the badab war campaign (dark stars version)

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These are the rules for the Badab War tournament by Dark Star and Games Workshop. There is a heap of cool art, background, and ideas in here.

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Page 1: The Badab War Campaign (Dark Stars Version)
Page 2: The Badab War Campaign (Dark Stars Version)
Page 3: The Badab War Campaign (Dark Stars Version)

IMPORTANTPlease ensure your Registration Card has reached us no laterthan midday on Friday 6th May 2005.

Welcome to ‘The Tyrant of Badab.’You’re going to be one of the Commanders taking part in theWarhammer 40,000 Dark Stars The Tyrant of Badab campaign. It’sdesigned to be as enjoyable as possible and shouldn’t be seen as adeadly serious tournament – because it’s not! As long as you comealong with the intention of having fun, we believe you’ll have a greattime. At times the campaign may seem to be unfair… and this mightwell be true. In any war commanders have to deal with unfair andunbalanced situations, using their skills and cunning to gain victory inthe face of insurmountable odds. At times the campaign will be unfairbut sometimes it will be unfair in your favour! However rest assured atno point will you be asked to play a game you simply can’t win, oryour army crushed before you even roll a dice, but be prepared forsome tough battles and some unexpected circumstances.

Please ensure you arrive at Warhammer World on time so that we canbegin promptly, we try to ensure we keep to the gaming schedule butcan only do this with your assistance.

The weekend will follow a rather unique format. Over the course of thecampaign you’ll take part in several games of Warhammer 40,000. Eachgame will take place at a set time (see the attached schedule) and youwill fight a battle against a single opponent. However, rather thanfollowing the normal tournament format, where each player fights as anindividual contestant in a no-holds-barred competition, we’re runningthis event as a campaign. The players play in linked battles and takepart as a member of a team.

This format makes for a more laid-back and easygoing event, whereparticipating is more important than winning. The system ensures thatyou’ll get to fight proper battles against a single opponent, whileretaining the feel of a strategic campaign.

Most importantly, remember that as this is a team event, even if youlose your battle your faction may still do well overall, so don’t worryabout winning, just concentrate on having fun!

The Story So FarThe year is M41.901.

The master of the Tiger Claws Space Marines Chapter, Lufgt Huron,has refused to submit his tithes to the Imperium for over 150 years andbecome increasingly wayward from Terra. The Imperial ExploratoryVessel, ‘Righteous Quest’ has been despatched to discover exactly whyHuron is refusing to answer Imperial communiqués and to recover thelost tithes. Attacking without warning, Huron’s forces have destroyedthe cruiser and left no doubt as to the nature of the Lord of Badab!

In retaliation, a crusade has been despatched to cleanse the Badabsystem, and punish the insane Lufgt Huron for his treachery. Fearingeither Daemonic possession or simply outright heresy, Inquisitors fromthe Ordos Malleus and Hereticus have joined the Adeptus Astartes intheir quest.

However, to the utmost horror of the Imperium the crusade’s vanguarddiscovers they face not one renegade Space Marine Chapter but four!

This is the campaign you will be fighting in...

Historically Huron was overthrown after a bloody 12-year war – in thiscampaign we will find out if, under your leadership, things will be

different. Although we can’t change the established history of theWarhammer 40,000 universe we can play out these hypothetical ‘whatifs’ using the rich setting of the Badab War for our games.

Each game round represents the highlight battles in a given year of thecrusade, as the loyal Chapters attempt to oust the heretic forces andexecute Huron.

On the side of the Tyrant of Badab stand four Chapters of SpaceMarines, persuaded into heresy by Huron’s powerful oratory: the rebel planetary defence forces, Ork mercenaries and foul ChaosSpace Marines.

On the side of the Imperium stand forces from twelve Chapters, and thepowerful armies of the Inquisition. For such blasphemous heresy, onlythe Emperor’s Finest are good enough.

Outline of PlayBefore you play, you’ll be assigned to one of the campaign’s many taskforces. You and the other players on your team are allied Commandersfighting to further the cause of, or put down, the rebellion of LufgtHuron, the tyrant of Badab.

