The Badab War Campaign (Dark Stars Version)

March 23, 2018 | Author: Governor Gallagher | Category: Violence, Armed Conflict, Unrest, Leisure
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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, backgroun...

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A Warhammer 40,000 Campaign Weekend. IMPORTANT Please ensure your Registration Card has reached us no later th than midday on Friday 6 May 2005.

Welcome to ‘The Tyrant of Badab.’ You’re going to be one of the Commanders taking part in the Warhammer 40,000 Dark Stars The Tyrant of Badab campaign. It’s designed to be as enjoyable as possible and shouldn’t be seen as a deadly serious tournament – because it’s not! As long as you come along with the intention of having fun, we believe you’ll have a great time. At times the campaign may seem to be unfair… and this might well be true. In any war commanders have to deal with unfair and unbalanced situations, using their skills and cunning to gain victory in the face of insurmountable odds. At times the campaign will be unfair but sometimes it will be unfair in your favour! However rest assured at no point will you be asked to play a game you simply can’t win, or your army crushed before you even roll a dice, but be prepared for some tough battles and some unexpected circumstances. Please ensure you arrive at Warhammer World on time so that we can begin promptly, we try to ensure we keep to the gaming schedule but can only do this with your assistance. The weekend will follow a rather unique format. Over the course of the campaign you’ll take part in several games of Warhammer 40,000. Each game will take place at a set time (see the attached schedule) and you will fight a battle against a single opponent. However, rather than following the normal tournament format, where each player fights as an individual contestant in a no-holds-barred competition, we’re running this event as a campaign. The players play in linked battles and take part as a member of a team.

different. Although we can’t change the established history of the Warhammer 40,000 universe we can play out these hypothetical ‘what ifs’ using the rich setting of the Badab War for our games. Each game round represents the highlight battles in a given year of the crusade, as the loyal Chapters attempt to oust the heretic forces and execute Huron. On the side of the Tyrant of Badab stand four Chapters of Space Marines, persuaded into heresy by Huron’s powerful oratory: the rebel planetary defence forces, Ork mercenaries and foul Chaos Space Marines. On the side of the Imperium stand forces from twelve Chapters, and the powerful armies of the Inquisition. For such blasphemous heresy, only the Emperor’s Finest are good enough.

Outline of Play Before you play, you’ll be assigned to one of the campaign’s many task forces. You and the other players on your team are allied Commanders fighting to further the cause of, or put down, the rebellion of Lufgt Huron, the tyrant of Badab. As noted above, you will take part in a number of battles during the campaign. However, before each battle there will be a half hour ‘Espionage and Events’ period, during which you and the other players in your task force will decide where you will strike next. The Espionage period can also be used to cut deals, trade and generally connive and double-deal.

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

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

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

Your choice will be kept secret... for the time being. Once all declarations have been handed in, the Chief Umpire will decide what battles will be fought in the Campaign phase.

The Story So Far

In the Campaign phase, your side must fight a battle against the Commanders belonging to the other side. Wherever possible these will be ‘one-on-one’ battles. If there aren’t enough players in your task force to assign one Commander to each opponent then the outnumbered side will 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 to find their gaming table and set to!

The 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 and become increasingly wayward from Terra. The Imperial Exploratory Vessel, ‘Righteous Quest’ has been despatched to discover exactly why Huron is refusing to answer Imperial communiqués and to recover the lost tithes. Attacking without warning, Huron’s forces have destroyed the cruiser and left no doubt as to the nature of the Lord of Badab! In retaliation, a crusade has been despatched to cleanse the Badab system, and punish the insane Lufgt Huron for his treachery. Fearing either Daemonic possession or simply outright heresy, Inquisitors from the Ordos Malleus and Hereticus have joined the Adeptus Astartes in their quest. However, to the utmost horror of the Imperium the crusade’s vanguard discovers 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 this campaign we will find out if, under your leadership, things will be

The tables in the gaming hall represent the battlefields in the territories you will be fighting over. Sometimes these will have unique special rules and often these will be named locations. Players will be assigned a table to fight upon by their Commander-in-Chiefs after the Chief Umpire has briefed them. Don’t worry if this all sounds a bit arcane and complicated. In practice it’s quite easy to work out, as the campaign umpires will simply post details of who is fighting who, and who, if necessary, is forced to fight a last stand against overwhelming opposition. The idea is to allow you to concentrate on fighting battles and initiating underhand diplomacy for the weekend while our umpires keep things running smoothly. Page 1

Army Selection

Warhammer 40,000 Dark Stars Core Rules

Please hand in a copy of your army list when registering on Saturday morning. You will require a second copy of the list, which you should keep with you when you are playing. The list must include all of the models in your army, their points value, and the points value of any upgrades or wargear.

When you arrive you’ll be assigned to a task force as described in the introduction. Each task force will consist of three or more players. As there are only a limited number of spaces you should try to turn up early if you want to make sure of what you’ll be doing and of the task force in which you’ll play.

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

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

Please do paint your miniatures, if you don’t then you’re really damaging your opponent’s game as much as yours. To this end, if we see 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 sure it’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 Warhammer 40,000 rulebook.

