Return to Auros IX: Introduction by
There were two reasons Sho T. was not happy. First off, about 5,000 kilometers away, some Fighting Tiger Scouts had landed and began securing an outpost the Marines had used during their last attempt to wrest the planet from Sho T.’s control. The presence of the Scouts confirmed reports Sho T. was receiving from spies on nearby planets that the Fighting Tigers were returning to finish the job they had abandoned so many years ago.
That was not the immediate concern, however. Shortly before the campaign with the Fighting Tigers had ended, Speedo the Big Mek had taken off with his Kult of Speed in tow. Since that time, Speedo had been a thorn in Sho T.’s side: raiding factories and storage facilities, sabotaging supply lines, and recruiting more Orks to his side away from Sho T’s. warband. Now, Speedo and his Kult were amassed less than 100 kilometers away, clearly planning to take Sho T. on directly. In a sudden burst of fury, Sho T. stood and smashed his power klaw down on the table, sending the Gretchin and the holo-projector crashing to the floor.
“Well,” Sho T. growled, “iffn it’s a fight dat idjit wants, den dat’s wut he’s gonna get. I’m still in charge around here until someone pulls dis klaw from me cold, dead body.”
The Warboss stomped out into the chill desert air and looked about the compound at the Boyz hanging about. He pulled out his shoota and let the closest Ork have it right between his beady eyes just to get everyone’s attention, and because Sho T. was still massively honked off.
“Yoo fat, stoopid, useless zoggers!” Sho T. bellowed. “Ain’t one of yinz worth a pimple on a stuntie’s wet arse! Yoo make me want to paint the dirt with me breakfast just lookin’ at yoo, yoo ugly slugz. Call yerselves Orks? HA! Any of yinz who don’t want me to give yoo a new hole to dump out of better jump up right quick, see, and get this camp straightened right and tight! And then yooze can lock and load soze we’ze can roll out and put the slap down on dat wet end Speedo. Any of yoo candy-arse l’il girlz got sumt’in to say ‘boutz it?”
He paused for a moment, savoring the terrified expressions on their faces. “Yerz, I thought not, yoo squishy maggots. Now MOVE!”
Clearly inspired by his motivational oratory, the Orks cheered as one and hustled to make preparations, gas up the wagons, and grab weapons and ammunition. Sho T. spat on the hard, red sandy ground and smiled. It had been awhile since he had delivered a real good thrashing to someone, and he could think of no one he would like to smack upside the head more than that traitor Speedo--unless, of course, it was that leader of the Stripey Marines, but her time would come. First clobber Speedo, then the Marines. And from somewhere deep down in his dark heart, Sho T. began to laugh long and low.
As part of the Ten Year Anniversary Celebration, we thought it would be fun to revisit that campaign, although in a much more abbreviated form. The new campaign picks up several years after the last one ended. The Orks have split into two factions, one led by the Warboss Sho T. BigHed and one by the Big Mek Speedo. As the Fighting Tigers make their way back to the planet, the campaign will start with a battle between the two Ork factions. The remainder of the campaign will play out between the Space Marines and the Orks, who reunite to face the common enemy.
The campaign will consist of five games. In honor of the World Cup, we will use soccer match scoring (also somewhat appropriate, since the original campaign used volleyball scoring). In each game, 3 points will be awarded to the side that wins, 0 to the side that loses, or 1 point each in the event of a tie. The player with the most points at the end of the campaign will be declared the winner, and take control of the planet Auros IX. If both players have the same amount of points after five games, the campaign will be declared a draw.
The five games to be played will be:
1. Waaugh! Featuring 2,000 points of Orks vs. Orks and a unique method of army selection. The battle is one of the Ork missions from the Battle Missions book (page 60).
2. Planetfall. 3,000 points of Space Marines vs. Orks. The mission can be found on page 14 of the Planetfall book.
3. Seize And Destroy. The Space Marines launch a strategic strike against an Ork outpost far from the main fight. Both sides will be at 1,750 points. The mission can be found on page 48 of the Planetfall book.
4. Stranglehold. 4,000 points of Space Marines vs. Orks as the campaign heats up with both sides trying to get the upper hand. The mission can be found on page 49 of the Planetfall book.
5. Apocalypse. 8.000 points of Space Marines vs. Orks to determine final control of the planet. This mission will use the rules presented in the Apocalypse supplement, and all updated datasheets released thereafter. This battle will count for double points: 6 points for a win, 2 points for a tie, 0 for a loss.
So, that’s the plan, and if our past campaigns are any indication, this one should be close, hard-fought, and a damned good time.
Posted July 2010