As noted above, you will take part in a number of battles during thecampaign. However, before each battle there will be a half hour‘Espionage and Events’ period, during which you and the other playersin your task force will decide where you will strike next. The Espionageperiod can also be used to cut deals, trade and generally connive anddouble-deal.

When you arrive at the campaign you will be given access to a systemmap showing the area that your task forces are fighting over. Initiallythe Rebels will hold the entire system and at the end of the Espionageand Events phase you may choose to attack or defend any of theavailable planets. The Commander-in-Chief of your task force needs towrite down the name of the task force you wish to attack and hand it tothe administration staff. In round one, only attacking task forces maymake declarations, as they have the initiative.

Your choice will be kept secret... for the time being. Once alldeclarations have been handed in, the Chief Umpire will decide whatbattles will be fought in the Campaign phase.

In the Campaign phase, your side must fight a battle against theCommanders belonging to the other side. Wherever possible these willbe ‘one-on-one’ battles. If there aren’t enough players in your task forceto assign one Commander to each opponent then the outnumbered sidewill have to choose one of its Commanders to fight a ‘Special Mission’or a ‘Last Stand’ scenario against two opposing armies or spare player.Once the players know whom they are fighting against they just need tofind their gaming table and set to!

The tables in the gaming hall represent the battlefields in the territoriesyou will be fighting over. Sometimes these will have unique specialrules and often these will be named locations. Players will be assigneda table to fight upon by their Commander-in-Chiefs after the ChiefUmpire has briefed them.

Don’t worry if this all sounds a bit arcane and complicated. In practiceit’s quite easy to work out, as the campaign umpires will simply postdetails of who is fighting who, and who, if necessary, is forced to fighta last stand against overwhelming opposition.

The idea is to allow you to concentrate on fighting battles and initiatingunderhand diplomacy for the weekend while our umpires keep thingsrunning smoothly.

A Warhammer 40,000 Campaign Weekend.

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Page 4: The Badab War Campaign (Dark Stars Version)

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Army SelectionPlease hand in a copy of your army list when registering on Saturdaymorning. You will require a second copy of the list, which you shouldkeep with you when you are playing. The list must include all of themodels in your army, their points value, and the points value of anyupgrades or wargear.

All models used must be PAINTED Citadel miniatures, of theappropriate type for the troops they represent. The minimal standard of‘painting’ is that at least three colours are painted onto the model andthat the bases are textured in some manner – flock or paintingrepresenting flagstones or decking being the minimum.

Please do paint your miniatures, if you don’t then you’re reallydamaging your opponent’s game as much as yours. To this end, if wesee any unpainted figures on tables our referees will remove them. So it’s up to you, if you want to field your whole army then make sureit’s painted!

As well as the miniatures in your army you need to bring along dice,tape measures, templates, the Codex for your race and the Warhammer40,000 rulebook.

The Tyrant of Badab Army LimitationsOnly the following armies may be used.

• Space Marines (loyalist or rebel). If you choose to bring one of theChapters detailed at the end of this rules pack, you will benefit froma ‘free’ additional unit. This unit will cost no points and is worth 150VP. If you choose to do this, you will need to bring that unit withyou in addition to your 1,500 pt army. Additional units will be listedin appendix 1: Named Marine Chapters. Only Codex Space Marinesmay be used.

• Chaos Space Marines. Undivided only.

• Lost and The Damned.

• Imperial Guard. No Commissars may be taken, as these representthe rebel PDFs in the Badab System.

• Orks. These are mercenary forces hired by Huron to bolster hisshaky defence.

• Dark Eldar. These are unaffiliated slaving parties that simply enjoythe pain and anguish of this rebellion.

• Daemonhunters and Witch Hunters. (Note: this is the only wayImperial Guard units can be fielded on the loyalist side)

No more than 1,500 points may be spent on the army.

• Armies may be chosen from the most recent Codex, ChapterApproved Books, Index Astartes Books and Imperial Armour Books.

• Your army must be chosen from a single force allocation chart for‘standard missions’.

• No more than one detachment may be used and all armies must usethe standard mission Force Organisation chart unless specificallyallowed to use an alternative.