The Tyrant of Badab Army Limitations Only the following armies may be used. • Space Marines (loyalist or rebel). If you choose to bring one of the Chapters detailed at the end of this rules pack, you will benefit from a ‘free’ additional unit. This unit will cost no points and is worth 150 VP. If you choose to do this, you will need to bring that unit with you in addition to your 1,500 pt army. Additional units will be listed in appendix 1: Named Marine Chapters. Only Codex Space Marines may be used. • Chaos Space Marines. Undivided only. • Lost and The Damned. • Imperial Guard. No Commissars may be taken, as these represent the rebel PDFs in the Badab System. • Orks. These are mercenary forces hired by Huron to bolster his shaky defence. • Dark Eldar. These are unaffiliated slaving parties that simply enjoy the pain and anguish of this rebellion. • Daemonhunters and Witch Hunters. (Note: this is the only way Imperial 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, Chapter Approved 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 use the standard mission Force Organisation chart unless specifically allowed to use an alternative. • 1,000 points of this army must be capable of fighting as a standalone ‘legal’ army. In other words, you must pick a legal 1000 pt army and then choose an additional 500 pts of models to meet the 1,500 pt requirement. This 500 pts must be complete units, and still fit within the standard Force Organisation chart when combined with your main force. • No special characters may be chosen. Vehicle Design Rules may be used. The vehicles data must be submitted to the Games Workshop Events Team along with clear photographs of the model by the 1st of May for approval by the umpire team. The umpires will vet your design and a decision made as to whether or not it may be fielded in the campaign. The umpire decision is final and no correspondence will be entered into. You may not use any vehicle (including Forge World models) that have Structure Points (eg, no Baneblades). Please remember that all models should be WYSIWYG (‘what you see is what you get’). Page 2

One player in each task force, chosen by the task force, will be its ruler or Commander-in-Chief. For example, wherever possible we will try to make the task forces army specific but you may find yourself in a task force that consists of Space Marine, and Sisters of Battle players, all under the banner of the Imperium. The Tyrant of Badab campaign is split into a number of rounds (see the attached schedule), and each round is split into two phases, an ‘Espionage and Events’ phase and a ‘Campaign’ phase. The Espionage phase comes first in each round. In the Espionage round the Commander-in-Chief of the attacking forces must choose which of the planets they would like to attack. The defending 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 the attackers will be sufficient to strip a territory, whereas if you choose to fight aggressively, a minor victory either way will see a territory stripped or retaken, whereas a major victory either way will strip or retake two territories. During the round the campaign umpires will hand out ‘Declaration Of War’ slips, which will have to be filled in with the name of the planet to be attacked. These must be handed to the administration desk before the end of the Espionage round, and will be used by the umpires to decide who 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 Events A task force can wage war upon its enemies even before the armies take to the field of battle in a shadowy cloak and dagger conflict. Your task force will receive a deck of Agent cards that will be randomly chosen by the campaign staff. These cards will be usable for the whole weekend once you receive them, however only one of each type of agent can be used per game.

The Chain of Command At the start of a campaign the task forces will pick one player as its Commander-in-Chief. The ruler controls the forces’ logistics and resources, has the final say as to which territory and areas will be attacked each round, and decides which battle each of his Commanders must fight in if there is a choice in the Battle phase. If at any time the other players in a task force decide that the current Commander-inChief 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 successor becomes the new Commander-in-Chief. He must take the role for at least one round and cannot stand down until subsequent rounds. In order to court martial the Commander-in-Chief, one player must question their ability to lead and accuse them of a military blunder or some other incompetence, real or imaginary. The player must state he wishes to court martial the Commander-in-Chief, then all of the players in the task force vote secretly as to whether they support the current Commander-in-Chief or agree with the charges. If the usurper gets the

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 army may not use one character in the following campaign round (this represents the unfortunate would-be usurper being executed for insubordination!). If there is a draw, then the task force is rife with dissension and inter army rivalry. Roll a dice to see who wins and becomes the new Commander-in-Chief, and all armies in the task force lose a character for the next round.

Special Tables and Random Events

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

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

Battles

During each game, the campaign staff will play a separate Battlefleet Gothic game. Certain events in this game may affect your games, for instance you may receive additional reinforcements, or you might get bombed. These will be called out over the microphone as and when they happen…

The scenario played in each round will depend on the pattern of success in the campaign so far. PLEASE ENSURE THAT YOU ARE FAMILIAR WITH EVERY SCENARIO IN THE CORE RULES. • SCENERY: Each table will have scenery already set up on it. It may not be changed.

