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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
Loyalist Chapters
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.
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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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