Da fangs of da Toofa

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.

Special rules

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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