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Silex Silicis
IV has recently become home to the dread Ork Warlord
Kownt Toofa. Lord Toofa was ambushed on his homeworld
of Charadon by forces of the Ultramarines as he gathered
a mighty ‘Waaagh!’ to burn the galaxy.
After several desperate battles the Ultramarines defeated
Toofa
and his boyz, putting them down with righteous bolter
fire. Kownt Toofa himself was dealt a crippling blow
at the hot end of a Vindicator cannon, and the Orks
were forced to retreat.
Though the bulk of the nascent ‘Waaagh!’ had
been scattered by the forces of the Imperium, one great weapon
remained – Kownt Toofa’s carrier-battleship the ‘Galorktika’.
The warbands of Toofa fled to the ‘Galorktika’ with
the warlord’s broken cyborknetic body. The massive
ship was pursued from Charadon by the Ultramarine strike
force of Chaplain Castellius. The Ultramarine fleet came
dangerously close to ending the threat of the Kownt forever,
but they were finally driven off by wave after wave of
fearless kamorkazi pilots. These brave fly-boyz slammed
their fighta-bombaz
into the pursuing Imperial ships, wreaking horrific damage.
The Ultramarine fleet was forced to withdraw, allowing
the Kownt to escape.
Seeking a place to rebuild, the Ork genius Doktor Theorkalypse
led the ‘Galorktika’ to an asteroid belt, known
to the Imperium as Silex Silicis IV. Silicis once been a
planet. But now the planet was not just dead, it had been
smashed apart in ages past by apocalyptic forces. It’s
shattered remains had over the millennia drifted and expanded
into a belt of debris. The rough hewn rubble and asteroids
became the only monument to the planet’s past existence.
And now, to this ancient belt of stone, the Orks had come.
This shattered world had become the perfect home for the
shattered remains of Toofa’s warband.
Doktor Theorkalypse claimed the largest asteroid as his
home base, christening it ‘Incisork’ and the belt
as a whole became known as ‘The Fangz of da Toofa’.
Quickly he erected orky power fields over the asteroid.
These fields had a dual purpose; firstly they allowed the
Orks
to inject an atmosphere into the asteroids, and second
they created an artificial gravity field that allowed the
Orks
to work more freely on the floating rock. Once the fields
were up and the atmosphere created the boyz began seeding
Ork fungi across the planetoid. At the same time the Doktor
began the long and difficult process of restoring the Kownt.
His massive body was rebuilt piece by piece, as his remaining
flesh was rejuvenated. Massive traktor beams have been
used to strip-mine the asteroids of their valuable metals,
and
vast floating factories have been created by the Mekaniaks
for the construction of a new fleet.

Now the Kownt walks again amongst his hordes, reborn
strong and full of grim purpose. The burning need for
revenge
eats at his brain like a buzzer-squig. In orbit around ‘Incisork’ the ‘Galorktika’ now
prowls with many new additions to the fleet. Cruisers and
smaller ships have been joined by small asteroids hollowed
out and fitted with massive engines and weapons. Word of
the reborn ‘Waaagh!’ has spread and recently
other Ork clanz have arrived, bringing Orks and ships and
guns to fight in his name.
However, the Kownt’s slave master Onetoof has brought
him disturbing news. Onetoof has been plagued with strange
fungus-beer induced visions since he was a yoof. The Kownt
has learned to listen when Onetoof speaks of the future
and now the slaver warns of a mighty force of black-armoured
daemons, brothers of the hated Ultramarines, coming to
scour
the asteroids of their Ork inhabitants.
When playing
battles in the Silex Silicis IV battle zone you may opt
to use the following special rules if both players agree.
These rules are intended to add a measure of campaign
flavour to your games of Warhammer 40,000.
Meteor Collisions!
The asteroid belt of Silex Silicis IV is an extremely dangerous
place. Mountainous irregular spheres of floating rock frequently
collide with one another, blasting each other apart in
showers of tiny meteorites. Though the orky power fields
absorb most of the damage caused by such collisions, violent
shockwaves and tremors still rock the surfaces of ‘Incisork’ and
other ork-infested asteroids.
At the beginning of each turn of a battle roll 1d6. on
a roll of 1 a meteor collision has occurred. Until the
beginning of the next turn the entire playing area is considered
Difficult Terrain for all unit types. Any unit attempting
to move must behave as if it is in difficult terrain. Shifting
ground and rockslides also means dangerous terrain tests
must be taken for Bikes, Jump Infantry, Artillery gun models
and Vehicles (that are not walkers or skimmers) if these
units attempt to move this turn. At the end of the turn
the shockwaves subside and the game returns to normal.
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