: Hard - 45%
 
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Interlude 2 - The Despoiler Triumphant
[X] Kill Kroozer - 87 = Success.

[X] Flakka-Dakka Gun = Automatic Success.

Strapped to the back of the gun, Gorsog pushed the steery-stick left, causing the turret to swivel in that direction. He moved it to the right, and up and down, and each time the gun responded quickly and fluidly, with only a few loud clanks and one worrisome vibration from its base.

"Gorsog, them Flakka-Dakka guns workin' proper?" A voice said from behind him.

Unable to turn his head far enough to look, Gorsog pushed his steery-stick to turn the entire mount around, finding himself face to face with their camp's mek, Cogork. Chomping on a cigar, the Mek stared quizzically through his one good eye.

"I don't know." Gorsog replied. "'Aven't shot anyfing down wiv'em yet."

Cogork's gaze shifted to look up at an airplane flying overhead.

"So 'oo'zat flash git flyin' up overhead?" The Mek asked.

Gorsog tugged on his steery-stick to aim the gun upward so he could look. The bright colors, excessive ornamentation, it had to be that sneaky git Badlug.

"Badlug. Dat sneaky git still 'azen't fixed up me bike like I wanted."

"Well there ya go then..."

Gorsog glanced around, quickly locating the red shooty button and hammering it with his free hand. The entire gun-mount shook as the four barrels roared, filling the sky with shells that burst into clouds of slicing shrapnel. Its body cut and its engines shredded, the targeted aircraft plunged to earth, trailing black smoke behind it, landing in a heap at the edge of the camp.

"Flakka-gun testin' sukksesful."

---​

010.M42
Sub-Sectors: 2 B-Class
Population / Cap: 1173 / 12,000
Slave Population: 120
Teef: 34,376

[ ] Write-in build plan.

---​

Interlude: The Despoiler Triumphant

The Orks of Dregruk seemed to sense their leader's demise, and within a year, their remaining worlds had been swallowed into the Empire of Gathrog. Meks that had faced one another on countless battlefields now worked together for the first time, and columns of Battlefortresses, ramshackle fleets and mobs of towering Gargants rose from their efforts. The Arch-Dictator roared red war, and with simultaneous cries of "Waaagh!!!", the scrap fleets launched themselves into the void, into Imperial space.

Already reeling from the attacks of the Green Kroosade, the Cadian Sector was unprepared for the sudden assault. On Thracian Primaris, the forces of the Black Templars were smashed as greenskins swarmed over the hives, tearing down the great factory-cities of the Imperium to be remade into yet more machines of war. On the Sentinel Worlds, the Orks of Gathrog descended to do battle with silvery legions of Necrons, drawing their attentions away from the Forces of Chaos that roamed freely through the sector. The Ulthwe Craftworld came under attack from a fleet lead by Warboss Morshank. From his Hulk 'Da Wurldbreaka', the Arch-Dictator himself headed the invasion of the Agripinaa Sector, which supplied vital munitions for the fleets and armies battling in the Cadian Gate. Battlegroups were pulled back from their blockade of the gate, and fleets and armies pulled from a thousand worlds to fight back the rampaging horde.

The Imperium was stretched too thin, and its vulnerability would be punished. Scattered Chaos fleets regrouped within the eye, and battles erupted anew in the void around Cadia. Outnumbered, robbed of reinforcements and bereft of assistance from the Eldar, the Imperial fleets quickly lost control of the space-lanes within the Cadian Sector, and the Forces of Chaos closed to tighten the stranglehold. Daemons, cultists and otherworldly horrors swarmed over the surface of Cadia, until even the ingenious stratagems of the Lord Castellan were of no avail. Though pockets of resistance held out for some time, each bastion, fortress and Space Marine company was eventually overrun. The battered remnants of the blockade pulled back, and Cadia burned in a storm of slaughter and savagery.

Contrary to what the Imperium had feared, Abaddon left the world intact, for its pylons were intrinsic to the stability of the Cadian Gate, which was needed to move forces out of the Eye and deeper into loyalist territory. But more than that, Cadia was a symbol of Abaddon's triumph, his defiance of the Emperor and the High Lords of Terra, and the power and control he wielded as the Warmaster of Chaos.
 
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[X] Keeper's Plan

020.M42, Turn 3

*Population increased by 600.
*Waaagh!! level of 570 grants +20% increased population growth, markedly reduced Warp Disaster chance, and +20% Waaagh! in battle.
*Slave population reduced to 52.

*1d200 - 27
*1d4 = 1


A small fleet of Ork vessels has appeared in high orbit over Tranus, painted blue with the emblem of the Deathskulls clan. When their reason for coming was demanded, the Kaptin broadcast his intent to join the Waaagh!!!, having heard rumors of the attack on Chaonus, and having felt a pull while he was traveling through the Warp. Though the horde's Lootas were overjoyed, considering the Deathskulls to be their brothers-in-arms, most of the other Orks had their misgivings, for the Deathskulls had well-deserved reputations for being good at "borrowing" things, and bad at returning them.

*Gained 12 Warbands, 2 Onslaught Attack Ships, 6 Ravager Attack Ships, 1 Kill Kroozer. Unlocked Ravager Attack Ship and Big Gunz Skwadron. Deathskulls added to clan list and Deathskulls attributes have been applied.

---
"Skarsnik!!" Skullkrak roared as he charged through his boss-fortress. "Skarsnik!!"

"You two!" He called out as he spotted a pair of Orks in the halls. "Find dat sneaky git Skarsnik an' tell'im ta get ova 'ere!"

"Ya wantz sumfink boss?" The a deep, conspiratorial voice said from behind. Skullkrak wheeled around to see the heavily scarred Kommando, flicking bits of dried purple paint from his dark green skin and studded squig-skin armor.

"Where wos you at when I wos lookin' fer ya?" Skullkrak asked suspiciously. "Sleepin' on da job."

"Ah, I wos right over dere boss." Skarsnik replied, pointing toward a mound of scrap piled up in a nearby corner.

Skullkrak gazed in the direction of the Kommando's finger. "Den 'ow come I didn't see ya when I passed dere?"

Skarsnik bent down and scratched the last few chips paint from his boots. "Well boss, 'ave ya ever seen a purple Ork before?"

---
"Look in 'ere an' tell me wot ya see." Skullkrak ordered, handing Skarsnik the small end of the fortress's searchy gubbinz, connected by a series of twisting tubes and pipes to a gigantic telescope that jutted prominently from the top of walls.

"I kan't tell one uv dese humie shipz from anuvver."

Peering through the lens, the Kommando mumbled something to himself, counting off numbers on his fingers.

"Ah! Strike Kroozas!" He suddenly exclaimed. "We're in fer a gud fight boss! We'ze got Beakiez comin'."

-Order of Battle-
Waaagh!!!Skullkrak (Forces Present):
- 1319 Warbands, 154 Veteran Warbands, 2 Cybork Warbands, 6 Cybork Veterans
- 50 Rapid Response Skwadrons, 25 Armor Skwadrons, 20 Dread Mobs, 10 Squiggoth Mobs
- 6 Gargant Big Mobs
- 14 Deff Skwadrons, 6 Kannibal Skwadrons, 8 Karnage Skwadrons
- Godsquisha - Space Hulk, 16 Onslaught Attack Ships, 6 Ravager Attack Ships, 2 Roks, 4 Kill Kroozers
Characters: Warboss Skullkrak, Underboss Grimgul, Skarboy Kommando Skarsnik, Big Mek Orkkenheimer
Waaagh! Points (+20%): 22,092

Imperial Invasion Force:
- An Imperial Fleet has arrived at the edge of the Tranus System within the Core Worlds, consisting of one Lunar and one Gothic-class Cruiser, a Dauntless and a Defiant-class Light Cruiser, escorted by 12 Frigates of various types, and two Cobra-Class Torpedo Destroyers.
- A second fleet consisting of dozens of freighters has emerged from the Warp, trailing closely behind the combat ships. These ships are expected to land and supply the ground invasion force, whose size is estimated to be 6-8 Imperial Battlegroups, roughly equivalent in numbers to 200 - 400 Warbands and heavy units.
- Two Strike Cruisers from the same Space Marines chapter have arrived at a separate point, but are moving to join up with the Imperial Fleet. They are expected to be able to deploy two companies of Space Marines, along with all of their ground / aerial transportation and support vehicles.

[ ] Write-in battle plan.
 
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[X] Stand and Dakka V2, Still Fighting Space Marines

In the ruined scrap-heaps that were all that were left of the humans' cities, Orks and their wretched captives toiled in frenzied activity. Massive cranes dangling with thick, rusting chains hauled shells as large as Stompas, while six colossal barrels were cast inside gargantuan molds, then fitted together until they rose higher than even the humans' once shining skyscrapers, that now existed only in the memories of the enslaved. Overseeing the project, Orkkenheimer dubbed the colossal weapon 'Da Sky Blasta', and its opening salute filled the sky with fire, and shattered windows for a dozen kilometers around. Peering through an oversized telescope, the Big Mek confirmed the project's success when an explosion blossomed on the surface of Tranus' moon, and the Sky Blasta's mount groaned as its barrels cycled and another round was loaded in.