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

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

Linked Events

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

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

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

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

Rules Questions

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

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

If you want an umpire to sort out a rules question, please call one over. Umpires may intervene if they see an argument brewing. You should note that the prime duty of our umpires is to make sure that the majority of players in the campaign get a nice friendly game where winning is secondary to having a good time and that anyone who keeps on spoiling a game with picky rules questions will be asked to desist or suffer 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 you have any questions please feel free to write to me or e-mail me at the following 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 Chapters The following Space Marine Chapters were the principal players in the Badab War and to encourage players to bring these Chapters along we’ve put up some bonuses and some free bonus units for these Chapters (Please refer to “The Tyrant of Badab Army Limitations” on page 2 of this rulespack). You can only have the one bonus unit and yes, some are better than others, but they are there to add colour rather than be ‘game winners’. If you decide to bring any other Space Marine Chapter then it must follow the rules from Codex: Space Marines. If you have a well-known Chapter – such as Blood Angels, Space Wolves or Ultramarines – then it is fine to bring them along too, however for the purposes of telling the story of the Badab War those Chapters were not present in any serious numbers and so count as general ‘Space Marines’ and may not use their own codex. If you want to take one of the following named Chapters (and its relevant bonus squad) then you must paint up your army as that Chapter 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 Warhammer 40,000 compendium, White Dwarf issue 101 and on numerous Internet websites as well as the new Space Marine painting guide. In cases where a Chapter has more than one listed colour scheme (Salamanders, Exorcists, Raptor Legion etc) we will accept either scheme.

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The Badab War Chapter Information Rebel Chapters MANTIS WARRIORS

EXECUTIONER

Traits: Honour Your Wargear.

Traits: Cleanse and Purify.

Drawbacks: Die Standing.

Drawbacks: Death before Dishonour.

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

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

TIGER CLAWS

LAMENTERS

Traits: Blessed be the Warriors, Trust Your Battle Brothers. Drawbacks: Die Standing, Eye to Eye.

Use the Chapter Approved Annual Cursed Founding rules for this force.

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

All models gain Aura of Doom for free.

Loyalist Chapters FIRE HAWKS

FIRE ANGELS

Traits: Cleanse and Purify, No Mercy No Respite.

Traits: Honour Your Wargear.

Drawbacks: Eye to Eye.

Drawbacks: Have Pride in Your Colours.

Bonus Unit: Absolvers. Five Marines, four equipped with heavy flamers.

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

RAPTOR LEGION

HOWLING GRIFFONS

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

Traits: Trust Your Battle Brothers.

Drawbacks: Aspire to Glory.

Drawbacks: Death before Dishonour.

Bonus Unit: Blizzard Squad. Five Marine Assault squad with jump packs.

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

SONS OF MEDUSA

RED SCORPIONS

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

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

Drawbacks: Flesh Over Steel.

Drawbacks: Eye to Eye.

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

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

MINOTAURS

NOVA MARINES

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

Traits: None.

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

Bonus Unit: Venerable Dreadnought with extra armour.

EXORCISTS

MARINES ERRANT

Traits: Purity Above All.

Traits: Honour Your Wargear.

Drawbacks: Have Faith in Suspicion.

Drawbacks: Death before Dishonour.

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

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

Drawbacks: None.

SPACE SHARKS SALAMANDERS

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

Traits: As Codex Space Marines.

Drawbacks: Eye to Eye.

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

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

If you are taking a named Chapter of those present at Badab, they need to conform to the paint schemes found on the Badab War 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. Page 7

Appendix 2: Battle Zones Badab Planets The following is a list of planets and some key known locations. Some planetary special rules are listed here to give you an idea of what to expect but these are by no means all of the special rules for the weekend. Each table will have any special rules required on a table play sheet throughout the weekend.

Sigma Cluster Barren and uninhabitable desert planets except for the planet Sigma VI which is a dusty forlorn planet on which moisture farmers and dustgrox herders seek out an existence. However, the Sigma planets are also home to mineral mining enterprises. All battles zones except Sigma VI suffer ‘sandstorms’. On Sigma VI there are many migratory dustgrox herds roaming the land. SANDSTORMS: Roll a dice before each players turn. On a roll of a 1 a vicious sandstorm erupts, all shooting counts as if Night Fighting rules are in place and all movement is considered to be through difficult 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.

Crowes World – Ice World Inhospitable ice world with huge promethium reserves deep under the ice floes. SPECIAL RULES: All boards designated as Crowes World boards can suffer ‘snowstorms’. Snowstorms follow exactly the same rules as sandstorms in the Sigma Cluster above.

Known key locations of Crowes World: Polar cap: Promethium well. Mining Post Beta: Mining Centre.

Tranquility – Tropical Death World Planet covered in dense jungle with a dark jungle floor shrouded by a tree canopy hundreds of feet high. Battles fought on Tranquility will use the rules for jungle fighting. If your battle takes place on a jungle board (recognisable by the brown and green patches on the board) then the following rules also apply: You are fighting in Tranquility’s deepest jungle, most of the ground level is shrouded in darkness, to simulate this if a figure or vehicle is standing on a brown (or shadowed) part of the board he is assumed to be using Night Fighting rules if he is shot, targeted or an attempt to spot them is made for any reason. However, he may shoot as if he is in daylight (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 the rebellion. Anderson’s landing: Anderson’s landing is one of the few cleared settlements in Tranquility and so does not suffer the jungle rules. Mercy Falls: Source of Anderson’s landings clean water supplies. Slee Heights:

Bek Shuttle port:

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

Secure landing site.

Chung-hai razor swamps:

Hill 666:

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

Strategically important height. Webster’s Landing: Largest colony settlement. Page 8

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