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A Warhammer 40,000 Campaign Weekend.


IMPORTANT different. Although we can’t change the established history of the
Warhammer 40,000 universe we can play out these hypothetical ‘what
Please ensure your Registration Card has reached us no later ifs’ using the rich setting of the Badab War for our games.
th
than midday on Friday 6 May 2005. 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
Welcome to ‘The Tyrant of Badab.’ execute Huron.
You’re going to be one of the Commanders taking part in the On the side of the Tyrant of Badab stand four Chapters of Space
Warhammer 40,000 Dark Stars The Tyrant of Badab campaign. It’s Marines, persuaded into heresy by Huron’s powerful oratory:
designed to be as enjoyable as possible and shouldn’t be seen as a the rebel planetary defence forces, Ork mercenaries and foul Chaos
deadly serious tournament – because it’s not! As long as you come Space Marines.
along with the intention of having fun, we believe you’ll have a great
On the side of the Imperium stand forces from twelve Chapters, and the
time. At times the campaign may seem to be unfair… and this might
powerful armies of the Inquisition. For such blasphemous heresy, only
well be true. In any war commanders have to deal with unfair and
the Emperor’s Finest are good enough.
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 Outline of Play
no point will you be asked to play a game you simply can’t win, or Before you play, you’ll be assigned to one of the campaign’s many task
your army crushed before you even roll a dice, but be prepared for forces. You and the other players on your team are allied Commanders
some tough battles and some unexpected circumstances. fighting to further the cause of, or put down, the rebellion of Lufgt
Please ensure you arrive at Warhammer World on time so that we can Huron, the tyrant of Badab.
begin promptly, we try to ensure we keep to the gaming schedule but As noted above, you will take part in a number of battles during the
can only do this with your assistance. campaign. However, before each battle there will be a half hour
The weekend will follow a rather unique format. Over the course of the ‘Espionage and Events’ period, during which you and the other players
campaign you’ll take part in several games of Warhammer 40,000. Each in your task force will decide where you will strike next. The Espionage
game will take place at a set time (see the attached schedule) and you period can also be used to cut deals, trade and generally connive and
will fight a battle against a single opponent. However, rather than double-deal.
following the normal tournament format, where each player fights as an When you arrive at the campaign you will be given access to a system
individual contestant in a no-holds-barred competition, we’re running map showing the area that your task forces are fighting over. Initially
this event as a campaign. The players play in linked battles and take the Rebels will hold the entire system and at the end of the Espionage
part as a member of a team. and Events phase you may choose to attack or defend any of the
This format makes for a more laid-back and easygoing event, where available planets. The Commander-in-Chief of your task force needs to
participating is more important than winning. The system ensures that write down the name of the task force you wish to attack and hand it to
you’ll get to fight proper battles against a single opponent, while the administration staff. In round one, only attacking task forces may
retaining the feel of a strategic campaign. make declarations, as they have the initiative.
Most importantly, remember that as this is a team event, even if you Your choice will be kept secret... for the time being. Once all
lose your battle your faction may still do well overall, so don’t worry declarations have been handed in, the Chief Umpire will decide what
about winning, just concentrate on having fun! battles will be fought in the Campaign phase.
In the Campaign phase, your side must fight a battle against the
The Story So Far Commanders belonging to the other side. Wherever possible these will
The year is M41.901. be ‘one-on-one’ battles. If there aren’t enough players in your task force
The master of the Tiger Claws Space Marines Chapter, Lufgt Huron, to assign one Commander to each opponent then the outnumbered side
has refused to submit his tithes to the Imperium for over 150 years and will have to choose one of its Commanders to fight a ‘Special Mission’
become increasingly wayward from Terra. The Imperial Exploratory or a ‘Last Stand’ scenario against two opposing armies or spare player.
Vessel, ‘Righteous Quest’ has been despatched to discover exactly why Once the players know whom they are fighting against they just need to
Huron is refusing to answer Imperial communiqués and to recover the find their gaming table and set to!
lost tithes. Attacking without warning, Huron’s forces have destroyed The tables in the gaming hall represent the battlefields in the territories
the cruiser and left no doubt as to the nature of the Lord of Badab! you will be fighting over. Sometimes these will have unique special
In retaliation, a crusade has been despatched to cleanse the Badab rules and often these will be named locations. Players will be assigned
system, and punish the insane Lufgt Huron for his treachery. Fearing a table to fight upon by their Commander-in-Chiefs after the Chief
either Daemonic possession or simply outright heresy, Inquisitors from Umpire has briefed them.
the Ordos Malleus and Hereticus have joined the Adeptus Astartes in Don’t worry if this all sounds a bit arcane and complicated. In practice
their quest. it’s quite easy to work out, as the campaign umpires will simply post
However, to the utmost horror of the Imperium the crusade’s vanguard details of who is fighting who, and who, if necessary, is forced to fight
discovers they face not one renegade Space Marine Chapter but four! a last stand against overwhelming opposition.