The cannon's first task was something more mundane as its chambers were loaded with hollow shells packed with countless orbital mines. Rhythmic booms rippled across the landscape as the Sky Blasta flung these mines out of Tranus' gravity well, forming a vast drifting field that spanned hundreds of thousands of kilometers, right in the path of the Imperial fleet. Cataclysmic explosions erupted among the human ships, the mines floating through shields to batter ship hulls and damage engines, and the fleet quickly decelerated. Unwilling to attempt to go around - and risk taking more damage should they underestimate the field's size - the Imperial fleet was forced to deploy Strikecraft to painstakingly push through the danger zone. The bulk of the invaders were stalled.

A scrap fleet launched out, on an intercepting course for the two Strike Cruisers. Bomber and fighter wings were shoved out from gaps in the Ork ships' haphazard armor plating, just as the Space Marine ships came into view. Void shields flared over the Space Marine vessels, scattering the first wave of Ork strikecraft with their electromagnetic interference, and the two Strike Cruisers turned to plunge headlong into the greenskin fleet, aiming for the Ravager torpedo ships lingering at the back. Onslaughts closed, dealing out punishing blows to the Space Marine vessels as they passed, bringing down the frontal shields of one Strike Cruiser and badly scarring its nose. One Onslaught was lost in turn when magma bombs crashed through its frontal armor, reducing it to a twisted hunk of drifting metal. Three more were beset by squads of teleporting boarders, the Space Marines taking advantage of the narrow hallways to set up killing floors, mowing down whole mobs of Orks while taking hardly a scratch in return. As humanity's finest warriors made their way to the ship's engine room, the remaining Ork ships turned their weapons against their allies like sharks smelling blood, blowing apart the beleaguered Escorts but taking the lives of the Marines with them.

The Strike Cruisers barreled past and Ork attack craft turned to pursue. Point defenses stabbed out, quickly learning to pick off the squadrons of heavier bombers that struggled make runs against the fast flying Strike Cruisers. Several crude torpedoes struck their mark, makeshift plasma warheads detonating in flashes of nuclear fire, or simply battering the Cruiser's hulls with their sheer kinetic force. Others failed to work correctly, spinning off in some random direction or even turning back against the firer, forcing the fleet to scatter in response.

Thunderhawks deployed out from the Strike Cruisers' launch bays, carrying squads of boarders to assaulted the Ork torpedo ships. Dakkajets swarmed the transports, but the extraordinarily armored frames of the Thunderhawks allowed them to glide through the storms of gunfire, often with little more than superficial damage to show for it. Two Ravagers blew themselves apart as melta bombs destabilized their engines and set off the ships' magazines, while their killers were retrieved by their waiting transports.

Onslaughts rejoined the fray, blowing apart several Thunderhawks with their brutal short-ranged guns and forcing the Space Marines to fight a conventional naval engagement. Karnage Skwadrons raked the Strike Cruisers with explosions as the two sides exchanged shots, but the power of the Bombardment Cannons proved decisive, shattering one Onslaught after another with their armor piercing bombs, while the skillful crews timed their shield bursts with volleys of point defense fire to inflict maximum casualties on the attacking bombers. Only three ships of the original attack force made it out, leaving the scarred, battered but victorious Strike Cruisers to continue slowly on their way toward Tranus.

Ork Casualties: 6 Deff Skwadrons, 6 Karnage Skwadrons, 6 Onslaughts, 3 Ravagers
Astartes Casualties: 3 Space Marine Squads

---
Having made their way through the mines, the Imperial fleet elected not to wait for the damaged Space Marine ships, accelerating toward Tranus to bring the Ork fleet to battle. The Sky Blasta thundered, slamming its shells into the shields of the Imperial Cruisers, sending up bursts of volatile warp energies with every impact. Ravagers opened fire with a haphazard volley, and Imperial Escorts arrayed themselves to intercept the crude missiles. Some torpedoes detonated within their holds, crippling one Ravager before the Imperials had even moved to attack it.

The skies over the planet lit up as the heavier Ork ships plowed headlong through the Imperial formation. Lances tore through the hull of a Kill Kroozer while explosive shells from long-barreled kannonz battered the Gothic. Starhawks savaged the Kroozers and Roks with deadly plasma bombs and armor-piercing missiles, while dueling with Dakkajets with their multitude of defensive turrets. Wolf-packs of Onslaughts initially wreaked havoc on the Imperial Frigates, arrayed as they were in a defensive formation with no ability to concentrate force, but the arrival of the Dauntless relieved them, as the heavier vessel could withstand the scrap volleys from the Onslaughts' guns and decimate them with deadly volleys from its weapon batteries and lances.

The Godsquisha emerged from behind the bulk of the planet, crude engines propelling it toward the transport fleet, accompanied by a buzzing cloud of bombers. Imperial Frigates and fighter wings pulled back, moving to intercept it, but leaving the core of their fleet vulnerable to Ork torpedoes. At last the Gothic Cruiser could take no more, its hull splintering under a volley of Kroozer and Ravager-launched torpedoes, sending plasma fire surging through its decks and leaving it a burnt out husk.

Imperial Frigates arrived in time to intercept the bombers, decimating them with precise volleys of weapons fire. The Godsquisha however was too large for their light weapons to significantly damage, and it careened through the transport fleet, scattering them on the first pass and destroying two of the lightly armored freighters on its subsequent runs, sending entire armies of men and material to oblivion. With the Space Marines delayed by battle damage and their transports at risk, the decision was made to commence the ground attack. The southern shoreline of Tranus' central continent was identified as the most suitable spot, but the landings were contested by anti-aircraft fire, and a lightning aerial raid carrying elite Ork forces resulted in the destruction of several armies before they could properly assemble.

Ork Casualties: 1 Deff Skwadron, 1 Karnage Skwadron, 1 Ravager, 4 Onslaughts, 1 Kill Kroozer
Imperial Casualties: 1 Starhawk Squadron, 5 Frigates, 1 Gothic Cruiser, 2 Freighters (8 - 15 Armies Destroyed), 4 Armies

-Order of Battle-​

Waaagh!!!Skullkrak (Forces Present):
- 1319 Warbands, 154 Veteran Warbands, 2 Cybork Warbands, 6 Cybork Veterans
- 50 Rapid Response Skwadrons, 25 Armor Skwadrons, 20 Dread Mobs, 10 Squiggoth Mobs
- 6 Gargant Big Mobs
- 7 Deff Skwadrons, 6 Kannibal Skwadrons, 1 Karnage Skwadron
- Godsquisha - Space Hulk, 6 Onslaught Attack Ships, 2 Ravager Attack Ships, 2 Roks, 3 Kill Kroozers
Characters: Warboss Skullkrak, Underboss Grimgul, Skarboy Kommando Skarsnik, Big Mek Orkkenheimer

Waaagh! Expended: 14,000
Waaagh! Gained: 204
Waaagh! Points: 8296

Imperial Invasion Force:
- Imperial Forces have landed at the southern shoreline of Tranus' largest continent, in an ironic reversal of the original Ork invasion. Ork armies occupy the east and western shorelines of that same continent, with nearly all mechanized units gathered in the west where the terrain is clear. A large mountain range separates the eastern coast from the continent's center, impassable to most armored units. Da Sky Blasta is located on the eastern coast, and while it can be bombarded from orbit, it is heavily armored against space-borne attack, and would be much easier to sabotage from the ground.
- Imperial Forces number at 254 Armies, divided into roughly 30% Infantry, 25% Tank, 30% Artillery, 5% Super-Heavies and 10% Air. An estimated 100 or so more are still in the process of deployment.
- Space Marines have been delayed by extensive battle damage. They are expected to arrive late in the next round of battle.

[ ] Write-in battle plan. Any actions for existing units that are not contradicted (Sky Blasta targeting priority for example) will be continued.

---​

[ ] Skarsnik'z Sneaky Planz: You may choose as many 'sneaky planz' as you have Waaagh! for. You can opt to pay less or more Waaagh!, which will reduce chances of success / guard against unforeseen factors respectively. Skarsnik does not go on these missions personally (currently), meaning he is in no direct danger if they fail.

- [ ] Da Predata: Terrorize a large area of the front lines by randomly assassinating patrols and bombing encampments, and carving the human casualties into gruesome trophies for the others to find. Inflicts negligible casualties, but harms morale (Reliability). 300 Waaagh! per Army. Decide where this should take place.

- [ ] Shoot Fer Us: Every Ork can see the funny side of stealing the humans' artillery and blasting them with it. Inflicts light casualties, and also applies a temporary suppression effect, reducing attack power and mobility of the affected unit. 800 Waaagh! per Army. Decide where this should take place.

- [ ] All Aboard: Who says Space Marines are the only ones who can sabotage ships? Figure out the humans' access codes, then hijack some dropships and use them to get onboard one of the humans' orbiting transports. Then just blow the whole thing up along with everyone in it! Will likely destroy 1 - 3 Armies if successful per transport. 1600 Waaagh! per Transport.

- [ ] Write-in?
 