• 1,000 points of this army must be capable of fighting as a stand-alone ‘legal’ army. In other words, you must pick a legal 1000 ptarmy and then choose an additional 500 pts of models to meet the1,500 pt requirement. This 500 pts must be complete units, and stillfit within the standard Force Organisation chart when combined withyour main force.

• No special characters may be chosen.

Vehicle Design Rules may be used. The vehicles data must besubmitted to the Games Workshop Events Team along with clearphotographs of the model by the 1st of May for approval by the umpireteam. The umpires will vet your design and a decision made as towhether or not it may be fielded in the campaign. The umpire decisionis final and no correspondence will be entered into.

You may not use any vehicle (including Forge World models) that haveStructure Points (eg, no Baneblades).

Please remember that all models should be WYSIWYG (‘what you seeis what you get’).

Warhammer 40,000 Dark Stars Core RulesWhen you arrive you’ll be assigned to a task force as described in theintroduction. Each task force will consist of three or more players. Asthere are only a limited number of spaces you should try to turn upearly if you want to make sure of what you’ll be doing and of the taskforce in which you’ll play.

If possible we’ll try to make sure that all the armies in the same taskforce belong to the same race. To do this we require that everybodycorrectly fills in their registration forms. If you do not do this please donot be surprised if you end up in a ‘bizarre’ task force.

One player in each task force, chosen by the task force, will be its ruleror Commander-in-Chief. For example, wherever possible we will try tomake the task forces army specific but you may find yourself in a taskforce that consists of Space Marine, and Sisters of Battle players, allunder the banner of the Imperium.

The Tyrant of Badab campaign is split into a number of rounds (see theattached schedule), and each round is split into two phases, an‘Espionage and Events’ phase and a ‘Campaign’ phase. The Espionagephase comes first in each round.

In the Espionage round the Commander-in-Chief of the attacking forcesmust choose which of the planets they would like to attack. Thedefending forces will respond by assigning appropriate defence force,as well as choosing whether to fight defensively or aggressively. If your task force fights defensively, only a major victory from theattackers will be sufficient to strip a territory, whereas if you choose tofight aggressively, a minor victory either way will see a territorystripped or retaken, whereas a major victory either way will strip orretake two territories.

During the round the campaign umpires will hand out ‘Declaration OfWar’ slips, which will have to be filled in with the name of the planet tobe attacked. These must be handed to the administration desk before theend of the Espionage round, and will be used by the umpires to decidewho will face each other in the battle round.

You can only decide to declare war on one planet (you can’t split your forces).

Espionage and EventsA task force can wage war upon its enemies even before the armies taketo the field of battle in a shadowy cloak and dagger conflict. Your taskforce will receive a deck of Agent cards that will be randomly chosenby the campaign staff. These cards will be usable for the wholeweekend once you receive them, however only one of each type ofagent can be used per game.

The Chain of CommandAt the start of a campaign the task forces will pick one player as itsCommander-in-Chief. The ruler controls the forces’ logistics andresources, has the final say as to which territory and areas will beattacked each round, and decides which battle each of his Commandersmust fight in if there is a choice in the Battle phase. If at any time theother players in a task force decide that the current Commander-in-Chief is completely incompetent and should be got rid of...

There are three ways to change the Commander-in-Chief of a task force:

• Standing down.

• Court martial.

• Assassination.

The Commander-in-Chief of a task force can stand down at any time,naming one of the other players as his successor. The successorbecomes the new Commander-in-Chief. He must take the role for atleast one round and cannot stand down until subsequent rounds.

In order to court martial the Commander-in-Chief, one player mustquestion their ability to lead and accuse them of a military blunder orsome other incompetence, real or imaginary. The player must state hewishes to court martial the Commander-in-Chief, then all of the playersin the task force vote secretly as to whether they support the currentCommander-in-Chief or agree with the charges. If the usurper gets the

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most votes, he becomes the Commander-in-Chief. If he gets less votes,the old Commander-in-Chief remains in power and the usurper’s armymay not use one character in the following campaign round (thisrepresents the unfortunate would-be usurper being executed forinsubordination!). If there is a draw, then the task force is rife withdissension and inter army rivalry. Roll a dice to see who wins andbecomes the new Commander-in-Chief, and all armies in the task forcelose a character for the next round.