This is the campaign you will be fighting in... The idea is to allow you to concentrate on fighting battles and initiating
Historically Huron was overthrown after a bloody 12-year war – in this underhand diplomacy for the weekend while our umpires keep things
campaign we will find out if, under your leadership, things will be running smoothly.
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Army Selection Warhammer 40,000 Dark Stars Core Rules
Please hand in a copy of your army list when registering on Saturday When you arrive you’ll be assigned to a task force as described in the
morning. You will require a second copy of the list, which you should introduction. Each task force will consist of three or more players. As
keep with you when you are playing. The list must include all of the there are only a limited number of spaces you should try to turn up
models in your army, their points value, and the points value of any early if you want to make sure of what you’ll be doing and of the task
upgrades or wargear. force in which you’ll play.
All models used must be PAINTED Citadel miniatures, of the If possible we’ll try to make sure that all the armies in the same task
appropriate type for the troops they represent. The minimal standard of force belong to the same race. To do this we require that everybody
‘painting’ is that at least three colours are painted onto the model and correctly fills in their registration forms. If you do not do this please do
that the bases are textured in some manner – flock or painting not be surprised if you end up in a ‘bizarre’ task force.
representing flagstones or decking being the minimum. One player in each task force, chosen by the task force, will be its ruler
Please do paint your miniatures, if you don’t then you’re really or Commander-in-Chief. For example, wherever possible we will try to
damaging your opponent’s game as much as yours. To this end, if we make the task forces army specific but you may find yourself in a task
see any unpainted figures on tables our referees will remove them. force that consists of Space Marine, and Sisters of Battle players, all
So it’s up to you, if you want to field your whole army then make sure under the banner of the Imperium.
it’s painted! The Tyrant of Badab campaign is split into a number of rounds (see the
As well as the miniatures in your army you need to bring along dice, attached schedule), and each round is split into two phases, an
‘Espionage and Events’ phase and a ‘Campaign’ phase. The Espionage
tape measures, templates, the Codex for your race and the Warhammer
phase comes first in each round.
40,000 rulebook.
In the Espionage round the Commander-in-Chief of the attacking forces
The Tyrant of Badab Army Limitations must choose which of the planets they would like to attack. The
defending forces will respond by assigning appropriate defence force,
Only the following armies may be used. as well as choosing whether to fight defensively or aggressively.
• Space Marines (loyalist or rebel). If you choose to bring one of the If your task force fights defensively, only a major victory from the
Chapters detailed at the end of this rules pack, you will benefit from attackers will be sufficient to strip a territory, whereas if you choose to
a ‘free’ additional unit. This unit will cost no points and is worth 150 fight aggressively, a minor victory either way will see a territory
VP. If you choose to do this, you will need to bring that unit with stripped or retaken, whereas a major victory either way will strip or
you in addition to your 1,500 pt army. Additional units will be listed retake two territories.
in appendix 1: Named Marine Chapters. Only Codex Space Marines During the round the campaign umpires will hand out ‘Declaration Of
may be used. War’ slips, which will have to be filled in with the name of the planet to
• Chaos Space Marines. Undivided only. 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
• Lost and The Damned.
who will face each other in the battle round.
• Imperial Guard. No Commissars may be taken, as these represent
You can only decide to declare war on one planet (you can’t split
the rebel PDFs in the Badab System.
your forces).
• Orks. These are mercenary forces hired by Huron to bolster his
shaky defence. Espionage and Events
• Dark Eldar. These are unaffiliated slaving parties that simply enjoy A task force can wage war upon its enemies even before the armies take
the pain and anguish of this rebellion. to the field of battle in a shadowy cloak and dagger conflict. Your task
• Daemonhunters and Witch Hunters. (Note: this is the only way force will receive a deck of Agent cards that will be randomly chosen
Imperial Guard units can be fielded on the loyalist side) by the campaign staff. These cards will be usable for the whole
No more than 1,500 points may be spent on the army. weekend once you receive them, however only one of each type of
agent can be used per game.
• Armies may be chosen from the most recent Codex, Chapter
Approved Books, Index Astartes Books and Imperial Armour Books.
The Chain of Command
• Your army must be chosen from a single force allocation chart for
At the start of a campaign the task forces will pick one player as its
‘standard missions’.
Commander-in-Chief. The ruler controls the forces’ logistics and
• No more than one detachment may be used and all armies must use resources, has the final say as to which territory and areas will be
the standard mission Force Organisation chart unless specifically attacked each round, and decides which battle each of his Commanders
allowed to use an alternative. must fight in if there is a choice in the Battle phase. If at any time the
• 1,000 points of this army must be capable of fighting as a stand- other players in a task force decide that the current Commander-in-
alone ‘legal’ army. In other words, you must pick a legal 1000 pt Chief is completely incompetent and should be got rid of...