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[X] Eksploshuns are Orky! (8,200 WAAAGH! Points)

-Godsquisha, Roks, Kill Kroozers, the Karnage Skwadron, and Ravagers are to Focus Fire on the Lunar-class, then the Dauntless, then the Defiant. Da Sky Blasta is to follow this, until the Strike Cruisers are in range at which point is to shoot at them. If the Strike Cruisers are destroyed, it is to resume the Target Sequence. Onslaughts and Deff Skwadrons are to Screen the forces attacking the Cruisers, and take shots at the Cobra-class Destroyers when opportunities arise.
-Once finished with the Fireworkz, Orkkenheimer is to rig up some drills for Veteran Warbands, (10x Underground Deep Strike, 3,000 WAAAGH! Points) who are to Target Imperial Artillery Positions. Before they go, however, Skullkrak is to give them Da Boss' Orderz before sending them on their way. (10x Da Boss' Orderz, 400 WAAAGH! Points)

Wary of the un-Orky tactics employed by 'da sneaky Beakiez', Skullkrak ordered that some of the horde's biggest boyz be deployed onto the crucial transport ships. The Godsquisha disengaged, along with the fleet's Roks, pulling away to the far side of the planet to receive their passengers. Grimgul was deployed as well to the vicinity of the Sky Blasta, to protect that critical installation from the hit-and-run attacks of the Marines.

Imperial armies dug in, carving out trench lines spanning thousands of kilometers, patrolled by men, surrounded by mines and protected by automated gun platforms. Dropships continued to arrive from orbit, depositing the remaining forces onto the planet's surface. Ork armies moved out to engage, and the ground rumbled beneath the green tide's advance. Manticore Missile Tanks opened fire, raining deadly cluster munitions on the advancing Ork lines, while Basilisks and Griffon mortars attacked with a thudding cannonade, blowing apart the densely packed Orks in their thousands. Speed Freeks rushed ahead of the horde, funneling through gaps in the Imperial battle-lines and striking at the vulnerable rear. Mobs of battle-hardened veterans tore through the human defenders, moving in disciplined ranks and utilizing fire-and-move tactics that none of the commanders present had ever seen Orks use before. They were only driven back by costly assaults supported by armor and artillery, but a large gap had been opened in the Imperial battlefront. Imperial air wings struck back, Thunderbolt heavy fighters and Marauder bombers exchanging fire with Flakk-Trakks. Valkyrie Assault Carriers retaliated with Hellstrike Missiles against the main mass of Orks, and from the Imperial lines, the horizon seemed to glow at night with the fiercely burning flames.

Pre-Battle Casualties:
Ork: 17 Warbands, 3 Veterans, 5 Rapid Response Skwadrons, 2 Armor Skwadrons, 1 Dread Mob
Imperial: 14 Infantry Armies, 3 Tank Armies, 2 Artillery Armies, 1 Air Army

---​

*Rolled 43, 47, 8, 94.

"And 'ere we... go!" Skarsnik counted.

The bombs hidden by the infiltrating Kommandos were detonated, bathing the Imperial armies in annihilating light and sweeping away millions of men and machines with their obliterating shockwaves. Four fungal clouds rose into the stratosphere, and Ork armies advanced under their shade, the battle at the front devolving into an out-and-out massacre. The ground split apart as giant drills erupted from the earth, and mobs of hulking Orks spilled from their carriages. Some didn't make it, their drills snagging on areas of hard rock or overheating and exploding with their passengers still inside, but enough emerged behind the defenders to rampage through the Imperials' rear and encircle whole armies to be destroyed.

Reeling from the initial hammer blow, Imperial armies rallied under the exhortations of their Generals and Commissars. Front-line troops dug in to tie up Ork mobs, punishing reckless charges with heavy weapons fire. Imperial artillery columns were maneuvered into position, suppressing Ork air defenses, allowing air wings relatively free reign to strike the most critical greenskin assets, and punish troop movements with bombing runs. Columns of tanks lead by the mighty Baneblade companies pushed forward to initiate breakouts, and to counter thrusts by heavy Ork Skwadrons. Intense battles erupted at critical points along the front as Baneblades fought thunderously against clanking Stompas, and Deff Dreads carved away turrets and dismembered the exposed crews, only to be blasted by another tank cresting over a nearby hill.

Join Battle Casualties:
Ork: 54 Warbands, 16 Veteran Warbands, 8 Rapid Response Skwadrons, 8 Armor Skwadrons, 6 Dread Mobs, 5 Squiggoth Mobs, 3 Gargant Big Mobs
Imperial: 48 Infantry Armies, 16 Tank Armies, 24 Artillery Armies, 3 Air Armies, 1 Super-Heavy Army

---
In space the battle fell into a more familiar pattern, as the Ork fleet emulated the Imperials' screening pattern, and the two fleets circled and flew past one another, exchanging fire whenever they neared. Escorts were blown apart on both sides, and the Lunar Cruiser crumbled under the intense bombardment, though it sold itself dearly, taking down a Kill Kroozer with its macrocannon batteries and furious lance arrays. One Rok was split apart by specialized anti-rok munitions deployed - at great cost - by Imperial Starhawk bombers, shaken to pieces by seismic warheads that buried themselves deep within its crust. With both flagships downed, and the ground battle going nowhere, the remaining Imperial commanders debated amongst themselves whether to call a retreat.

From out of the void, the two Strike Cruisers arrived at last, and the Space Marine Captains took control of the overall operation, ordering the attack to continue. Magma bombs fired from their spinal guns slammed into the Godsquisha, penetrating deep through its piecemeal hull and annihilating critical internal components. Squads of Marines teleported onboard to finish it off, but could make little headway against the garrison stationed there, the huge and well-armed Orks making good use of the Hulk's twisting hallways and criss-crossing entrances to encircle and close with the Marines. One Thunderhawk was lost as it withdrew from the failed assault, taking an entire squad of Marines with it.

The Sky Blasta continued its thunderous barrage, slamming multiple shells through the battered hull of one Strike Cruiser and annihilating much of one company's armor pool. Transferring its squads to the other Strike Cruiser, the damaged vessel withdrew, escorted for a time by a pair of Frigates. The Ork fleet made to pursue, but the remaining Cruiser would have none of it, leading a daring assault against the heart of the Ork fleet, and shattering a Kill Kroozer with repeated blasts from its Bombardment Cannon.

Drop Pods roared down through the atmosphere, deploying toward the two coasts of the planet's central continent. Empty Deathstorms descended first, serving as decoys for anti-aircraft fire and clearing the landing zones with barrages of missile fire. Astartes squads followed, and on the western coast they rallied the wretched slaves and drove them to revolt, for the Emperor could not stand to see his subjects in such a state. Slaves sabotaged infrastructure and stole weapons, and the Space Marines themselves fought at the forefront, the presence of these legendary warriors whipping the captives into a frenzy. Eventually the revolt was put down by the brutal Ork overseers while the Marines pulled out, but not before claiming a great tally of greenskin lives.

On the east, the Space Marines made their way across the scrap-metal hovels, intent on silencing Orkkenheimer's colossal space gun. But the Orks here were staunch to their tricks and tactics, countering every thrust, seeing through flanks and launching encirclements of their own. The Space Marines fought furiously, making use of exotic grav-weapons and vortex grenades, and soon Dreadnoughts arrived to inspire their brothers to greater heights of heroism. But these Orks were the best of the best, and if ten, twenty or even fifty Orks sold their lives to kill or wound one Marine, then that was perfectly fine. One Dreadnought fell, battered by a mob of Tankbustas and their magnetically plated bombs and pierced through by a Weirdboy's psychic assault.

Bloodied and beaten, the Marines withdrew in their Thunderhawks back to their orbiting Cruiser.
Casualties:
Ork: 13 Warbands, 1 Veteran Warband, 1 Karnage Skwadron, 3 Onslaught Attack Ships, 1 Rok, 2 Kill Kroozers
Imperial: 1 Starhawk Squadron, 1 Cobra, 4 Frigates, 1 Lunar Cruiser
Space Marines: 7 Squads

*Lost 31 population of captives.

Total Casualties:
- Ork Casualties Total: 84 Warbands, 20 Veterans, 13 Rapid Response Skwadrons, 10 Armor Skwadrons, 7 Dread Mobs, 5 Squiggoth Mobs, 3 Gargant Big Mobs, 9 Deff Skwadrons, 8 Karnage Skwadrons, 13 Onslaughts, 4 Ravagers, 1 Rok, 3 Kill Kroozers
- Imperial Casualties Total: 62 Infantry Armies, 19 Tank Armies, 26 Artillery Armies, 3 Air Armies, 1 Super-Heavy Army, 12 - 19 Unknown Armies, 2 Starhawk Squadrons, 1 Cobra, 9 Frigates, 1 Gothic Cruiser, 1 Lunar Cruiser, 2 Freighters

-Order of Battle-​

Waaagh!!!Skullkrak (Forces Present):
- 1235 Warbands, 134 Veteran Warbands, 2 Cybork Warbands, 6 Cybork Veterans
- 37 Rapid Response Skwadrons, 15 Armor Skwadrons, 13 Dread Mobs, 5 Squiggoth Mobs
- 3 Gargant Big Mobs
- 7 Deff Skwadrons, 6 Kannibal Skwadrons
- Godsquisha - Space Hulk, 3 Onslaught Attack Ships, 2 Ravager Attack Ships, 1 Rok, 1 Kill Kroozer
Characters: Warboss Skullkrak, Underboss Grimgul, Skarboy Kommando Skarsnik, Big Mek Orkkenheimer

Waaagh! Expended: 8200
Waaagh! Gained: 6361
Waaagh! Points: 6457

Imperial Invasion Force:
- Imperial Forces are engaged with Ork armies on long battlefronts to the east and west, slowly retreating and employing a defense-in-depth strategy, with reserve forces available to counter Ork thrusts. Imperials are guarding their remaining artillery better and making good use of it to suppress anti-aircraft fire, and using air forces to bomb heavier Ork units and stop troop movements. All Imperial Guard forces have landed.
- Imperial Guard currently numbers at 243 Armies, divided into roughly 20% Infantry, 30% Tank, 30% Artillery, 5% Super-Heavies and 15% Air.
- Imperial Navy currently numbers at: 1 Cobra-Class Torpedo Destroyer, 3 Frigates, Dauntless & Defiant-Class Light Cruisers, 1 Strike Cruiser.