To assassinate the Commander-in-Chief you must bid for an assassin tocarry out the assassination attempt. The assassination is carried out onthe field of battle (the gaming table) shortly before the next gamebegins. Any effect of the assassination stays in effect throughout thegame (in the case of lost wounds or reduced profiles). Should theAssassin successfully kill the Commander-in-Chief all of the players inthe task force vote to decide who should be the new Commander-in-Chief (you can’t vote for the old one). The player with the most voteswins. In the case of a tie, dissension breaks out as described above.

BattlesThe scenario played in each round will depend on the pattern of successin the campaign so far. PLEASE ENSURE THAT YOU AREFAMILIAR WITH EVERY SCENARIO IN THE CORE RULES.

• SCENERY:Each table will have scenery already set up on it. It may not be changed.

• OTHER SPECIAL RULES: Sometimes the territory where the battle is being fought will requirethe use of additional special rules – these must be used. Some of theterritory special rules are featured in Appendix 2: Battle Zones.

• WINNING THE BATTLE:Unlike previous campaigns where only a win, loss or draw wasregistered, in ‘Tyrant of Badab’ we need to know exactly how wellyou did in order to total up the territory gains. We don’t need toknow the Victory Point totals but you will need to tell us whether itwas a major or minor victory etc.

Multi-player BattlesAs noted above it is rare, though possible, for a player to have to fighttwo or more opponents on his own. Battles are always fought betweentwo sides (ie, it is not allowed for armies from three different taskforces to fight a ‘three-sided battle’). When playing a multi-playerbattle, a character can only ever move and command models in his ownarmy. These things aside, all units from the same task force fighting inthe battle are treated as a single allied force, and so both Commandersfrom the same task force take their turn together, ie, they both movetheir miniatures at the same time, resolve combats at the same time, and so on.

Special Tables and Random EventsOne of the great things about running an event like this is that it givesus a chance to come up with some special scenarios to inflict on...sorry, to delight the players taking part in the event. Warhammer 40,000The Tyrant of Badab is no exception to this and a number of specialscenarios and/or special rules will be ‘allocated’ to some of the areasand territories around the hall. In addition, we may announce a specialrandom event from time to time.

Please remember that once again these events may not seem fair, theymay give your opponent an advantage or they may impinge on yourfaction’s resources but overall they will balance out. Furthermore someevents will be dependent on how well or poorly your faction has donein the last round. For example, failure to hold a forge world planet inround one may mean less effective vehicle units are available for yourfaction in round two.

Full details of the tables can be found in Appendix 2: Battle Zones.

Linked EventsDuring each game, the campaign staff will play a separate BattlefleetGothic game. Certain events in this game may affect your games, forinstance you may receive additional reinforcements, or you might getbombed. These will be called out over the microphone as and whenthey happen…

And The Winners Are!There will be one winner at the end of the weekend:

• The Supreme task force

However we may award special mentions for outstanding play or conduct.

The Supreme task force will be the one that has the most areas in itspossession at the end of the campaign. In the case of a tie we’ll give thetitle to the task force with the resources left at the end.

Rules QuestionsIf you want an umpire to sort out a rules question, please call one over.Umpires may intervene if they see an argument brewing. You shouldnote that the prime duty of our umpires is to make sure that themajority of players in the campaign get a nice friendly game wherewinning is secondary to having a good time and that anyone who keepson spoiling a game with picky rules questions will be asked to desist orsuffer the consequences. Penalties include Agent Card fines.

Remember: Play the Game not the Rules!

Any Questions?I look forward to seeing you at the weekend. In the meantime, if youhave any questions please feel free to write to me or e-mail me at thefollowing address: Dark Stars Campaign, Games Workshop UK Events,Willow Lane, Nottingham, NG7 2WS.

E-mail: [email protected]

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Appendix 1: Named Marine ChaptersThe following Space Marine Chapters were the principal players in theBadab War and to encourage players to bring these Chapters alongwe’ve put up some bonuses and some free bonus units for theseChapters (Please refer to “The Tyrant of Badab Army Limitations” onpage 2 of this rulespack). You can only have the one bonus unit andyes, some are better than others, but they are there to add colour ratherthan be ‘game winners’.