army and then choose an additional 500 pts of models to meet the There are three ways to change the Commander-in-Chief of a
1,500 pt requirement. This 500 pts must be complete units, and still task force:
fit within the standard Force Organisation chart when combined with • Standing down.
your main force.
• Court martial.
• No special characters may be chosen.
• Assassination.
Vehicle Design Rules may be used. The vehicles data must be
The Commander-in-Chief of a task force can stand down at any time,
submitted to the Games Workshop Events Team along with clear
naming one of the other players as his successor. The successor
photographs of the model by the 1st of May for approval by the umpire
becomes the new Commander-in-Chief. He must take the role for at
team. The umpires will vet your design and a decision made as to
least one round and cannot stand down until subsequent rounds.
whether or not it may be fielded in the campaign. The umpire decision
is final and no correspondence will be entered into. 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
You may not use any vehicle (including Forge World models) that have some other incompetence, real or imaginary. The player must state he
Structure Points (eg, no Baneblades). wishes to court martial the Commander-in-Chief, then all of the players
Please remember that all models should be WYSIWYG (‘what you see in the task force vote secretly as to whether they support the current
is what you get’). Commander-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, Special Tables and Random Events
the old Commander-in-Chief remains in power and the usurper’s army
One of the great things about running an event like this is that it gives
may not use one character in the following campaign round (this us a chance to come up with some special scenarios to inflict on...
represents the unfortunate would-be usurper being executed for sorry, to delight the players taking part in the event. Warhammer 40,000
insubordination!). If there is a draw, then the task force is rife with The Tyrant of Badab is no exception to this and a number of special
dissension and inter army rivalry. Roll a dice to see who wins and scenarios and/or special rules will be ‘allocated’ to some of the areas
becomes the new Commander-in-Chief, and all armies in the task force and territories around the hall. In addition, we may announce a special
lose a character for the next round. random event from time to time.
To assassinate the Commander-in-Chief you must bid for an assassin to Please remember that once again these events may not seem fair, they
carry out the assassination attempt. The assassination is carried out on may give your opponent an advantage or they may impinge on your
the field of battle (the gaming table) shortly before the next game faction’s resources but overall they will balance out. Furthermore some
events will be dependent on how well or poorly your faction has done
begins. Any effect of the assassination stays in effect throughout the
in the last round. For example, failure to hold a forge world planet in
game (in the case of lost wounds or reduced profiles). Should the round one may mean less effective vehicle units are available for your
Assassin successfully kill the Commander-in-Chief all of the players in faction in round two.
the task force vote to decide who should be the new Commander-in-
Full details of the tables can be found in Appendix 2: Battle Zones.
Chief (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.
Linked Events
During each game, the campaign staff will play a separate Battlefleet
Battles Gothic game. Certain events in this game may affect your games, for
The scenario played in each round will depend on the pattern of success instance you may receive additional reinforcements, or you might get
in the campaign so far. PLEASE ENSURE THAT YOU ARE bombed. These will be called out over the microphone as and when
FAMILIAR WITH EVERY SCENARIO IN THE CORE RULES. they happen…
• SCENERY:
Each table will have scenery already set up on it. It may not
And The Winners Are!
be changed. There will be one winner at the end of the weekend:
• OTHER SPECIAL RULES: • The Supreme task force
Sometimes the territory where the battle is being fought will require However we may award special mentions for outstanding play
the use of additional special rules – these must be used. Some of the or conduct.
territory special rules are featured in Appendix 2: Battle Zones. 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
• WINNING THE BATTLE:
title to the task force with the resources left at the end.
Unlike previous campaigns where only a win, loss or draw was
registered, in ‘Tyrant of Badab’ we need to know exactly how well
Rules Questions
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 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
was a major or minor victory etc.
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
Multi-player Battles winning is secondary to having a good time and that anyone who keeps
As noted above it is rare, though possible, for a player to have to fight on spoiling a game with picky rules questions will be asked to desist or
two or more opponents on his own. Battles are always fought between suffer the consequences. Penalties include Agent Card fines.
two sides (ie, it is not allowed for armies from three different task Remember: Play the Game not the Rules!
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 Any Questions?
army. These things aside, all units from the same task force fighting in I look forward to seeing you at the weekend. In the meantime, if you
the battle are treated as a single allied force, and so both Commanders have any questions please feel free to write to me or e-mail me at the
from the same task force take their turn together, ie, they both move following address: Dark Stars Campaign, Games Workshop UK Events,
their miniatures at the same time, resolve combats at the same time, Willow Lane, Nottingham, NG7 2WS.
and so on. E-mail: nicka@games-workshop.co.uk