[ ] Write-in battle plan. Any actions for existing units that are not contradicted (Sky Blasta targeting priority for example) will be continued.

---​

[ ] Skarsnik'z Sneaky Planz: You may choose as many 'sneaky planz' as you have Waaagh! for. You can opt to pay less or more Waaagh!, which will reduce chances of success / guard against unforeseen factors respectively. Skarsnik does not go on these missions personally (currently), meaning he is in no direct danger if they fail. Roll 1d100 for every mission attempt.

- [ ] Da Predata: Terrorize a large area of the front lines by assassinating patrols, stealing ammunition and using that to bomb human encampments and defensive lines. Inflicts negligible casualties, but harms morale and supplies (Reliability). 240 Waaagh! per Army. Decide where this should take place.

- [ ] Stop da Flyboyz: Attack the humans' airfields and wreck their infrastructure. Applies a temporary suppression effect on the targeted Air Army, causing it to sortie less often. 400 Waaagh! per Air Army. 800 Waaagh! per Army to steal some planes, and use them to bomb the 'oomans' ground forces, inflicting moderate casualties. 1000 Waaagh! to really figure out how to use these planes well, and fly them into orbit to join the space battle there.

- [ ] Ashashunate da Commishars: While Orks don't generally have much respect for humans, Commissars sit a little higher in their eyes. After all, they dress in Orky colors like red and black, and are just as eager to shoot their own ladz as they are the enemy. Most importantly, Commissars get to wear fancy hats that would make a fine prize on any Ork's trophy rack. Target human leaders to apply a temporary suppression effect on the affected units. 480 Waaagh! per Army.

- [ ] Watch da Fireworkz: Drag a gigantic bomb, courtesy of Orkkenheimer, behind human lines, and set it off! 1000 Waaagh! per city-killer bomb. Decide where this should take place.
*Requires Orkkenheimer to be in theater.

- [ ] Write-in?
 
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[X] Dakka and Boom! (5,800 WAAAGH!) [Rolls: 13 - 87 - 80 - 8 - 3]
-The Rok and Kroozer are to get scrapping with the Light Cruisers, and the Da Sky Blasta is to continue to blast away at the Strike Cruiser. The Onslaughts and Godsquisha are to scrap with the Frigates, while the Ravagers go after the remaining Cobra.
-Skullkrak will also send the Kannibal Skwadrons loaded with Veteran Warbands to try and board the Freighters, with an order to Use Their Choppas. (6x Use Yer Choppas, 60 WAAAGH!)
-Grimgul's to leave the Cybork Vet Warbands at Da Sky Blasta, keeping watch, before heading down to the front lines.

Battles continued to rage at the front, falling into a grinding stalemate as Imperial forces held like an immovable cliff, against which the green tide crashed. The skies above the Imperial lines were filled with contrails as air wings flew sorties day and night, scattering Ork advances and blowing apart armored vehicles. That was a problem, and after Skullkrak had beaten more a few Nobs senseless for giving him too much bad news, it was a problem that he ordered his Skarboy Kommando to solve.

Kommando teams snuck out, creeping through bushes and dabbing themselves in mud to avoid Imperial patrols. Their targets were the airbases that the humans had constructed by the continent's southern shore. The Kommandos had practiced for days on some salvaged human fighters, or at least once or twice, learning how to handle their finicky controls and mysterious knobs and levers.

Sirens sounded out in airfields across the Imperials' rear lines as Kommandos stabbed and shot their way through the guards, breaking into hangars and stealing the human planes. Less than half of the hopeful pilots were successful; some failed to start, and others crashed their vehicles when they lost control of their engines or weapons. Many were simply too slow, and were shot down by returning fighters and ground-based anti-aircraft guns. Nonetheless, scores more were able to escape, engaging their rocket thrusters to launch themselves into orbit, where the titanic forms of spaceships blotted out the stars, clashing in kaleidoscopic spectacle.

Imperial ground commanders ordered a tightening of security around airbases, drawing vital forces from the front and creating a temporary lull in the frequency of airstrikes. Deprived of vital support, the Imperial front lines were forced into a fighting retreat, and columns of Speed Freeks exploited even the tiniest of gaps formed, striking at the artillery at the rear and encircling whole regiments.

Hidden in the fields of wreckage littering the battlefields, two more of the monstrous bombs were set off behind Imperial lines, consuming human and Ork alike in their searing radiance. Roaring blast winds blew out, shattering buildings, snapping trees and overturning tanks like so many fragile toys. While the Imperials scattered in disarray, the Ork forces pushed forward under the cover of the blasts, the mottled grey of the rising clouds interspersed with flashes of lightning.

Imperial forces resisted fiercely, throwing men and machines at the advancing greenskins, attacking with pulverizing bombardments and scourging volleys of missiles. But these attacks were haphazard and piecemeal, and the Ork spearhead drove deep into the body of the Imperial army, too deep, assaulting airfields, supplies and critical command infrastructure before the Imperial commanders had fully grasped the extent of the catastrophe. Imperial forces at the front began to crumble as lines of communication fell silent and no orders came from above. Portions of the battle-lines fell into panicked routs, setting off cascades of failures all across the defensive belts.

Joined Battle Casualties:
Ork: 42 Warbands, 12 Veteran Warbands, 6 Rapid Response Skwadron, 4 Armor Skwadron, 6 Dread Mobs, 2 Squiggoth Mobs, 1 Gargant Big Mob
Imperial: 26 Infantry Armies, 10 Tank Armies, 8 Artillery Armies, 2 Air Armies, 4 Super-Heavy Armies

In orbit, the weight of firepower swung in the Orks' favor as the Space Marines returned in failure, while the Sky Blasta continued to devastate the Imperial Fleet, annihilating a Frigate with a blast to its engines. The Godsquisha pressed its advantage, scattering the lighter human ships as it swung through their battered fleet, macro-cannons firing. Another teleporting boarding attempt was forced to withdraw when two consecutive hits from the planet-based cannon shattered one of the Strike Cruiser's fins, leaving it listing to one side. Ork boarding attempts against the human transports resulted in similar failures, the few successful entries being repelled by Naval Armsmen, while no small number of Landas were lost to return fire from the guns of armed freighters. Stolen aircraft flew up from the planet's surface, attacking the Imperial ships to the humans' surprise, Marauder Colossus bombers blasting apart the Dauntless Cruiser's command bridge with their massive armor-piercing bombs.

Casualties:
Ork: 2 Veteran Warbands, 1 Kannibal Skwadron, 2 Onslaught Attack Ships, 1 Ravager Attack Ship
Imperial: 1 Frigate, Dauntless Light Cruiser

With ground forces in chaos, the evacuation order was given, overruling resistance from the Astartes companies. Transports deployed dropships to retrieve the beleaguered Guard armies, and the Imperial armies fought with ironclad determination. Guardsmen held their positions, refusing to give even an inch until Orks swarmed over their embankments and hacked them to pieces. Heavier units gathered at the expected landing zones, fighting off Speed Freek raids with the desperation of men with no other way out.

Freighters entering the upper atmosphere found themselves harried by Ork Landas, who exploited the ships' new vulnerability. The crude Ork transports blasted their way through docking zones, disgorging mobs of Orks onto the freighters' decks, and the Imperials lost control of one transport as greenskins overwhelmed the defenders and surged through to the bridge. Laughing with glee, the Orks gunned the engines downward, sending the freighter hurtling down through the atmosphere, flames licking its hull as it slammed into the gathered humans, throwing up a cloud of debris that darkened the sky. Ork anti-aircraft guns filled the air with hot metal, and the smoking forms of Imperial dropships rained down to earth. Even loaded transports were far from safe, as Onslaughts and the sole surviving Kroozer savaged the retreating fleets, leaving trails of debris and drifting bodies in their wake.