If you decide to bring any other Space Marine Chapter then it mustfollow the rules from Codex: Space Marines.

If you have a well-known Chapter – such as Blood Angels, SpaceWolves or Ultramarines – then it is fine to bring them along too,however for the purposes of telling the story of the Badab War thoseChapters were not present in any serious numbers and so count asgeneral ‘Space Marines’ and may not use their own codex.

If you want to take one of the following named Chapters (and itsrelevant bonus squad) then you must paint up your army as thatChapter and clearly mark it, you can’t just call your Ultramarines‘Nova Marines’ and expect to take the bonus.

Colour schemes for these Chapters can be found in the old Warhammer40,000 compendium, White Dwarf issue 101 and on numerous Internetwebsites as well as the new Space Marine painting guide. In caseswhere a Chapter has more than one listed colour scheme (Salamanders,Exorcists, Raptor Legion etc) we will accept either scheme.

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SPACE SHARKS

Traits: Heed the Wisdom of the Ancients, Scions of Mars.

Drawbacks: Eye to Eye.

Bonus Unit: Five Marines, two armed with heavy bolters,Slow and Purposeful.

SALAMANDERS

Traits: As Codex Space Marines.

Bonus Unit: Five marines with four heavy flamers, Infiltrate and Scout.

NOVA MARINES

Traits: None.

Drawbacks: None.

Bonus Unit: Venerable Dreadnought with extra armour.

MINOTAURS

Use Chapter Approved Annual Cursed Founding rules. Full CursedFounding Army.

Bonus Unit: Five Assault Marines, two with power weapons.

MARINES ERRANT

Traits: Honour Your Wargear.

Drawbacks: Death before Dishonour.

Bonus Unit: Expeditionary Force. Five Marines led by a Veteran Sgt., Melta Gun, Infiltrate.

HOWLING GRIFFONS

Traits: Trust Your Battle Brothers.

Drawbacks: Death before Dishonour.

Bonus Unit: One Callidus Assassin or Insurgency Force. (FiveMarines one armed with a sniper rifle. Infiltrate.)

FIRE HAWKS

Traits: Cleanse and Purify, No Mercy No Respite.

Drawbacks: Eye to Eye.

Bonus Unit: Absolvers. Five Marines, four equipped withheavy flamers.

FIRE ANGELS

Traits: Honour Your Wargear.

Drawbacks: Have Pride in Your Colours.

Bonus Unit: Drop Troops. Five Marines with jump packs and twoarmed with flamers, Deep Strike.

EXORCISTS

Traits: Purity Above All.

Drawbacks: Have Faith in Suspicion.

Bonus Unit: Malleus Inquisitor, Grimoire of True Names,Daemonhammer, storm shield, Familiar, five human warriors withHellpistol and close combat weapons. (Daemonhunters)

Loyalist Chapters

RAPTOR LEGION

Traits: Be Swift as the Wind, See but don’t be Seen.

Drawbacks: Aspire to Glory.

Bonus Unit: Blizzard Squad. Five Marine Assault squad withjump packs.

RED SCORPIONS

Traits: No Mercy no Respite, Take the Fight to Them.

Drawbacks: Eye to Eye.

Bonus Unit: Pursuit Squad. Six Marines and a Razorback with twinheavy bolters and Supercharged Engine.

SONS OF MEDUSA

Traits: See but don’t be Seen, Cleanse and Purify.

Drawbacks: Flesh Over Steel.

Bonus Unit: Desert World Support Squad. Five Marines, two armedwith heavy bolters and one with a sniper rifle.

If you are taking a named Chapter of those present at Badab, they need to conform to the paint schemes found on the BadabWar section of the events website. If you have any questions about the Bonus Units please don’t hesitate to contact us.

www.games-workshop.co.uk/events.

TIGER CLAWS

Traits: Blessed be the Warriors, Trust Your Battle Brothers.

Drawbacks: Die Standing, Eye to Eye.

Bonus Unit: Apostate Cardinal and three Pontifex. (from Witch Hunters)

EXECUTIONER

Traits: Cleanse and Purify.

