Madness!

"Uhhhh, Boss... they breaking into da ship. Looks like em Humans and Dark Eldar are wantin' our treshar stuff in da cargo hold." The Ork Boy was monitoring the status of their almost derelict space ship, and saw signs of life breaking into the bowels of the ship. He knew that they should have got the scanners fixed to detect for approaching ships. Just as well the external visual cameras were able to give him some idea of the craft that had pulled up alongside their hull.

"Well? Whatchya waiting for!" Screamed the Boss. "Get em all of the Boyz down there and go fights them!" Big Boss Hovrot was hoping that his krew were not as incompetent as the Boyz that lost The Book that his cuzin Brogrot once owned. No others were going to steal his plundered treshar. He had not even had time to sort through what he scored before they fled into orbit with the loot! Must be something important that they stole, considering that those big Humans with the chunky armour were wanting it. "Tell em Gretchinz to stay in front of da Boyz. We don't wants to lose too many of da krew!"

OBJECTIVES

The Space Marines and the Dark Eldar are both trying to obtain an instrument of torturous power. Both for very different reasons. They managed to locate the Ork ship that fled into orbit, after the krew pulled off an incredible raid at an ancient tomb of the damned. The Emperor himself has personally given orders that every available resource be spent to retrieve the artefact; however, the Marines are sorely lacking any real support. They are willing to die to a man to retrieve the evil artefact, lest it fall into the hands of the Dark Eldar.

The Dark Eldar have a fanatical obsession about the object, rumoured to contain the bottled souls of all the high priests of evil from a long lost time. In their insatiable hunger for decadent power, the Dark Eldar are also hell-bent on stealing the object from the Orks.

Meanwhile, the Orks just want the invaders off their ship, but they only have a limited krew to send down to fight off the two pronged attack.

In summary, each force is trying to wipe the other two out, so they are left to claim the prize of the ancient evil artefact.

FORCES

Marines
The Marine player has 25 Points to spend on his Force. He may only purchase Terminator Marines.

Dark Eldar
The Dark Eldar player has 25 points to spend on his Force.

Orks
The Orks begin play with 3 blips. They get 2 reinforcement blips per turn. If at any time either of the Marine or Dark Eldar Forces are reduced to only 4 models, then the Orks are reduced to 1 reinforcement blip from their next turn onwards. When the other Force of either Marine or Dark Eldar is reduced to only 4 models, then the Orks stop receiving any more reinforcement blips from their next turn onwards. All their krew in the area have arrived for the final fight. No time for any more to arrive.

Check on the following table to see what each Ork and Gretchin blip represents when it has been converted.

Dice Roll

Ork Blip

Gretchin Blip

1 1 Ork Boy with Bolt Pistol and Close Assault Blade 1 Gretchin with Shotgun
2 2 Ork Boyz with Bolt Pistols and Close Assault Blades 2 Gretchin with Shotguns
3 3 Ork Boyz with Bolt Pistols and Close Assault Blades 3 Gretchin with Shotguns
4 1 Ork Boy with Bolt Pistol and Close Assault Blade and Blind, Crack and Frag Grenades 4 Gretchin with Shotguns
5 1 Ork Nob with Kombi Bolt Pistol - Grenade Launcher, Close Assault Sword and 10 Plasma Grenades 1 Gretchin with Shotgun and 1 Hellfire Shell
6 1 Ork Nob with Kombi Bolt Pistol - Grenade Launcher, Close Assault Sword and 10 Plasma Grenades and 1 Ork Boy with Bolt Pistol and Close Assault Blade 1 Gretchin Bomber with Shotgun

DEPLOYMENT

Marines
The Marines begin play off the board, with each model placed next to the entry area that it is going to use to enter play. The Marine player must move at least one model onto the board each turn. If he does not, then every remaining model that is lurking is lost. A Marine can not enter an entry area that it was not initially placed next to. Marines are never forced to lurk off the board, and can enter any turn that they wish.

Dark Eldar
The Dark Eldar begin play off the board, with each model placed next to the entry area that it is going to use to enter play. The Dark Eldar player must move at least one model onto the board each turn. If he does not, then every remaining model that is lurking is lost. A Dark Eldar model can not enter an entry area that it was not initially placed next to. Dark Eldar are never forced to lurk off the board, and can enter any turn that they wish.

Orks
The Ork player may place his blips at any of his three entry areas. Ork blips are forced to lurk if they are initially placed within six squares of an enemy model.

The Marines move first. The Dark Eldar move second. The Orks move third.

SPECIAL RULES

The Ork player may place as many of the crate and rubble counters that he wishes in the cargo hold (the largest room made from three sections). He can block movement or LOS as he wishes. Orks are not known for their inventory management skills.

It should be clear that the longer that the Marines and Dark Eldar play cat and mouse with each other, that the Ork player will start to mass his Force. It is only when the Marines and Dark Eldar Forces are nearly wiped out that the Ork player stops receiving blips. Both the Marines and Dark Eldar are looking for a quick game. The Ork player will be happy to see a long protracted battle as he has time to round up more of the krew that are hiding.

VICTORY

If the last model alive is a Marine, then the Marines have won, and are able to secure the evil artefact. The Marines know that they do not have the surviving numbers to assault the rest of the Ork ship.

If the last model alive is a Dark Eldar, then they have won, and are able to release the powers of an ancient force to help them with their blood lust. The Dark Eldar are not interested in an assault on the rest of the Ork ship once they have lost their element of surprise.

If the last model alive is an Ork, then they have won, and they assign more Gretchin to clean up da mess of dead bodies.

If it so happens that there are no surviving models, then the Orks win. They still have a small command krew that are steering the ship including Boss Hovrot himself. They probably also have other Boyz that are hiding in different parts of the ship, or Gretchin that are simply sleeping.

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Last revised: November 14, 2005.