Resolution Casualties:
Ork: 28 Warbands, 5 Veteran Warbands, 8 Rapid Response Skwadrons, 2 Armor Skwadrons, 4 Dread Mobs, 2 Onslaught Attack Ships, 1 Ravager Attack Ship
Imperial: 34 Infantry Armies, 6 Tank Armies, 12 Artillery Armies, 5 Air Armies, 13 Freighters (24 - 60 Armies)

Victory:
- Ork Casualties Total: 154 Warbands, 39 Veterans, 27 Rapid Response Skwadrons, 16 Armor Skwadrons, 17 Dread Mobs, 7 Squiggoth Mobs, 4 Gargant Big Mobs, 9 Deff Skwadrons, 1 Kannibal Skwadron, 8 Karnage Skwadrons, 17 Onslaughts, 6 Ravagers, 1 Rok, 3 Kill Kroozers
- Imperial Casualties Total: 122 Infantry Armies, 35 Tank Armies, 44 Artillery Armies, 10 Air Armies, 5 Super-Heavy Armies, 36 - 79 Unknown Armies, 2 Starhawk Squadrons, 1 Cobra, 10 Frigates, 1 Dauntless Light Cruiser, 1 Gothic Cruiser, 1 Lunar Cruiser, 15 Freighters
- Promotions: 224 Warbands promoted to Veteran
- Captives: 24 Population
- Looted: 29,400 + 9680
- Waaagh!! Level: -257, +800. Current Level: 1113 (+50% Population Growth, Greatly Reduced Warp Disaster Chance, +50% Waaagh! in Battle, +25% Teef)
Experience: Skullkrak +1000, Skarsnik +1000, Orkkenheimer +1000

---​

[ ] Attack somebody else? Decide who.

[ ] That's enough for now. Proceed to the Research Phase.
 
[X] Research

-Research List-
Choose 1 Research Project (and roll 1d100). This project slot can instead be used to choose an item from Looted, and the bonus to success will be retained.

[ ] Snazzgun Blasta: A fancy modification to the Snazzgun that allows it to fire crackling energy blasts, making them even more unpredictable and dangerous to use but adding considerably more firepower.
Effect: +Ranged for Veterans
Difficulty: Medium - 50%

[ ] Mega Armor: A suit of massively thick and heavy Ork armor, built around a powered exoskeleton. Mega Armor incorporates fearsome weapons, such as a Power Klaw and Kombi-Shoota.
Effect: +Melee, +Toughness for Veterans
Difficulty: Medium - 50%

[ ] Grot Bomm Launcha: Ork guided missiles piloted by Grots, making it a very accurate weapon indeed by Ork standards. The Grot sacrifices himself to drive the missile into the target, perhaps for the thrill, or perhaps because the Meks 'forget' to tell the pilot that it is a one way trip.
Effect: +Ranged, Effectiveness vs Heavy for Rapid Response.
Difficulty: Medium - 50%

[ ] Mega Dread: A hulking armor-plated monster of a walker with enormous hydraulic power and deadly weapons that remains far more maneuverable than the larger Stompa.
Effect: +Melee, +Ranged, +Toughness to Dread Mob
Difficulty: Medium - 50%

[ ] Squiggator: A massive six-limbed, armor-plated crocodilian that uses its muscular tail to propel itself at high speeds through water. Unfortunately, its frequently replaced teeth decay far too quickly to be of use as currency, and the Runtherds have yet to figure out how to rectify this.
Effect: +Melee, Add Amphibious to Squiggoth Mob
Difficulty: Easy - 70%

[ ] Lifta-Droppa: Also known as a Hand of Gork, the Lifta-Droppa is a large magno-tracktor beam powered by an 'atom-smasha' reactor, able to move huge objects from a distance. Capable of hurling around enemy tanks like toys and dragging aircraft from the sky, the Lifta-Droppa sows destruction and havoc within enemy ranks, pleasing to any right-thinking Ork.
Effect: Add Anti-Air to Big Gunz Skwadron and Gargant Big Mob
Difficulty: Medium - 50%

[ ] Supa-Stompa: War machines larger than the standard Stompa, with more armor and guns to boot.
Effect: +Ranged, +Toughness to Gargant Big Mob
Difficulty: Medium - 50%

[ ] Deffkopta: A single-seat attack aircraft comprised of a Warbike frame lifted through the air by a pair of whirling rotors.
Effect: Unlocks War Skwadron
Difficulty: Easy - 70%

[ ] Fighta-Bommer: Kit-bashed affairs that fly despite their ungainly, brutish construction, Fighta-Bommers mount an assortment of heavy weaponry, with as many guns, rokkits and engines bolted on as possible.
Effect: +Ranged and Effectiveness against Heavy for Deff Skwadrons.
Difficulty: Easy - 70%

[ ] Ork Assault Boat: Armored, Ork-filled shells fitted with a piercing beak at one end and a huge engine at the other, making them quite effective at delivering their deadly cargo to a target.
Effect: +Toughness and Boarding - Contact for Kannibal Skwadrons.
Difficulty: Easy - 70%

[ ] Burna Bommer: For some Flyboyz, guns might not be as fun as flamethrowers, and a Burna Bommer is a Bommer variant equipped with incendiary bombs and missiles to satisfy these desires. Burna Bommers make attack runs from as low an altitude as possible, and predictably, this is a very dangerous technique, and not just for the target.
Effect: Effectiveness against Infantry and Light for Karnage Skwadrons.
Difficulty: Easy - 70%

[ ] Brute Ramship: A particularly Orky spaceship with a large armored prow and powerful engines. The Brute Ramship is made for no purpose but to drive into position and ram an enemy ship. Even capital ships fear the damage that this attack can deal.
Effect: Unlocks Brute Ramship
Difficulty: Easy - 70%

[ ] Terror Ship: Cruiser-class vessels armed with lighter gunz, suitable for engaging Escorts and Strikecraft. Large sections of the hulls on these vessels have been chopped out and reconfigured into launch bays for Strikecraft.
Effect: Unlocks Terror Ship. Unlocks 'Useful Gubbinz' Upgrade for Space Hulks, costing 10 Teef per Capacity.
Difficulty: Medium - 50%

[ ] Tellyporta Platform: Orks have an innate understanding of many technologies, with teleportation being one of them, surprisingly mastered to a greater degree than most other races. Meks usually struggle to find willing test subjects for teleportation, but in the heat of battle it's never too hard to convince the Boyz to try the Tellyporta if it helps them close on the enemy sooner.
Effect: Adds Boarding - Very Close-Ranged to Rok, Kill Kroozer, Terror Ship, Hammer Battlekroozer, and all Battleship-class vessels or larger.
Difficulty: Hard - 30%

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Choose 1 Looted Project (and roll 1d100):

[ ] Beamy Deffgun: "We'ze looted sum uv da humies' 'lazkannonz' we 'ave. Dead shooty dey are, but needz ta be louder and 'ave some spiky bitz out in da front."
Effect: Warband gains effectiveness against Heavy
Difficulty: Medium - 75%

[ ] Evil Eye: A cybernetic eye that fires a beam of energy at whatever the wearer is looking at.
Effect: +Ranged for Veteran Warbands.
Difficulty: Medium - 75%

[ ] Gunwagon: A "liberated" Imperial tank that has been repaired and "kustomized", with heavy armor and heavier firepower.
Effect: +Ranged to Armor Skwadron
Difficulty: Easy - 100%

[ ] Big Zzappa: A heavier and more potent version of the Zzap gun, with a lot more custom 'gubbinz'. Fires a concentrated beam of energy at long range.
Effect: +Ranged to Armor, Super-Heavy Armor and Big Gunz Skwadrons.
Difficulty: Medium - 75%

[ ] Battlefortress: A super-heavy assault vehicle and mobile fortress that bristles with weapons and can transport whole mobs of boyz.
Effect: Unlock Super-Heavy Armor Skwadron
Difficulty: Medium - 75%

[ ] Gaze of Mork: An enormous and unpredictable energy beam generator, mounted on the heads of Stompas and Gargants. Attending Meks can divert energy from the walker's roaring engines, allowing the beam to be fired with enormous power.
Effect: +1 Ranged, Effectiveness vs Titans for Gargant Big Mob
Difficulty: Hard - 45%

[ ] Power Fields: Overlapping energy fields used to protect everything from Stompas to starships, originating from generators that tend to be covered in crackling electricity and billowing black smoke. Orks quickly learn to stay far away from these temperamental devices, particularly when under attack, as random energy discharges may vaporize those who stand too close.
Effect: +1 Toughness for Gargant Big Mob. Change Armor Type for Gargant Big Mob to Titan. +Toughness for all spaceships other than Strikecraft.
Difficulty: Hard - 45%

[ ] Looted Torpedoes: Ork torpedoes are notorious for their poor quality, just as likely to zoom off in some random direction or explode prematurely as they are to actually fly toward the enemy. Copying Imperial designs reduces these downsides and results in much more damaging volleys.
Effect: +Attack, +1 Reliability, +1 Range for Ravager Attack Ship. Unlocks 'Blastier' Upgrade for Space Hulks, costing 10 Teef per Capacity.
Difficulty: Medium - 75%

[ ] Hammer Battlekroozer: Particularly large and dangerous Kroozers, built around a central Nova Cannon suitable for doing enormous damage to planetary installations and large space-borne vehicles.
Effect: Unlocks Hammer Battlekroozer
Difficulty: Hard - 45%
 
Interlude 3 - The Octarius War
[X] Ork Assault Boat - 80 = Failure.

Testing of the 'eksperimental' explosive breaching mechanism for the proposed Assault Boats ended in failure when a mound of stored breaching charges detonated prematurely, reducing most of the camp in question to a smoking crater. Accusations and finger-pointing predictably devolved into a brawl, which quickly spread across the region, exploding into out-and-out warfare, with Stompas and tanks firing at one another across a hundred-kilometer battlefront. At last the bosses arrived, bellowing orders, cracking heads and restoring some semblance of order, but in all the confusion that ensued, the original designs were forgotten.