Drawbacks: Death before Dishonour.

Bonus Unit: Recon Squad. Five Marines, two with plasma guns, VetSgt. with auspex and teleport homer, Infiltrate and Scout.

LAMENTERS

Use the Chapter Approved Annual Cursed Founding rules forthis force.

All models gain Aura of Doom for free.

MANTIS WARRIORS

Traits: Honour Your Wargear.

Drawbacks: Die Standing.

Bonus Unit: Tranquility Sniper Squad. Five Marines, four withsniper rifle, Infiltrate.

Rebel Chapters

The Badab War Chapter Information

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Tranquility – Tropical Death World

Planet covered in dense jungle with adark jungle floor shrouded by a treecanopy hundreds of feet high. Battlesfought on Tranquility will use the rulesfor jungle fighting.

If your battle takes place on a jungleboard (recognisable by the brown andgreen patches on the board) then thefollowing rules also apply:

You are fighting in Tranquility’s deepest jungle, most of the groundlevel is shrouded in darkness, to simulate this if a figure or vehicle isstanding on a brown (or shadowed) part of the board he is assumed tobe using Night Fighting rules if he is shot, targeted or an attempt tospot them is made for any reason. However, he may shoot as if he is indaylight (unless his opponent is also in a brown or shadowy section)with no restrictions.

Known key locations of Tranquility:

Sairun Delta:

Broad mud flats and home to many of Tranquility’s settlers.

Nhara Foothills:

Home to Tranquility’s Imperial shrine and ecclisiarchy prior to therebellion.

Anderson’s landing:

Anderson’s landing is one of the few cleared settlements inTranquility and so does not suffer the jungle rules.

Mercy Falls:

Source of Anderson’s landings clean water supplies.

Slee Heights:

Traditional homelands of the indigenous planetary population, a secretive abhuman race pending Inquisitorial investigation.

Chung-hai razor swamps:

Hideout of pro Imperial insurgents that must be supported ordestroyed. The Chung-hai razor swamps have viciously barbedfoliage – any model in cover takes an immediate Strength 2 hit as itmoves in or out of the area (AP6), wheeled vehicles are immobilisedon a roll of a 1 on a D6.

Crowes World – Ice World

Inhospitable ice world with hugepromethium reserves deep under theice floes.

SPECIAL RULES: All boardsdesignated as Crowes World boards cansuffer ‘snowstorms’. Snowstorms followexactly the same rules as sandstorms inthe Sigma Cluster above.

Known key locations of Crowes World:

Polar cap:

Promethium well.

Mining Post Beta:

Mining Centre.

Bek Shuttle port:

Secure landing site.

Hill 666:

Strategically important height.

Webster’s Landing:

Largest colony settlement.

Appendix 2: Battle Zones

Badab PlanetsThe following is a list of planets and some key known locations. Someplanetary special rules are listed here to give you an idea of what toexpect but these are by no means all of the special rules for theweekend. Each table will have any special rules required on a tableplay sheet throughout the weekend.

Sigma Cluster

Barren and uninhabitable desert planets except for the planet SigmaVI which is a dusty forlorn planet on which moisture farmers anddustgrox herders seek out an existence. However, the Sigma planetsare also home to mineral mining enterprises. All battles zones exceptSigma VI suffer ‘sandstorms’. On Sigma VI there are many migratorydustgrox herds roaming the land.

SANDSTORMS: Roll a dice before each players turn. On a roll of a 1a vicious sandstorm erupts, all shooting counts as if Night Fightingrules are in place and all movement is considered to be throughdifficult terrain.

Known key locations of The Sigma Cluster:

Banyam Desert East (Sigma I):

Mining Centre.

Banyam Desert West (Sigma I):

Mining Centre.

Great Wastes (Sigma II):

Mining Centre.

Imperial Valley (Sigma IV):

Archeotech site of great value.

Cobalt Dunes (Sigma IV):

Adeptus Mechanicus research station.

Jonesville (Sigma VI):

Dustgrox farming and processing centre.

Aykay Corrale (Sigma VI):

Lively farmers’ relaxation zone.

Dust Spires (Sigma VI):

Mining Centre.

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