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

TIGER CLAWS LAMENTERS


Traits: Blessed be the Warriors, Trust Your Battle Brothers. Use the Chapter Approved Annual Cursed Founding rules for
Drawbacks: Die Standing, Eye to Eye. 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 Bonus Unit: Drop Troops. Five Marines with jump packs and two
heavy flamers. 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 Bonus Unit: One Callidus Assassin or Insurgency Force. (Five
jump packs. 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 Bonus Unit: Pursuit Squad. Six Marines and a Razorback with twin
with heavy bolters and one with a sniper rifle. heavy bolters and Supercharged Engine.

MINOTAURS NOVA MARINES


Use Chapter Approved Annual Cursed Founding rules. Full Cursed Traits: None.
Founding Army. Drawbacks: 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, Bonus Unit: Expeditionary Force. Five Marines led by a
Daemonhammer, storm shield, Familiar, five human warriors with Veteran Sgt., Melta Gun, Infiltrate.
Hellpistol and close combat weapons. (Daemonhunters)

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 Bonus Unit: Five Marines, two armed with heavy bolters,
and Scout. 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): Tranquility – Tropical Death World
Mining Centre.
Planet covered in dense jungle with a
Imperial Valley (Sigma IV): dark jungle floor shrouded by a tree
Archeotech site of great value. canopy hundreds of feet high. Battles
Cobalt Dunes (Sigma IV): fought on Tranquility will use the rules
for jungle fighting.
Adeptus Mechanicus research station.
If your battle takes place on a jungle
Jonesville (Sigma VI): board (recognisable by the brown and
Dustgrox farming and processing centre. green patches on the board) then the
Aykay Corrale (Sigma VI): following rules also apply:
Lively farmers’ relaxation zone. You are fighting in Tranquility’s deepest jungle, most of the ground
Dust Spires (Sigma VI): 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
Mining Centre. 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)
Crowes World – Ice World with no restrictions.
Inhospitable ice world with huge Known key locations of Tranquility:
promethium reserves deep under the Sairun Delta:
ice floes.
Broad mud flats and home to many of Tranquility’s settlers.
SPECIAL RULES: All boards
Nhara Foothills:
designated as Crowes World boards can
suffer ‘snowstorms’. Snowstorms follow Home to Tranquility’s Imperial shrine and ecclisiarchy prior to the
exactly the same rules as sandstorms in rebellion.
the Sigma Cluster above. Anderson’s landing:
Known key locations of Crowes World: Anderson’s landing is one of the few cleared settlements in
Tranquility and so does not suffer the jungle rules.
Polar cap:
Mercy Falls:
Promethium well.
Source of Anderson’s landings clean water supplies.
Mining Post Beta:
Slee Heights:
Mining Centre.
Traditional homelands of the indigenous planetary population,
Bek Shuttle port: 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
Strategically important height. destroyed. The Chung-hai razor swamps have viciously barbed
Webster’s Landing: foliage – any model in cover takes an immediate Strength 2 hit as it
Largest colony settlement. moves in or out of the area (AP6), wheeled vehicles are immobilised
on a roll of a 1 on a D6.

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