[X] Power Fields - 2 = Success.

Having secluded himself with the Refractor Field amulet retrieved from the decapitated corpse of the Commissar Lord, Orkkenheimer revealed his designs at last, having somehow beaten and hammered the tiny device into an enormous smoke-belching generator that quivered and sparked with excess energy. In front of a crowd of curious onlookers, the Big Mek revealed his device, not even flinching when a stray bolt of energy arced out, deflecting off his personal shield and vaporizing a few of the Boyz who had been stupid enough to stand in front.

---​

020.M42
Sub-Sectors: 2 B-Class
Population / Cap: 1562 / 14,400
Slave Population: 45
Teef: 62,960

[ ] Write-in build plan.

---
Interlude: The Octarius War

For three decades the Octarius War had raged within the Ultima Segmentum, a war seeded by one Inquisitor Kryptmann, his final, everlasting ploy to rid the galaxy of the Tyranid plague. The Octarius Empire occupied a volume of space nearly as large as Ultramar, and its constant raids and periodic Waaagh!s were a considerable threat to Imperial forces in the area. Seeding a Space Hulk with a brood of captured Genestealers, Kryptman set the Hulk adrift in the Octarius system, where it was quickly boarded by Lootas, who were in turn impregnated by the Tyranid vanguard organisms. The infection spread like wildfire across the worlds of Octarius, and the Leviathan turned, drawn like a moth to the flame.

Tyranids flooded the worlds with warrior organisms, quickly overrunning the outlying planets, overwhelming Orrok and Ghorala and piercing to the heart of the empire. The skies over Octarius bled, the air thick with spores that spiraled from orbit, parting occasionally to make way for Mycetic Sacs that deposited broods of alien terrors onto the planet's surface. Ork guns filled the air with metal, shredding Tyranid flyers, chunks of sizzling flesh and hissing ichor mixed with the burning wreckage of aircraft.

Orks arrived from sectors around, pouring into that eternal grinding stalemate, Roks crashing in from beyond the red mist, plowing canyons into the built up layers of filth and rust. The Swarmlord manifested on Octarius, but its careful ploys and cunning strategems were of no avail in the chaotic maelstrom, where two warring ecosystems clashed and fed upon one another in a strange balance. The Tyranids swarms feasted on the abundance of Orkoid flesh, while the Orks grew large on the diet of conflict, until some stood as tall as Dreadnoughts, and just as wide. Crazed psychic energies flowed in waves, and from scrap-heaps covered in coiling vines and twisted chitin, the Orks cobbled together ever more outlandish examples of their barbaric weaponry. Against the stunning arsenals arrayed against them, the Tyranids deployed the Ymgarl Strains, which possessed the ability to alter their own flesh, whose own cells hunted, destroyed and mutated one another; each an ecosystem in miniature.

On every level they fought and fought and fought, for there was nothing else for them but mutual extermination. Mobs of Boyz stormed forward and were torn apart by slavering Tyranid creatures, which were hacked to pieces by the next wave of vengeful greenskins while thundering Gargants and reptilian Squiggoths wrestled with chitinous monstrosities overhead. Orkoid fungus grew on Tyranid flesh, while Tyranids infected Orks with parasitic worms and Genestealer eggs. Layers of ruined machinery and organic detritus covered every inch of the land, where vile crawling things slithered through gaps, where Rippers swam and tore into burrowing Squigs, where Tyranid phage cells and viral particles multiplied in abundance, consuming, poisoning, throttling gestating embryos and Orkoid spores, which mutated to infect Tyranids in turn.

And in the dark crevices and caves, abominations lurked; hideous, mewling things that fed on the scraps of their forebears and bred in their own excrement, thrashing about in perpetual agony. Failed unions of Tyranid and Ork, their bloated bodies seethed with uncontrollable mutations, sprouting off endogenous viral particles that terminated each of their miserable existences not long after their births. The Orks paid them no heed, for they didn't fight, and the Tyranids similarly ignored them, lest their uncontrollable instabilities become a blight on the many bioforms of the Hive Fleet.

And yet, natural selection was a process that touched all living things.

"One general law, leading to the advancement of all organic beings, namely, multiply, vary, let the strongest live and the weakest die." - Charles Darwin.
 
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[X] Mixed list - Version Rokkless (62,960 teef)

030.M42, Turn 4

*Population increased by 900. Maintaining a population level at or over 2000 grants access to a second Research Project.
*Waaagh!! level of 1113 grants +50% Population Growth, Greatly Reduced Warp Disaster Chance, +50% Waaagh! in Battle, +25% Teef.
*Slave population reduced to 7. So sad.
*Weirdboyz report that the Warp is turbulent.


[ ] Continue the attack against the Rhone Clusters Sector. Each character may lead an attack against up to one target this turn.
- [ ] Cheuvis Sub-Sector: Critical Targets - Cheuvis (Hive World).
- [ ] Astorix Sub-Sector: Critical Targets - Astorix (Forge World), Sceiatis (Forge World). Astorix and Sceiatis are located in the same star system.
- [ ] Iostillon Sub-Sector: Critical Targets - Iostillon (Forge World), Ieslezov (Death / Xenos World).

[ ] Attack somebody else. Choose one of the 'Places of Interest' below. More details will be given once you arrive at a target.

[ ] Do not attack anyone. Continue onto the Research Phase.

-Places of Interest-
*All listed regions lie within 10,000 Light Years of Skullkrak's Core Worlds. Each character may lead an attack against up to one target this turn.

North:
- Somonor Sub-Sector: A Necron-held region, with many primitive human planets under the sway of the Necron Lord Szaron, a vassal of the Sautekh Dynasty. 4000 LY.
- Asperity Sub-Sector: A region that was, until recently, shrouded in violent Warp Storms, which scoured its planets bare. Most planets within the area are not very suitable for sustaining life, but the rich mineral deposits exposed by the storms have attracted colonists to the area. 6000 LY.
- Pranagar Sub-Sector: A region with many inhabited and well-developed planets, centered around Pranagar, the homeworld of the Sky Sentinels Space Marine Chapter. 8000 LY
- Jurn Sub-Sector: Centered around Jurn, an Ice World that is nonetheless heavily developed due to its valuable natural resources. 8000 LY.
- Dreska Sub-Sector: Centered around Dreska, a planet heavily garrisoned by the Imperial Guard that acts as a staging area. 10,000 LY.

East:
- Reductus Sector: Notable worlds in the Sector include Mortant, a Civilized World known for the Mortant "Headhunters" regiments who are proficient Ork hunters, Phobian, the Homeworld of the Dark Hunters Chapter, and Rapture, a Knight World and former paradise. The sector is currently recovering from the devastation inflicted by a tendril of Leviathan. 2000 LY.
- Badlanding Sub-Sector: An Ork-held region of space, taken by Arch-Arsonist Snagrod of Charadon as a lead-up to his invasion of Rynn's World. Though the Arch-Arsonist was defeated on Rynn's World and forced to withdraw, the Badlanding Sub-Sector remains in his hands to this day. 4000 LY
- Rynnstar Sub-Sector: Centered around Rynn's World, an agri-world and the homeworld of the Crimson Fists Chapter. Currently recovering from the damage inflicted by an Ork invasion. 4000 LY.
- Necris Sub-Sector: Centered around Necris, a Hive World and homeworld of the Marines Exemplar Chapter. 6000 LY.
- Gellephera Sub-Sector: Centered around Gellephera, a Hive World. As the sub-sector is beyond the borders of the Segmentum, where the light of the Astronomican grows dim, it is somewhat isolated from the rest of the Imperium. 8000 LY.

West:
- Praetoria Sub-Sector. Centered around the Hive World of Praetoria, known for its squalor, degradation and draconian rationing policies. Imperial Guard regiments raised on Praetoria are known for their discipline and orderliness. 2000 LY.
- Bakka Sub-Sector: Centered around the Forge World of Bakka, which also serves as the Imperium's Segmentum Naval Fortress for Battlefleet Tempestus. 4000 LY.
- Calderia Sub-Sector: Centered around Calderia, a Hive World that manufactures much of the basic equipment for the Imperium's forces in the region. 6000 LY.
- Lyriax: There is an enormous megastructure here, a Dyson Sphere that envelops an entire stellar system, harvesting the energies of the star at its center. What could it be? 8000 LY.
- Forsarr Sector: A sector devastated by Waaagh!!! Garaghak, though the greenskin horde was decapitated during the Siege of Deliverance by the gathered forces of the Imperium. Currently the Imperium is working to recover the worlds it had lost from the enclaves of Feral Orks that remain. 8,000 LY
- Orpheus Sector: A sector currently embroiled in a three-way war between Imperial defenders, the Necrons of the Maynarkh Dynasty, and raiding warbands serving the Ruinous Powers. 8000 LY.
- Pleuric Sub-Sector: A recently appeared sub-sector with many inhabitable planets. Currently being fought over by multiple Rogue Trader houses. 10,000 LY.
 
