This is a scenario in which an attacking army is attempting to cripple the makings of an Ork WAAAGH!. To do this they are trying to assassinate the warlord and destroy key parts of the Ork camp. This scenario is written with Eldar in mind as the attackers. This is the second battle in a 4-game campaign, the only one I’ve been allowed to write yet

. First game sees orks landing on an Eldar planet, second sees Eldar assassination attempts, the last one is a last stand where the Eldar use all wraith. Not sure what the third is yet.
Attacking Army:
The attacking force gets 1250 points. The army may only consist of Rangers, Aspect Warriors and dedicated transports.
One of the units in the attacking force is nominated as the assassins, and they all get silenced weapons and night vision.
Two other units in the attacking force are nominated as saboteurs, and they all get the following special rules:
Saboteurs:
If this unit spends an entire phase (movement, shooting or assault) in contact with one of the Eldar objectives, they plant an explosive charge. One model in the unit carries the detonator.
Detonator:
In any shooting phase the model carrying the detonator can choose to press it instead of firing normally. All explosive charges previously placed by this unit immediately detonate. If the model holding the detonator is slain, roll a
D6: on a roll of a 4+, he presses the detonator immediately. On a roll of a 1-3, the detonator is lost and the charges cannot be triggered.
Explosive charges:
When an explosive charge detonates on an objective, the objective is successfully destroyed by the Eldar player. All models within 6” of the objective receive a S6 AP4 hit. If the alarm has not already been raised, this’ll do it.
Da Orks:
The defending army gets 2000 points, as well as sentries, camp defences. The camp will be set up within 18” of the centre of the table. The warboss must deploy in the centre of the board. On the outer edge of the camp there must be:
A fuelling station, with all the Ork vehicles deployed at least partially within 6”.
A Mek shop, with all the Ork deff dreads and killa kans deployed within 6” of it.
3 floodlight towers with 2 grots on the top of each.
The camp should consist of huts and tents, and should not allow for a direct route through to the centre.
Da Boss: The Ork warlord is a more powerful beast than an average warboss. One Ork warboss is nominated as ‘Da Boss’ and he gains +1 to weapon skill, strength, toughness, wounds, attacks and leadership, and gains the fear, fearless and eternal warrior special rules.
Da Brainz: The Ork big Mek in charge of the vehicles is of high importance to the attacking forces, as he is highly skilled and dangerous. The Ork player, if he has one, must nominate one mekboy or big mek in his army to be ‘Da Brainz’. This mekboy gets +1 to his repair rolls and to the save conferred by his kustom force field, if he has one.
Special Rules:
Sentries:
The Ork player gets 6 sentry grots to place after he deploys, but before his opponent deploys. These sentries will move
D6” in a direction indicated by the scatter dice at the start of every movement phase – friend or foe. If a hit is rolled, the player whose turn it is gets to pick the direction.
Raising the alarm: (all non-vehicle or walker Ork models count as sentries for the purpose of raising the alarm – they just don’t move!)
• If any of the sentries are, at any point, within 12” of an opponent, and have line of sight to them, roll a
D6. On a 3+, the alarm is raised. On a 1 or a 2, the grot is too sleepy to notice!
• If any of the sentries survive being shot at, the alarm is raised.
• If a sentry is killed, lie the model down and leave it in place. If, at the end of any phase, there is a live sentry within 12” of a dead sentry, the alarm is raised.
• If a sentry is engaged in close combat and survives, the alarm is raised.
• If a sentry is engaged in close combat and is killed, the alarm is raised on a
D6 roll of a 4+ - the sentry obviously screamed like a little girl as he was charged.
• If any weapon without the ‘sniper’ or 'silenced weapons' rule is fired, the alarm is raised.
• If any enemy vehicles, bikes or jetbikes move onto the board, the alarm is raised.
The Mission:
Objectives of destruction: the attacking army wants to destroy these.
Ork Mek shop: this counts as a building with armour 13 all around. The attacker gains 2 victory points for destroying it.
Ork fuel pump: this counts as a building with armour 11 on all sides. The attacker gains 2 victory points for destroying it. When destroyed all models within
D6 + 6” take a S7 AP3 hit and the area within
D6” becomes dangerous terrain.
Ork light towers: these are buildings with armour 10 on all sides. When the alarm is raised, if there is a grot still on top of the tower, the floodlights are turned on – everything within 24” of the tower is no longer subject to night fighting when being shot at. The light counts as a weapon for the purpose of destroying the light. No victory points are awarded for destroying the tower.
Ork big boss: if the Ork boss is slain, the attacking army receives 2 victory points.
Ork Brainz: if ‘da Brainz’ is slain, the attacking army gains 1 victory point.
The Orks get victory points as above for each objective not destroyed or slain. They also get one victory point for each unit destroyed by the warlord and his unit.
Deployment:
The Ork player deploys his warboss, vehicles and deff dreads as above. He then deploys his units inside the buildings – write what’s inside of each and place the piece of paper on top of the respective buildings. As soon as the alarm is raised all the orks will spill out of their buildings in a random direction indicated by the scatter dice, and may not assault this turn. After this the game continues as normal.
The attacking player then deploys his army. Any units with dedicated transports must start the game in reserves, inside their transports. Infantry units without transports may deploy within 12” of any table edge. Models with infiltrate may deploy anywhere they would normally be permitted to do so.
The Eldar player gets the first turn.
Until the alarm is raised, the Eldar player chooses whether or not to bring his reserves in. If the alarm is raised, the Eldar reserves arrive in the following Eldar turn. When the Eldar reserves arrive, they may move on from any board edge. Fliers will have to roll as normal, treating this as turn 2.
Game Rules:
Dead of night: night fighting rules are in effect for the entire game.
Retreat: any unit in the Eldar army can choose to move off any board edge – the unit is removed from the game but is not treated as destroyed. Fliers must state whether they are leaving combat airspace or retreating.
Secondary Objectives: none
I think that about covers it. gives the eldar some nice rules and such. what they destroy/kill in this game will affect the orks in the next game, and of course if the warboss chews his way through half the Eldar army, then he'll be even tougher by the next game!
feedback welcomed from all!