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Korps Grinda Returns!

In a strange quirk of fate, one of the Gargants named Korps Grinda II found itself surrounded and cut off far behind Imperial lines, and was left with no option other than to try to inflict as much damage as possible before it was destroyed. The stage was set for a reprise of Gogard’s Last Stand!

Ork Forces

  • One Ork formation consisting of Korps Grinda II, a Great Gargant war engine unit.

The force has a Strategy Rating of 3. All formations have an Initiative value of 3+.

Apply the Mob Rule and Power of the Waaagh! special rules to all Ork formations.

Space Marine Forces

  • One Space Marine formation consisting of six Tactical infantry units, three Rhino vehicle units and one Captain character upgrade.
  • One Space Marine formation consisting of four Devastator infantry units and one Captain character upgrade.
  • One Space Marine formation consisting of four Land Raider vehicle units.
  • Two Command Bunkers.

The force has a Strategy Rating of 5. All formations have an Initiative value of 1+.

Apply the They Shall Know No Fear special rule to all Space Marine formations.

Datasheets

Ork Great Gargant datasheet
Name Type Speed Armour CC FF Weapons Range Firepower
Great Gargant WE 15cm 4+ 3+ 3+ Gaze of Mork 30cm MW4+, TK
            2 × Big Gun 45cm AP5+/AT5+
            Soopagun 60cm 2BP, MW, FxF
            1–2 × Twin Soopagun 60cm 3BP, MW, FxF
            0–1 × Lifta-Droppa 60cm MW3+, TK(D3), FxF
            and (base contact) (Assault Weapons) EA(+1), TK(D3)
Damage Capacity 12. D6+6 Power Fields. Fearless. Reinforced Armour. Walker. Armed with either two Twin Soopaguns, or a Twin Soopagun and Lifta-Droppa.
Critical Hit Effect: The unit catches fire. Roll a D6 for each fire burning on the unit in the End phase of each turn. On a roll of 1 a second fire starts, and on a roll of 5–6 the fire is put out. Any fires not put out cause one point of damage.
Space Marine Captain datasheet
Name Type Speed Armour CC FF Weapons Range Firepower
Captain CH - - - - Power Weapon (base contact) (Assault Weapons), MW, EA(+1)
Invulnerable Save. Leader. Commander.
Space Marine Tactical unit datasheet
Name Type Speed Armour CC FF Weapons Range Firepower
Tactical unit INF 15cm 4+ 4+ 4+ Bolters (15cm) (Small Arms)
            Missile Launcher 45cm AP5+/AT6+
Space Marine Rhino datasheet
Name Type Speed Armour CC FF Weapons Range Firepower
Rhino AV 30cm 5+ 6+ 6+ Storm Bolter (15cm) (Small Arms)
Space Marine Devastator unit datasheet
Name Type Speed Armour CC FF Weapons Range Firepower
Devastator unit INF 15cm 4+ 5+ 3+ 2 x Missile Launcher 45cm AP5+/AT6+
Space Marine Land Raider datasheet
Name Type Speed Armour CC FF Weapons Range Firepower
Land Raider AV 25cm 4+ 6+ 4+ Twin Heavy Bolter 30cm AP4+
            2 x Twin Lascannon 45cm AT4+
Reinforced Armour. Thick Rear Armour. Transport (may carry one Terminator unit OR two of the following units: Tactical; Devastator).
Command Bunker datasheet
Name Type Speed Armour CC FF Weapons Range Firepower
Command Bunker WE Immobile 4+ - - - - -
Damage Capacity 3. No units may enter the bunker as it is filled with communications gear.

Playing Area

Set up the playing area approximately 90–120cm square, including the features shown on the deployment map below. Set up any further scenery you have in a mutually agreeable manner.

Korps Grinda Returns Gaming Area

Deployment

The Space Marine player deploys first:

  1. Set up the two command bunkers anywhere on the table, but at least 15cm from a table edge. These are the objectives of the Ork attack.
  2. Deploy one of your formations on the table, either in or touching the ruined buildings by the Y junction.
  3. Keep your remaining two formations in reserve. You will bring them into play anywhere along your table edge (including on the roads), during the first turn of the battle. Deploy one unit from each of these formations on the table edge to show where they will enter play. Their move on the first turn must be measured from this point.

Then, the Ork player deploys:

  1. Deploy your Great Gargant anywhere within 20cm of your table edge, as shown on the deployment map.

Victory Conditions

Play until either Korps Grinda II or both the command bunker objectives are destroyed.

  • If the Space Marines destroy Korps Grinda II without losing either command bunker then they win the game.
  • If the Space Marines destroy Korps Grinda II but one command bunker is destroyed then the game is a draw.
  • If the Orks destroy both command bunkers then they win.

Special Rules

Related information

Special abilities

War engines