[X] Continue the attack against the Rhone Clusters Sector. Each character may lead an attack against up to one target this turn.
-[X] Iostillon Sub-Sector: Critical Targets - Iostillon (Forge World), Ieslezov (Death / Xenos World). Forces - All except a garrison of 100 Warbands per Sub-Sector, heading to Ieslezov first.

At Skullkrak's order, the Orks piled into the Godsquisha while Landas delivered more into the waiting holds of the fleet hovering overhead. Orks crammed themselves into every nook, corner and crawlspace, until as many had been loaded as wouldn't fall off. With a dull roar, the repaired Hulk lifted off from the planet's surface, rumbling to the edge of the star system and engaging its Warp Drives.

*1d100 = 88. No Warp Disaster.

The psychedelic currents of the Immaterium battered the Godsquisha, nearly pulling the Hulk off course several times. Gibbering daemonic entities could be heard outside, but Waaagh!! energy flowed in abundance, forming a crackling energy field around the ramshackle Ork fleet that kept the incursions at bay. With a low rattle, the fleet emerged from the Warp, right into the heart of the Rhone Clusters Sector, where the competing lights of hundreds of stars lit up the black void of space.

---​

Waaagh!!! Skullkrak:
-
1529 Warbands, 353 Veteran Warbands, 2 Cybork Warbands, 6 Cybork Veterans, 100 Krash Kapsul Sets
- 35 Rapid Response Skwadrons, 19 Armor Skwadrons, 10 Dread Mobs, 5 Squiggoth Mobs
- 3 Big Gunz Skwadrons, 5 Gargant Big Mobs
- 11 Deff Skwadrons, 6 Kannibal Skwadrons, 6 Karnage Skwadrons
- Godsqsuisha - Space Hulk (2,000), 17 Onslaught Attack Ships, 17 Ravager Attack Ships, 1 Rok, 9 Kill Kroozers
Characters: Warboss Skullkrak, Underboss Grimgul, Skarboy Kommando Skarsnik, Big Mek Orkkenheimer
Waaagh! Points (+50%): 33,000

Iostillon System:
- The Iostillon system is periodically scoured by violent solar storms. It is estimated that the invasion cannot be completed before multiple cycles pass, so contingency plans have to be made.
- The Godsquisha can endure the solar storms with its Power Fields both in space and on the planet's surface, although it may sustain minor internal damage in the process due to its unstable nature. Roks can endure the storms when on the planet's surface, and protect any Orks sheltering within. Kill Kroozers and Onslaughts may be damaged or destroyed by the Iostillon star's periodic outbursts. Exposed Orks on Iostillon's surface during a storm will be quickly killed, and equipment may be damaged or destroyed.
- The planet is protected by a fleet consisting of: 1 Dictator-class Cruiser, 2 Dauntless-class Light Cruisers, 6 Escorts. The Dictator is believed to contain large numbers of strikecraft.
- Iostillon's hosts four large Forge Cities, scattered across the surface of the planet, separated by nothing but distance as the planet's oceans have long since been scoured away. All cities are protected by planetary shields - which generally block torpedoes - and armored domes, that they can draw up in case of solar storm or presumably attack. Estimated population is 4 billion.

Ieslesov System:
- The planet's landmass is separated into two continents of roughly equal size; Ieslezov Prime to the west, and Ieslezov Secundus to the east. The two continents are connected by a thin land bridge.
- The entirety of the planet's landmass is covered in thick jungles, with some trees growing to hundreds of meters tall while others grow underneath it, still able to survive by synthesizing energy from ionizing radiation that penetrates the upper canopy. The ground is thick with undergrowth. The entire planet's terrain counts as Rough, unless it is slowly clear-cut, in which case it counts as Normal.
- Ieslezov is considered conquered when the most dangerous wildlife is under control, and the Snakeyboyz are mostly exterminated.

[ ] Write-in battle plan. Decide which star system to invade, or both, and what to attack with.
 
[X] Iostillon First.

The Ork fleet waited, watching at the edge of the Iostillon system while Iostillon's binary star orbited closer. Some of the Boyz grew impatient; it was killing them to just sit around while the Imperial fleet withdrew from the planet, moving away from its parent star to avoid the brunt of its violent outbursts. Brawls broke out across the Hulk, forcing Skullkrak to intervene, and the towering Warboss demonstrated where he'd gotten his name by smashing together the heads of troublemakers wherever he found them. It was a persuasive argument.

The companion star drew close, a blazing blue giant that contrasted starkly with Iostillon's dull red. The Iostillon star flickered as the gravitational perturbations passed through its outer layers, then exploded to three times its normal brightness, stellar flares erupting from its surface, throwing off streams of coruscating plasma. Prismatic auroral lights shimmered across the poles of the system's planets and the Ork fleet's new power fields crackled and fizzed around their hulls.

"Boss, when we'ze gonna get shootin'..." One Ork chimed in from a corner of the control room.

"Shut yer trap ya git." Skullkrak snapped back. "We dakka da humies when I sez we do!"

At last the partner star passed and the solar storms faded, and engines roared as the Ork fleet launched itself into the fray, straight at the human ships which were racing back to protect their charge. The two fleets neared, and the Imperial Cruiser opened its launch bays, releasing a wave of sleek four-winged interceptors bristling with banks of weapons. Ramshackle Ork fighters tumbled haphazardly from the Hulk's openings, some losing control of their sputtering engines and crashing back into the massive voidcraft.

Imperial Frigates rushed into the fray, dueling with Onslaughts while swarms of fighters weaved between them, lighting up the dark void of space with flashes of laser fire. Imperial fighters demonstrated their clear superiority, holding their own against the Ork Deff Skwadrons despite the vast numbers arrayed against them. A wave of torpedoes from the Imperial fleet escaped the Ork fighters' attentions, slamming into the Godsquisha and cratering it deeply. Ravagers lined up their tubes and replied with a much larger return volley, and while many of the missiles detonated prematurely or drifted off-target, and one turned back to explode on its firer, enough made it through to overwhelm the point defenses of the two Light Cruisers, sailing straight through shields and lighting up the hulls of the Imperial capitol ships.

Blowing apart two Onslaughts with blistering volleys of laser fire, the Imperial Frigates pushed forward, attempting to make their way to the Ravagers lurking behind. The Onslaughts closed behind them, heedless of losses, ripping into the Imperial Escorts with barrages of shells from their short-ranged guns.

The Godsquisha and its fleet sailed past the Dictator, guns firing in a non-stop staccato, forcing the three Cruisers to scatter to avoid the brunt of the punishing volleys. The Dictator replied with a wave of Starhawk Bombers, which pursued the circling Hulk, firing off missiles that dove through the voidship's armor and detonated inside. Scattered Dakkajets converged on them, exchanging fire with the bombers' spine-mounted point defenses, while Karnage Skwadrons flew bombing runs against the Imperial Cruisers, and were hunted by fighters in turn. Another wave of Ravager-launched torpedoes slammed into the Dictator, jarring the Cruiser and blowing apart a wing of Strikecraft before they could be released from its bays. Several flew off course and struck the Godsquisha as well, shearing off a couple of the Hulk's outer decks.

Ork and Imperial Cruisers circled past, fighting several more exchanges, and one of the Dauntless ships crumpled, its shields collapsing in bursts of electromagnetic energy and its hull battered by numerous scrap-metal slugs. A volley of Imperial torpedoes struck a Kill Kroozer, and the ramshackle ship tore itself apart as the plasma warheads set off internal fires that consumed its vital systems. With bomb blasts thundering against his hull, the captain of the Dictator called for a retreat. The Frigates scattered, abandoning the shattered wrecks of their compatriots, and the surviving Dauntless flared its engines, accelerating away with the class's signature speed. But for the badly damaged Dictator it was too late, as Kill Kroozers pursued it, firing volley after volley from their long-barreled cannons, and bombers buzzed around it like flies on meat. One engine broke off, triggering a cascade of explosions that tore off armor plates and gutted the ship's interior, leaving it a blackened, drifting wreck floating through space.

Casualties:
Ork: 11 Warbands, 1 Veteran Warband, 4 Krash Kapsul Sets, 1 Armor Skwadron, 1 Dread Mob, 7 Deff Skwadrons, 3 Karnage Skwadrons, 4 Onslaughts, 1 Kill Kroozer
Imperial: 3 Fury Squadrons, 3 Starhawk Squadrons, 4 Frigates, 1 Dauntless, 1 Dictator

---
The system's partner star was orbiting close again by the time the Godsquisha entered the Iostillon Forge World's orbit. De-orbiting, the Hulk crashed into the planet's surface, carving a deep chasm within a wide, flat basin, that was perhaps once a sea. The towering spires of a Forge City was visible from the apex of the Hulk, and from there, the Orks watched as overlapping armor plates were wrenched up, forming a dome over the great factory-city. The system's star flared again, its crimson glow filling the sky as the ground softened and ran like wax and the planet's thin air frothed and boiled. The Godsquisha's shields strained to hold back the deadly radiation, generators whining and trembling as they were pushed to their limits. A few of the more impulsive Boyz were caught outside when the storm struck, their bodies reduced to ashes that blew away on the wind.

At last the storm passed, fading away into the void.

"'Bout zoggin' time!" Skullkrak declared. "Now 'ow many uv you'ze remembers wot da plan iz."

For a moment the command room was silent while the entire mob froze, deep in thought, trying to remember just what it was they were supposed to do.

"We'ze gonna krash our trukks into da humies walls an' fings... uh... right?" One Ork offered.

---
The hallways of the Hulk echoed with the clanging of hammers, and mobs of Boyz were sent out to drag back the hunks of scrap that had fallen off during landing. Burna Boyz sliced off bulkheads and used their torches to work the metal, and sheets of iron decking were cobbled into a fleet of Orkkenheimer's "Digga Trukks". Generators were stripped off from their mounts, and more metal and 'kustom gubbinz' plated on, while entire ship hulls from the Hulk's interior were beaten into shape, forming the massive grinding drills that would breach the humans' walls.

The humans of the Forge World were not idle. Squadrons of Aetherii Strikecraft raced overhead, lifted through the air by jet-assisted rotor blades, with bionically enhanced pilots linked to their machines by direct neural connections. They were armed with strange weapons, firing off swarms of micro-missiles and floating, laser-guided bombs, which blew apart whole mobs of Boyz roaming out to search for scrap. Wartrakks and Battlewagons launched out from the Hulk's cargo ramps, spewing thousands upon thousands of shells at the Mechanicus aircraft, but some carried generators that projected shimmering distortion effects, confusing the gunners who could not identify what was shooting at them. Ballistic missiles soared from distant Forge City spires, slamming into the Hulk and purging its twisting hallways with waves of searing, white-hot plasma.

Ork forces got a welcome reprieve with the return of the system's binary companion, forcing the Skitarii attackers to retreat back to their cities lest they be caught out and incinerated. And when the storm had barely passed, before the surface had even cooled, the first armies were marching out, enduring the searing temperatures as only Orks could. Crossing the planet's desolate surface, two strike forces were caught by patrolling Aetherii units, and destroyed before they could reach their destinations.

Surviving strike armies deployed their drills, specially strengthened to dig through the solid foundations of the towering Mechanicus cities. Some snagged in the dense bedrock, while others struck foundation beams and could go no further, but most made it to their destinations, erupting into streets and emerging through floors accompanied by showers of hot gravel. Mobs of Orks stormed the dense urban complexes, butchering workers and engaging in roaring gun battles with the defending Skitarii legions. Stormboyz whirled through the air on their noisy rokkit packs, cutting down Mechanicus aircraft in the tight spaces between great factory-spires while Tankbustas crawled through vents and shafts, waiting for a chance to plant their tankbusta bombs on passing Cataphractii armor. The commanding Magos deployed their Praetorians, hulking cyborgs who marched in dense phalanxes down the narrow corridors, deploying a solid wall of Storm Shields to block attacks from the front while those behind shot back with rapid-fire plasma and gravitational weapons. Explosions shook the Forge cities as Kommandos sabotaged plasma reactors, consuming whole districts in nuclear fire.

The two cities not attacked were forced to send aid to their fellow forges, reducing their capability to launch raids against the Godsquisha. Nevertheless, the raids continued, a volley of annihilating plasma warheads followed by drop attacks that deposited Regiments of Skitarii and Praetorians onto the Hulk's surface. Warboss Skullkrak lead several counterattacks against these incursions, brutally hacking apart the cybernetic soldiers with his roaring chain choppa.

Casualties:
Ork: 66 Warbands, 56 Veteran Warbands, 1 Cybork Veteran, 2 Krash Kapsul Sets, 10 Rapid Response Skwadrons, 5 Armor Skwadrons, 2 Dread Mobs, 1 Squiggoth Mob, 1 Deff Skwadron, 1 Kannibal Skwadron, 1 Karnage Skwadron
Imperial: 24 Hyspastist Legions, 9 Sagitarii Legions, 4 Praetorian Legions, 2 Aetherii Legions

---
Surviving Orks were still fighting within the Mechanicus cities when the companion star returned, and the system's sun flared out once again. Defensive walls were drawn up around the Forge Cities, and after confirming the sight through the searchy gubbinz, Skullkrak ordered his armies to move out. Orkkenheimer's "portable" generators were switched on, projecting crackling domes of energy over the assembled armies, and each generator was loaded onto a wheeled platform that was to be dragged by a pair of Stompas.

Stellar radiation bathed the planet, but the power fields held, though there were many complaints about the rancid smelling smoke that the generators emitted when under strain. Some of the Boyz were tempted to just make a run for it, but, remembering what happened to the impatient gits who had died outside before, most of them were able to keep their impulses under control.

Each attack force parted as it approached its target city, making way for the colossal breaching machines to move up on their massive track sets, their spinning drill-heads grinding against the Forge City walls with cacophonous roars, each one raining down an avalanche of shredded metal and glowing sparks. With the storm raging around them, the Forge Cities could not retract their domes to retaliate, and with every passing minute the siege weapons bored deeper through the walls. Finally, they came to a halt, having penetrated the outer dome, and pre-placed explosives detonated the colossal machines, clearing the passages of their volume.

"See deez humie metalboyz don't wantz ta come out an' 'ave a proppa Waaagh." Skullkrak announced. "An' dat's when dey made da klassik mistake. When all uv da humies hidez behind their walls an' fings, right, it just means we Orkz can get in an' stomp 'em even fasta!"
Total Casualties:
Ork: 77 Warbands, 57 Veteran Warbands, 1 Cybork Veteran, 6 Krash Kapsul Sets, 10 Rapid Response Skwadrons, 6 Armor Skwadrons, 3 Dread Mobs, 1 Squiggoth Mob, 8 Deff Skwadrons, 1 Kannibal Skwadron, 4 Karnage Skwadrons, 4 Onslaughts, 1 Kill Kroozer
Imperial: 24 Hyspastist Legions, 9 Sagitarii Legions, 4 Praetorian Legions, 2 Aetherii Legions, 3 Fury Squadrons, 3 Starhawk Squadrons, 4 Frigates, 1 Dauntless, 1 Dictator

-Order of Battle-
Skullkrak Attack Force:
- 37 Warbands
- 7 Rapid Response Skwadrons, 4 Armor Skwadrons, 2 Dread Mobs
- 1 Gargant Big Mob
- Characters: Warboss Skullkrak
Grimgul Attack Force:
- 37 Warbands
- 7 Rapid Response Skwadrons, 4 Armor Skwadrons, 2 Dread Mobs
- 1 Gargant Big Mob
- Characters: Underboss Grimgul

Orkkenheimer Attack Force:
- 38 Warbands
- 6 Rapid Response Skwadrons, 3 Armor Skwadrons, 1 Dread Mobs
- 1 Gargant Big Mob
- Characters: Big Mek Orkkenheimer

Skarsnik Attack Force:
- 38 Warbands
- 6 Rapid Response Skwadrons, 3 Armor Skwadrons, 1 Dread Mobs
- 1 Gargant Big Mob
- Characters: Skarboy Kommando Skarsnik

Leftover Forces:
-
1285 Warbands, 299 Veteran Warbands, 2 Cybork Warbands, 5 Cybork Veterans, 94 Krash Kapsul Sets
- 4 Squiggoth Mobs
- 3 Big Gunz Skwadrons, 1 Gargant Big Mob
- 6 Deff Skwadrons, 5 Kannibal Skwadrons, 3 Karnage Skwadrons
- Godsqsuisha - Space Hulk (2,000), 14 Onslaught Attack Ships, 17 Ravager Attack Ships, 1 Rok, 8 Kill Kroozers

Waaagh! Expended: 25,200
Waaagh! Gained: 1,014
Waaagh! Points: 8,814

[ ] Write-in battle plan. The solar storm will continue for a short while longer, preventing the Mechanicus cities from assisting each other, and preventing the Hulk from deploying reinforcements. You may retroactively decide which character is attacking which city (i.e. one of the ones that was successfully Deep Striked or not).

---​

[ ] Skarsnik'z Sneaky Planz: You may choose as many 'sneaky planz' as you have Waaagh! for. You can opt to pay less or more Waaagh!, which will reduce chances of success / guard against unforeseen factors respectively. Skarsnik does not go on these missions personally (currently), meaning he is in no direct danger if they fail.

*Skarsnik can only take these actions in the Forge City that he is attacking.

- [ ] Da Big Boom: Set off a plasma reactor for fun and profit! Will wipe out significant portions of the Forge City, and cause power shortages in all the other parts. 600 Waaagh! per Reactor.

- [ ] Missilez Away!: Break into the silos holding the humans' "ballistik missilez", and launch some of them at another city. Deals damage to another city roughly equivalent to a plasma reactor breach. Must wait until the solar storm has passed. 720 Waaagh! per launch.

- [ ] I'ze Comin' Fer Ya: Locate the Forge Master in charge of the city, and 'ave a go wiv 'im. Requires Skarsnik's direct participation, and places Skarsnik into a 'challenge' against the Forge Master. 800 Waaagh!

"I stabz 'im in da back wiv me cutta, an' 'e dies. I sez dat's fair an' square."

- [ ] Fire frum da Sky: Sabotage the mechanisms controlling the protective dome during the last portions of the ongoing solar storm, lowering it and bathing the city in deadly radiation. Because the storm is waning, it is possible to survive by hiding in the city's lower levels, but the vast majority of the population will be incinerated. 1600 Waaagh!

- [ ] Write-in?
 
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